mirror of
https://github.com/ConnectedHumber/Air-Quality-Web
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316 lines
8.2 KiB
JavaScript
316 lines
8.2 KiB
JavaScript
"use strict";
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/******************************************************
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************** Simple ES6 Vector Class **************
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******************************************************
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* Author: Starbeamrainbowlabs
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* Twitter: @SBRLabs
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* Email: feedback at starbeamrainbowlabs dot com
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*
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* From https://gist.github.com/sbrl/69a8fa588865cacef9c0
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******************************************************
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* Originally written for my 2D Graphics ACW at Hull
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* University.
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******************************************************
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* Changelog
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******************************************************
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* 19th December 2015:
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* Added this changelog.
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* 28th December 2015:
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* Rewrite tests with klud.js + Node.js
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* 30th January 2016:
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* Tweak angleFrom function to make it work properly.
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* 31st January 2016:
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* Add the moveTowards function.
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* Add the minComponent getter.
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* Add the maxComponent getter.
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* Add the equalTo function.
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* Tests still need to be written for all of the above.
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* 19th September 2016:
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* Added Vector support to the multiply method.
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* 10th June 2017:
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* Fixed a grammatical mistake in a comment.
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* Added Vector.fromBearing static method.
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* 21st October 2017:
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* Converted to ES6 module.
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* Added Vector.zero and Vector.one constants. Remember to clone them!
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* 4th August 2018: (#LOWREZJAM!)
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* Optimised equalTo()
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* 6th August 2018: (#LOWREZJAM again!)
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* Added round(), floor(), and ceil()
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* 7th August 2018: (moar #LOWREZJAM :D)
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* Added area() and snapTo(grid_size)
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* 10th August 2018: (even more #LOWREZJAM!)
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* Added Vector support to divide()
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*/
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class Vector {
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// Constructor
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constructor(inX, inY) {
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if(typeof inX != "number")
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throw new Error("Invalid x value.");
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if(typeof inY != "number")
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throw new Error("Invalid y value.");
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// Store the (x, y) coordinates
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this.x = inX;
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this.y = inY;
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}
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/**
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* Add another vector to this vector.
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* @param {Vector} v The vector to add.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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add(v) {
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this.x += v.x;
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this.y += v.y;
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return this;
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}
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/**
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* Take another vector from this vector.
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* @param {Vector} v The vector to subtrace from this one.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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subtract(v) {
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this.x -= v.x;
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this.y -= v.y;
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return this;
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}
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/**
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* Divide the current vector by a given value.
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* @param {Number|Vector} value The number (or Vector) to divide by.
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* @return {Vector} The current vector. Useful for daisy-chaining calls.
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*/
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divide(value) {
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if(value instanceof Vector)
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{
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this.x /= value.x;
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this.y /= value.y;
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}
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else if(typeof value == "number")
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{
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this.x /= value;
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this.y /= value;
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}
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else
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throw new Error("Can't divide by non-number value.");
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return this;
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}
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/**
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* Multiply the current vector by a given value.
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* @param {Number|Vector} value The number (or Vector) to multiply the current vector by.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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multiply(value) {
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if(value instanceof Vector)
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{
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this.x *= value.x;
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this.y *= value.y;
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}
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else if(typeof value == "number")
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{
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this.x *= value;
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this.y *= value;
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}
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else
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throw new Error("Can't multiply by non-number value.");
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return this;
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}
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/**
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* Move the vector towards the given vector by the given amount.
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* @param {Vector} v The vector to move towards.
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* @param {Number} amount The distance to move towards the given vector.
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*/
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moveTowards(v, amount)
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{
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// From http://stackoverflow.com/a/2625107/1460422
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var dir = new Vector(
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v.x - this.x,
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v.y - this.y
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).limitTo(amount);
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this.x += dir.x;
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this.y += dir.y;
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return this;
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}
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/**
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* Rounds the x and y components of this vector down to the next integer.
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* @return {Vector} This vector - useful for diasy-chaining.
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*/
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floor() {
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this.x = Math.floor(this.x);
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this.y = Math.floor(this.y);
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return this;
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}
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/**
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* Rounds the x and y components of this vector up to the next integer.
