Last active
July 29, 2024 11:18
-
-
Save jjgrainger/808640fcb5764cf92c3cad960682c677 to your computer and use it in GitHub Desktop.
A simple Vector class in javascript
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
var Vector = function(x, y) { | |
this.x = x || 0; | |
this.y = y || 0; | |
}; | |
// return the angle of the vector in radians | |
Vector.prototype.getDirection = function() { | |
return Math.atan2(this.y, this.x); | |
}; | |
// set the direction of the vector in radians | |
Vector.prototype.setDirection = function(direction) { | |
var magnitude = this.getMagnitude(); | |
this.x = Math.cos(angle) * magnitude; | |
this.y = Math.sin(angle) * magnitude; | |
}; | |
// get the magnitude of the vector | |
Vector.prototype.getMagnitude = function() { | |
// use pythagoras theorem to work out the magnitude of the vector | |
return Math.sqrt(this.x * this.x + this.y * this.y); | |
}; | |
// set the magnitude of the vector | |
Vector.prototype.setMagnitude = function(magnitude) { | |
var direction = this.getDirection(); | |
this.x = Math.cos(direction) * magnitude; | |
this.y = Math.sin(direction) * magnitude; | |
}; | |
// add two vectors together and return a new one | |
Vector.prototype.add = function(v2) { | |
return new Vector(this.x + v2.x, this.y + v2.y); | |
}; | |
// add a vector to this one | |
Vector.prototype.addTo = function(v2) { | |
this.x += v2.x; | |
this.y += v2.y; | |
}; | |
// subtract two vectors and reutn a new one | |
Vector.prototype.subtract = function(v2) { | |
return new Vector(this.x - v2.x, this.y - v2.y); | |
}; | |
// subtract a vector from this one | |
Vector.prototype.subtractFrom = function(v2) { | |
this.x -= v2.x; | |
this.y -= v2.y; | |
}; | |
// multiply this vector by a scalar and return a new one | |
Vector.prototype.multiply = function(scalar) { | |
return new Vector(this.x * scalar, this.y * scalar); | |
}; | |
// multiply this vector by the scalar | |
Vector.prototype.multiplyBy = function(scalar) { | |
this.x *= scalar; | |
this.y *= scalar; | |
}; | |
// scale this vector by scalar and return a new vector | |
Vector.prototype.divide = function(scalar) { | |
return new Vector(this.x / scalar, this.y / scalar); | |
}; | |
// scale this vector by scalar | |
Vector.prototype.divideBy = function(scalar) { | |
this.x /= scalar; | |
this.y /= scalar; | |
}; | |
// Aliases | |
Vector.prototype.getLength = Vector.prototype.getMagnitude; | |
Vector.prototype.setLength = Vector.prototype.setMagnitude; | |
Vector.prototype.getAngle = Vector.prototype.getDirection; | |
Vector.prototype.setAngle = Vector.prototype.setDirection; | |
// Utilities | |
Vector.prototype.copy = function() { | |
return new Vector(this.x, this.y); | |
}; | |
Vector.prototype.toString = function() { | |
return 'x: ' + this.x + ', y: ' + this.y; | |
}; | |
Vector.prototype.toArray = function() { | |
return [this.x, this.y]; | |
}; | |
Vector.prototype.toObject = function() { | |
return {x: this.x, y: this.y}; | |
}; | |
// To add | |
// Scale | |
// Normalise | |
// Dot? |
class Vector{
/**
* Initializes a new vector.
* @param {Number|vector} x Initial value of x (can be number or vector).
* @param {Number|null} y Initial value of y.
*/
constructor(x, y){
if(x instanceof Vector){
this.x = x.x;
this.y = x.y
}else{
this.x = x;
this.y = y;
}
}
/**
* Changes the digit count after the decimal point.
* @param {Number} digits Number of digits to appear after decimal point.
* @returns The vector.
*/
ToFixed(digits){this.x=parseFloat(this.x.toFixed(digits));this.y=parseFloat(this.y.toFixed(digits));return this;}
/**
* Floors the vector.
* @returns The vector.
*/
Floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this;}
/**
* Clamps a vector to the given values.
* @param {Number} min Minimal inclusive number.
* @param {Number} max Max inclusive number.
* @returns The vector.
*/
Clamp(min, max){this.x=Math.min(Math.max(this.x, min), max);this.y=Math.min(Math.max(this.y, min), max);return this;}
/**
* Clamps a vector to the given values.
* @param {Number} xMin Min inclusive number on x axis.
* @param {Number} xMax Max inclusive number on x axis.
* @param {Number} yMin Min inclusive number on y axis.
* @param {Number} yMax Max inclusive number on y axis.
* @returns The vector.
*/
ClampXY(xMin, xMax, yMin, yMax){this.x=Math.min(Math.max(this.x, xMin), xMax);this.y=Math.min(Math.max(this.y, yMin), yMax);return this;}
/**
* Clamps a vector by another vector.
* @param {Vector} clampX Vector to clamp x by. (Vector.x will be the Min and Vector.y will be the Max value).
* @param {Vector} clampY Vector to clamp y by. (Vector.x will be the Min and Vector.y will be the Max value).
* @returns The vector.
*/
ClampWithVector(clampX, clampY){this.x=Math.min(Math.max(this.x, clampX.x), clampX.y);this.y=Math.min(Math.max(this.y, clampY.x), clampY.y);return this;}
/**
* Adds to vector by given vector.
* @param {vector} vector Vector values to add to original.
* @returns The vector.
*/
AddVector(vector){this.x+=vector.x;this.y+=vector.y;return this;}
/**
* Adds to vector by given amount.
* @param {Number} amount Amount to add to original.
* @returns The vector.
*/
Add(amount){this.x+=amount;this.y+=amount;return this;}
/**
* Subtracts vector by given vector.
