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