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Add Vector2 (#593)
* add Vector2.js * Rename Data-Structures/Vector2.js to Data-Structures/Vectors/Vector2.js
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205
Data-Structures/Vectors/Vector2.js
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205
Data-Structures/Vectors/Vector2.js
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/**
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* In mathematics and physics, a vector is an element of a vector space. The Vector2-class
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* implements 2-dimensional vectors together with various vector-operations (description adapted from
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* https://en.wikipedia.org/wiki/Vector_(mathematics_and_physics)).
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*/
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/*
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Doctests
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// Test equalsExactly-method
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> new Vector2(1, 0).equalsExactly(new Vector2(1, 0))
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true
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> new Vector2(1.23, 4.56).equalsExactly(new Vector2(0, 0))
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false
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// Test equalsApproximately-method
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> new Vector2(1, 0).equalsApproximately(new Vector2(1, 0.0000001), 0.000001)
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true
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> new Vector2(1.23, 4.56).equalsApproximately(new Vector2(1.24, 4.56), 0.000001)
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false
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// Test add-method
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> new Vector2(1, 0).add(new Vector2(0, 1)).equalsApproximately(new Vector2(1, 1), 0.000001)
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true
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> new Vector2(-3.3, -9).add(new Vector2(-2.2, 3)).equalsApproximately(new Vector2(-5.5, -6), 0.000001)
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true
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// Test subtract-method
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> new Vector2(1, 0).subtract(new Vector2(0, 1)).equalsApproximately(new Vector2(1, -1), 0.000001)
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true
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> new Vector2(234.5, 1.7).subtract(new Vector2(3.3, 2.7)).equalsApproximately(new Vector2(231.2, -1), 0.000001)
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true
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// Test multiply-method
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> new Vector2(1, 0).multiply(5).equalsApproximately(new Vector2(5, 0), 0.000001)
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true
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> new Vector2(3.41, -7.12).multiply(-3.1).equalsApproximately(new Vector2(-10.571, 22.072), 0.000001)
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true
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// Test length-method
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> new Vector2(1, 0).length()
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1
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> new Vector2(-1, 1).length()
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Math.sqrt(2)
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// Test normalize-method
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> new Vector2(1, 0).normalize().equalsApproximately(new Vector2(1, 0), 0.000001)
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true
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> new Vector2(1, -1).normalize().equalsApproximately(new Vector2(Math.sqrt(2) / 2, -Math.sqrt(2) / 2), 0.000001)
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true
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// Test distance-method
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> new Vector2(0, 0).distance(new Vector2(0, -1))
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1
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> new Vector2(1, 0).distance(new Vector2(0, 1))
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Math.sqrt(2)
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// Test dotProduct-method
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> new Vector2(1, 0).dotProduct(new Vector2(0, 1))
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0
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> new Vector2(1, 2).dotProduct(new Vector2(3, 4))
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1 * 3 + 2 * 4
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// Test rotate-method
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> new Vector2(0, -1).rotate(Math.PI / 2).equalsApproximately(new Vector2(1, 0), 0.000001)
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true
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> new Vector2(1.23, -4.56).rotate(Math.PI).equalsApproximately(new Vector2(-1.23, 4.56), 0.000001)
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true
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// Test angleBetween-method
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> new Vector2(1, 0).angleBetween(new Vector2(0, 1))
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Math.PI / 2
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> new Vector2(1, 0).angleBetween(new Vector2(1, -1))
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-Math.PI / 4
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*/
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class Vector2 { // eslint-disable-line no-unused-vars
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constructor (x, y) {
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this.x = x
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this.y = y
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}
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/**
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* Check for exact vector equality.
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*
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* @param vector The vector to compare to.
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* @returns Whether they are exactly equal or not.
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*/
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equalsExactly (vector) {
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return this.x === vector.x && this.y === vector.y
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}
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/**
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* Check for approximate vector equality.
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*
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* @param vector The vector to compare to.
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* @param epsilon The allowed discrepancy for the x-values and the y-values.
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* @returns Whether they are approximately equal or not.
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*/
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equalsApproximately (vector, epsilon) {
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return (Math.abs(this.x - vector.x) < epsilon && Math.abs(this.y - vector.y) < epsilon)
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}
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/**
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* Vector length.
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*
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* @returns The length of the vector.
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*/
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length () {
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return Math.sqrt(this.x * this.x + this.y * this.y)
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}
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/**
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* Normalization sets the vector to length 1 while maintaining its direction.
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*
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* @returns The normalized vector.
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*/
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normalize () {
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const length = this.length()
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if (length === 0) {
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throw new Error('Cannot normalize vectors of length 0')
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}
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return new Vector2(this.x / length, this.y / length)
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}
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/**
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* Vector addition
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*
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* @param vector The vector to be added.
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* @returns The sum-vector.
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*/
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add (vector) {
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const x = this.x + vector.x
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const y = this.y + vector.y
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return new Vector2(x, y)
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}
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/**
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* Vector subtraction
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*
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* @param vector The vector to be subtracted.
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* @returns The difference-vector.
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*/
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subtract (vector) {
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const x = this.x - vector.x
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const y = this.y - vector.y
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return new Vector2(x, y)
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}
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/**
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* Vector scalar multiplication
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*
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* @param scalar The factor by which to multiply the vector.
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* @returns The scaled vector.
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*/
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multiply (scalar) {
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const x = this.x * scalar
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const y = this.y * scalar
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return new Vector2(x, y)
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}
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/**
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* Distance between this vector and another vector.
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*
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* @param vector The vector to which to calculate the distance.
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* @returns The distance.
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*/
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distance (vector) {
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const difference = vector.subtract(this)
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return difference.length()
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}
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/**
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* Vector dot product
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*
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* @param vector The vector used for the multiplication.
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* @returns The resulting dot product.
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*/
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dotProduct (vector) {
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return this.x * vector.x + this.y * vector.y
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}
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/**
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* Vector rotation (see https://en.wikipedia.org/wiki/Rotation_matrix)
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*
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* @param angleInRadians The angle in radians by which to rotate the vector.
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* @returns The rotated vector.
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*/
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rotate (angleInRadians) {
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const ca = Math.cos(angleInRadians)
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const sa = Math.sin(angleInRadians)
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const x = ca * this.x - sa * this.y
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const y = sa * this.x + ca * this.y
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return new Vector2(x, y)
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}
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/**
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* Measure angle between two vectors
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*
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* @param vector The 2nd vector for the measurement.
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* @returns The angle in radians.
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*/
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angleBetween (vector) {
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return Math.atan2(vector.y, vector.x) - Math.atan2(this.y, this.x)
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}
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}
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