Reduce memory usage to improve GC performance
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boids.mjs
98
boids.mjs
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@ -1,79 +1,75 @@
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import Vector from './vector.mjs';
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const findNeighbors = (boids, boid, radius) =>
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{
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const neighbors = [];
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for (let otherBoid of boids)
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{
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if (boid != otherBoid)
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{
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const dist = boid.pos.sub(otherBoid.pos).normSquared();
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if (dist < radius * radius)
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{
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neighbors.push(otherBoid);
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}
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}
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}
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return neighbors;
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};
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const meanPos = new Vector(0, 0);
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const meanVel = new Vector(0, 0);
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const repelForce = new Vector(0, 0);
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export const update = (boids, params, time) =>
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{
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for (let boid of boids)
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{
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const visible = findNeighbors(boids, boid, params.visibleDist);
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const close = findNeighbors(boids, boid, params.closeDist);
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const boidsSize = boids.length;
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// Attract towards center of visible flock
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const center = new Vector(0, 0);
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for (let otherBoid of visible)
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for (let i = 0; i < boidsSize; ++i)
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{
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center.addMut(otherBoid.pos);
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const me = boids[i];
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meanPos.reset();
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meanVel.reset();
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repelForce.reset();
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let visibleSize = 0;
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for (let j = 0; j < boidsSize; ++j)
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{
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if (i != j)
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{
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const you = boids[j];
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const dist = Vector.distSquared(me.pos, you.pos);
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if (dist < params.visibleDist * params.visibleDist)
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{
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meanPos.add(you.pos);
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meanVel.add(you.vel);
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visibleSize += 1;
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if (dist < params.closeDist * params.closeDist)
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{
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repelForce.add(me.pos).sub(you.pos);
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}
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}
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}
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}
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if (visible.length >= 1)
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// Attract towards center of visible flock
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if (visibleSize >= 1)
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{
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center.divMut(visible.length);
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boid.vel.addMut(center.sub(boid.pos).mul(params.centerAccel));
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me.vel.add(meanPos.div(visibleSize)
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.sub(me.pos)
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.mul(params.centerAccel));
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}
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// Attract toward center of screen
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boid.vel.addMut(boid.pos.mul(-0.01));
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me.vel.addMul(me.pos, -0.01);
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// Repel away from close boids
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for (let otherBoid of close)
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{
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boid.vel.addMut(boid.pos
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.sub(otherBoid.pos)
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.mul(params.repelAccel));
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}
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me.vel.add(repelForce.mul(params.repelAccel));
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// Match other boids’ velocity
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const velocity = new Vector(0, 0);
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for (let otherBoid of visible)
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if (visibleSize >= 1)
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{
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velocity.addMut(otherBoid.vel);
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}
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if (visible.length >= 1)
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{
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velocity.divMut(visible.length);
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boid.vel.addMut(velocity.sub(boid.vel).mul(params.matchAccel));
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me.vel.add(meanVel.div(visibleSize)
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.sub(me.vel)
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.mul(params.matchAccel));
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}
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// Do not surpass maximum speed
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const speed = boid.vel.normSquared();
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const speed = me.vel.normSquared();
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if (speed > params.maxSpeed * params.maxSpeed)
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{
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boid.vel.divMut(Math.sqrt(speed)).mulMut(params.maxSpeed);
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me.vel.div(Math.sqrt(speed)).mul(params.maxSpeed);
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}
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boid.pos.addMut(boid.vel.mul(time));
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// Integrate speed
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me.pos.addMul(me.vel, time);
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}
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};
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24
draw.mjs
24
draw.mjs
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@ -7,8 +7,13 @@ const boidShape = [
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new Vector(2, 0),
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];
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const boidShapeSize = boidShape.length;
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const transformed = new Vector(0, 0);
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export const boids = (activeBoids, params, ctx, width, height, center) =>
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{
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const boidsSize = activeBoids.length;
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ctx.clearRect(0, 0, width, height);
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// // Draw each boid’s visibility and proximity zones
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@ -75,24 +80,31 @@ export const boids = (activeBoids, params, ctx, width, height, center) =>
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ctx.beginPath();
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ctx.fillStyle = 'black';
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for (let boid of activeBoids)
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for (let i = 0; i < boidsSize; ++i)
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{
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const boid = activeBoids[i];
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const angle = boid.vel.angle();
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let isFirst = true;
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for (let point of boidShape)
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for (let j = 0; j < boidShapeSize; ++j)
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{
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const trans = boid.pos.add(center)
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.add(point.rotate(angle).mul(params.radius))
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transformed.x = boidShape[j].x;
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transformed.y = boidShape[j].y;
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transformed
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.rotate(angle)
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.mul(params.radius)
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.add(center)
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.add(boid.pos);
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if (isFirst)
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{
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ctx.moveTo(trans.x, trans.y);
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ctx.moveTo(transformed.x, transformed.y);
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isFirst = false;
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}
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else
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{
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ctx.lineTo(trans.x, trans.y);
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ctx.lineTo(transformed.x, transformed.y);
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}
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}
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}
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52
vector.mjs
52
vector.mjs
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@ -7,23 +7,20 @@ class Vector
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}
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add(vector)
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{
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return new Vector(this.x + vector.x, this.y + vector.y);
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}
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addMut(vector)
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{
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this.x += vector.x;
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this.y += vector.y;
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return this;
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}
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sub(vector)
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addMul(vector, scalar)
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{
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return new Vector(this.x - vector.x, this.y - vector.y);
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this.x += vector.x * scalar;
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this.y += vector.y * scalar;
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return this;
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}
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subMut(vector)
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sub(vector)
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{
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this.x -= vector.x;
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this.y -= vector.y;
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@ -31,11 +28,6 @@ class Vector
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}
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mul(scalar)
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{
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return new Vector(this.x * scalar, this.y * scalar);
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}
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mulMut(scalar)
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{
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this.x *= scalar;
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this.y *= scalar;
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@ -47,20 +39,16 @@ class Vector
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return this.mul(1 / scalar);
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}
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divMut(scalar)
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{
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return this.mulMut(1 / scalar);
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}
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rotate(angle)
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{
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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const nextX = cos * this.x - sin * this.y;
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const nextY = cos * this.y + sin * this.x;
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return new Vector(
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cos * this.x - sin * this.y,
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cos * this.y + sin * this.x,
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);
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this.x = nextX;
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this.y = nextY;
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return this;
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}
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angle()
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@ -72,6 +60,26 @@ class Vector
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{
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return this.x * this.x + this.y * this.y;
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}
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static distSquared(lhs, rhs)
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{
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return (
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(lhs.x - rhs.x) * (lhs.x - rhs.x)
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+ (lhs.y - rhs.y) * (lhs.y - rhs.y)
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);
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}
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reset()
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{
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this.x = 0;
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this.y = 0;
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return this;
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}
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clone()
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{
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return new Vector(this.x, this.y);
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}
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}
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export default Vector;
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