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* @return {Vector} This vector - useful for diasy-chaining.
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*/
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ceil() {
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this.x = Math.ceil(this.x);
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this.y = Math.ceil(this.y);
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return this;
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}
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/**
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* Rounds the x and y components of this vector to the nearest integer.
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* @return {Vector} This vector - useful for diasy-chaining.
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*/
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round() {
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this.x = Math.round(this.x);
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this.y = Math.round(this.y);
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return this;
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}
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/**
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* Calculates the 'area' of this vector and returns the result.
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* In other words, returns x * y. Useful if you're using a Vector to store
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* a size.
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* @return {Number} The 'area' of this vector.
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*/
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area() {
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return this.x * this.y;
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}
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/**
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* Snaps this vector to an imaginary square grid with the specified sized
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* squares.
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* @param {Number} grid_size The size of the squares on the imaginary grid to which to snap.
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* @return {Vector} The current vector - useful for daisy-chaining.
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*/
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snapTo(grid_size) {
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this.x = Math.floor(this.x / grid_size) * grid_size;
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this.y = Math.floor(this.y / grid_size) * grid_size;
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return this;
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}
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/**
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* Limit the length of the current vector to value without changing the
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* direction in which the vector is pointing.
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* @param {Number} value The number to limit the current vector's length to.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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limitTo(value) {
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if(typeof value != "number")
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throw new Error("Can't limit to non-number value.");
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this.divide(this.length);
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this.multiply(value);
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return this;
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}
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/**
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* Return the dot product of the current vector and another vector.
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* @param {Vector} v The other vector we should calculate the dot product with.
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* @return {Vector} The current vector. Useful for daisy-chaining calls.
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*/
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dotProduct(v) {
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return (this.x * v.x) + (this.y * v.y);
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}
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/**
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* Calculate the angle, in radians, from north to another vector.
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* @param {Vector} v The other vector to which to calculate the angle.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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angleFrom(v) {
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// From http://stackoverflow.com/a/16340752/1460422
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var angle = Math.atan2(v.y - this.y, v.x - this.x) - (Math.PI / 2);
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angle += Math.PI/2;
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if(angle < 0) angle += Math.PI * 2;
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return angle;
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}
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/**
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* Clones the current vector.
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* @return {Vector} A clone of the current vector. Very useful for passing around copies of a vector if you don't want the original to be altered.
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*/
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clone() {
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return new Vector(this.x, this.y);
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}
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/*
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* Returns a representation of the current vector as a string.
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* @returns {string} A representation of the current vector as a string.
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*/
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toString() {
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return `(${this.x}, ${this.y})`;
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}
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/**
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* Whether the vector is equal to another vector.
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* @param {Vector} v The vector to compare to.
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* @return {boolean} Whether the current vector is equal to the given vector.
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*/
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equalTo(v)
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{
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return this.x == v.x && this.y == v.y;
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}
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/**
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* Get the unit vector of the current vector - that is a vector poiting in the same direction with a length of 1. Note that this does *not* alter the original vector.
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* @return {Vector} The current vector's unit form.
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*/
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get unitVector() {
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var length = this.length;
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return new Vector(
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this.x / length,
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this.y / length);
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}
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/**
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* Get the length of the current vector.
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* @return {Number} The length of the current vector.
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*/
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get 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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* Get the value of the minimum component of the vector.
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* @return {Number} The minimum component of the vector.
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*/
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get minComponent() {
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return Math.min(this.x, this.y);
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}
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/**
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* Get the value of the maximum component of the vector.
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* @return {Number} The maximum component of the vector.
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*/
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get maxComponent() {
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return Math.min(this.x, this.y);
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}
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}
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/**
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* Returns a new vector based on an angle and a length.
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* @param {Number} angle The angle, in radians.
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* @param {Number} length The length.
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* @return {Vector} A new vector that represents the (x, y) of the specified angle and length.
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*/
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Vector.fromBearing = function(angle, length) {
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return new Vector(
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length * Math.cos(angle),
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length * Math.sin(angle)
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);
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}
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Vector.zero = new Vector(0, 0);
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Vector.one = new Vector(1, 1);
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export default Vector;
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