boids/geometry.mjs

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JavaScript
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export class Vector
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{
constructor(x = 0, y = 0)
{
this.x = x;
this.y = y;
}
add(vector)
{
this.x += vector.x;
this.y += vector.y;
return this;
}
addMul(vector, scalar)
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{
this.x += vector.x * scalar;
this.y += vector.y * scalar;
return this;
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}
sub(vector)
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{
this.x -= vector.x;
this.y -= vector.y;
return this;
}
mul(scalar)
{
this.x *= scalar;
this.y *= scalar;
return this;
}
div(scalar)
{
return this.mul(1 / scalar);
}
rotate(angle)
{
const cos = Math.cos(angle);
const sin = Math.sin(angle);
const nextX = cos * this.x - sin * this.y;
const nextY = cos * this.y + sin * this.x;
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this.x = nextX;
this.y = nextY;
return this;
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}
angle()
{
return Math.PI / 2 - Math.atan2(this.x, this.y);
}
normSquared()
{
return this.x * this.x + this.y * this.y;
}
static distSquared(lhs, rhs)
{
return (
(lhs.x - rhs.x) * (lhs.x - rhs.x)
+ (lhs.y - rhs.y) * (lhs.y - rhs.y)
);
}
reset()
{
this.x = 0;
this.y = 0;
return this;
}
clone()
{
return new Vector(this.x, this.y);
}
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}
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export class Rectangle
{
constructor(x, y, w, h)
{
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.center = new Vector(x + w / 2, y + h / 2);
}
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distance(point)
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{
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return Math.hypot(
Math.max(point.x - this.x - this.w, 0, this.x - point.x),
Math.max(point.y - this.y - this.h, 0, this.y - point.y),
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);
}
draw(ctx)
{
ctx.rect(this.x, this.y, this.w, this.h);
}
}
export class Circle
{
constructor(x, y, r)
{
this.r = r;
this.center = new Vector(x, y);
}
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distance(point)
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{
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return Math.hypot(
this.center.x - point.x,
this.center.y - point.y,
) - this.r;
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}
draw(ctx)
{
ctx.moveTo(this.center.x + this.r, this.center.y);
ctx.arc(this.center.x, this.center.y, this.r, 0, 2 * Math.PI, false);
}
}