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@jjgrainger
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A simple Vector class in javascript
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?
@eduardmathmed
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eduardmathmed commented Feb 12, 2020

You can also put angleD directly in the function call

// return the angle of the vector in degrees
Vector.prototype.getDirectionD = function() {
return Math.atan2(this.y, this.x) * 180 / Math.PI;
};

// set the direction of the vector in degrees
Vector.prototype.setDirectionD = function(directionD) {
var angleD = directionD;
var magnitude = this.getMagnitude();
this.x = Math.cos(angleD * 180 / Math.PI) * magnitude;
this.y = Math.sin(angleD * 180 / Math.PI) * magnitude;
};

@dr-NHA
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dr-NHA commented Sep 19, 2021

//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

@Rosux
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Rosux commented Mar 12, 2023

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

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