codecombat/app/lib/world/vector.coffee

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# https://github.com/hornairs/blog/blob/master/assets/coffeescripts/flocking/vector.coffee
class Vector
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@className: 'Vector'
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# Class methods for nondestructively operating
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for name in ['add', 'subtract', 'multiply', 'divide', 'limit', 'normalize', 'rotate']
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do (name) ->
Vector[name] = (a, b, useZ) ->
a.copy()[name](b, useZ)
isVector: true
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apiProperties: ['x', 'y', 'z', 'magnitude', 'heading', 'distance', 'dot', 'equals', 'copy', 'distanceSquared', 'rotate']
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constructor: (x=0, y=0, z=0) ->
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return new Vector x, y, z unless @ instanceof Vector
[@x, @y, @z] = [x, y, z]
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copy: ->
new Vector(@x, @y, @z)
magnitude: (useZ) ->
sum = @x * @x + @y * @y
sum += @z * @z if useZ
Math.sqrt sum
magnitudeSquared: (useZ) ->
sum = @x * @x + @y * @y
sum += @z * @z if useZ
sum
normalize: (useZ) ->
m = @magnitude useZ
@divide m, useZ if m > 0
@
limit: (max) ->
if @magnitude() > max
@normalize()
return @multiply(max)
else
@
heading: ->
-1 * Math.atan2(-1 * @y, @x)
distance: (other, useZ) ->
dx = @x - other.x
dy = @y - other.y
sum = dx * dx + dy * dy
if useZ
dz = @z - other.z
sum += dz * dz
Math.sqrt sum
distanceSquared: (other, useZ) ->
dx = @x - other.x
dy = @y - other.y
sum = dx * dx + dy * dy
if useZ
dz = @z - other.z
sum += dz * dz
sum
subtract: (other, useZ) ->
@x -= other.x
@y -= other.y
@z -= other.z if useZ
@
add: (other, useZ) ->
@x += other.x
@y += other.y
@z += other.z if useZ
@
divide: (n, useZ) ->
[@x, @y] = [@x / n, @y / n]
@z = @z / n if useZ
@
multiply: (n, useZ) ->
[@x, @y] = [@x * n, @y * n]
@z = @z * n if useZ
@
dot: (other, useZ) ->
sum = @x * other.x + @y * other.y
sum += @z + other.z if useZ
sum
# Not the strict projection, the other isn't converted to a unit vector first.
projectOnto: (other, useZ) ->
other.copy().multiply(@dot(other, useZ), useZ)
isZero: (useZ) ->
result = @x is 0 and @y is 0
result = result and @z is 0 if useZ
result
equals: (other, useZ) ->
result = other and @x is other.x and @y is other.y
result = result and @z is other.z if useZ
result
# Rotate it around the origin
# If we ever want to make this also use z: https://en.wikipedia.org/wiki/Axes_conventions
rotate: (theta) ->
return @ unless theta
[@x, @y] = [Math.cos(theta) * @x - Math.sin(theta) * @y, Math.sin(theta) * @x + Math.cos(theta) * @y]
@
invalid: () ->
return (@x is Infinity) || isNaN(@x) || @y is Infinity || isNaN(@y) || @z is Infinity || isNaN(@z)
toString: (precision = 2) ->
return "{x: #{@x.toFixed(precision)}, y: #{@y.toFixed(precision)}, z: #{@z.toFixed(precision)}}"
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serialize: ->
{CN: @constructor.className, x: @x, y: @y, z: @z}
@deserialize: (o, world, classMap) ->
new Vector o.x, o.y, o.z
serializeForAether: -> @serialize()
@deserializeFromAether: (o) -> @deserialize o
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module.exports = Vector