* @param {vector} vector Vector to subtract to original.
* @returns The vector.
*/
SubtractVector(vector){this.x-=vector.x;this.y-=vector.y;return this;}
/**
* Subtracts vector by given amount.
* @param {Number} amount amount to subtracts from original.
* @returns The vector.
*/
Subtract(amount){this.x-=amount;this.y-=amount;return this;}
/**
* Multiplies vector by given vector.
* @param {vector} vector Vector to Multiply vector by.
* @returns The vector.
*/
MultiplyVector(vector){this.x*=vector.x;this.y*=vector.y;return this;}
/**
* Multiplies vector by given scalar.
* @param {Number} scalar Scalar to Multiply vector by.
* @returns The vector.
*/
Multiply(scalar){this.x*=scalar;this.y*=scalar;return this;}
/**
* Divides vector by given vector.
* @param {vector} vector Vector to divide vector by.
* @returns The vector.
*/
DivideVector(vector){this.x/=vector.x;this.y/=vector.y;return this;}
/**
* Divides vector by given scalar.
* @param {Number} scalar Scalar to divide vector by.
* @returns The vector.
*/
Divide(scalar){this.x/=scalar;this.y/=scalar;return this;}
/**
* Shorthand for writing `new Vector(0, 0)`.
* @returns The vector.
*/
Zero(){this.x=0;this.y=0;return this;}
/**
* Invert the values of a vector
* @returns The vector.
*/
Invert(){this.x=-this.x;this.y=-this.y;return this;}
static Floor(vector){return vector.Floor();}
static Clamp(vector, min, max){return vector.Clamp(min, max);}
static ClampXY(vector, xMin, xMax, yMin, yMax){return vector.ClampXY(xMin, xMax, yMin, yMax);}
static ClampWithVector(vector, clampX, clampY){return vector.ClampWithVector(clampX, clampY);}
static AddVector(vector1, vector2){return vector1.AddVector(vector2);}
static Add(vector, amount){return vector.add(amount);}
static SubtractVector(vector1, vector2){return vector1.SubtractVector(vector2);}
static Subtract(vector, amount){return vector.subtract(amount);}
static MultiplyVector(vector1, vector2){return vector1.MultiplyVector(vector2);}
static Multiply(vector, scalar){return vector.multiply(scalar);}
static DivideVector(vector1, vector2){return vector1.DivideVector(vector2);}
static Divide(vector, scalar){return vector.divide(scalar);}
static Zero(){return new Vector(0, 0);}
static Invert(vector){return vector.Invert();}
static ToFixed(vector, digits){return vector.ToFixed(digits);}
}
static methods needs docs and i dont have magnitude etc simply because i didnt need it but might help someone
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
//reposted together
//And Fixed as y'all Lazy
//Setuo Vector Function
var Vector = function(x, y) {this.x = x || 0;this.y = y || 0;};
// return the angle of the vector in radians
Vector.prototype.getDirection = function() {return Math.atan2(this.y, this.x);};
// set the direction of the vector in radians
Vector.prototype.setDirection = function(angle) {var magnitude = this.getMagnitude(); this.x = Math.cos(angle) * magnitude; this.y = Math.sin(angle) * magnitude;};
// get the magnitude of the vector
// use pythagoras theorem to work out the magnitude of the vector
Vector.prototype.getMagnitude = function() {return Math.sqrt(this.x * this.x + this.y * this.y);};
// set the magnitude of the vector
Vector.prototype.setMagnitude = function(magnitude) { var direction = this.getDirection(); this.x = Math.cos(direction) * magnitude; this.y = Math.sin(direction) * magnitude;};
// add two vectors together and return a new one
Vector.prototype.add = function(v2) {return new Vector(this.x + v2.x, this.y + v2.y);};
// add a vector to this one
Vector.prototype.addTo = function(v2) {this.x += v2.x; this.y += v2.y;};
// subtract two vectors and reutn a new one
Vector.prototype.subtract = function(v2) {return new Vector(this.x - v2.x, this.y - v2.y);};
// subtract a vector from this one
Vector.prototype.subtractFrom = function(v2) { this.x -= v2.x; this.y -= v2.y;};
// multiply this vector by a scalar and return a new one
Vector.prototype.multiply = function(scalar) {return new Vector(this.x * scalar, this.y * scalar);};
// multiply this vector by the scalar
Vector.prototype.multiplyBy = function(scalar) {this.x *= scalar; this.y *= scalar;};
// scale this vector by scalar and return a new vector
Vector.prototype.divide = function(scalar) { return new Vector(this.x / scalar, this.y / scalar);};
// scale this vector by scalar
Vector.prototype.divideBy = function(scalar) { this.x /= scalar; this.y /= scalar;};
// Aliases
Vector.prototype.getLength = Vector.prototype.getMagnitude;
Vector.prototype.setLength = Vector.prototype.setMagnitude;
Vector.prototype.getAngle = Vector.prototype.getDirection;
Vector.prototype.setAngle = Vector.prototype.setDirection;
// Utilities
Vector.prototype.copy = function() {return new Vector(this.x, this.y);};
Vector.prototype.toString = function() { return 'x: ' + this.x + ', y: ' + this.y;};
Vector.prototype.toArray = function() { return [this.x, this.y];};
Vector.prototype.toObject = function() { return {x: this.x, y: this.y};};
// dot product of two vectors
Vector.prototype.dotProduct = function(v2) { return this.x * v2.x + this.y *v2.y;}
// normalize a given vector
Vector.prototype.normalize = function(){return new Vector(this.x/(Math.sqrt(this.x * this.x + this.y * this.y)), this.y/(Math.sqrt(this.x * this.x + this.y * this.y)));}
// To add
// Scale