| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476 | export interface VectorOptions {
  x: number
  y: number
}
export interface Point {
  x: number
  y: number
}
export default class Vector {
  x = 0
  y = 0
  constructor(x: number, y: number)
  constructor(vector: Vector, b?: undefined)
  constructor(options: Point, b?: undefined)
  constructor(a: VectorOptions | Vector | number, b?: number) {
    if (typeof a === "number") {
      this.x = a
      this.y = b
    } else {
      const { x = 0, y = 0 } = a
      this.x = x
      this.y = y
    }
  }
  set(v: Vector | Point) {
    this.x = v.x
    this.y = v.y
  }
  copy() {
    return new Vector(this)
  }
  clone() {
    return this.copy()
  }
  toArray() {
    return [this.x, this.y]
  }
  add(b: Vector) {
    this.x += b.x
    this.y += b.y
    return this
  }
  static add(a: Vector, b: Vector) {
    const n = new Vector(a)
    n.x += b.x
    n.y += b.y
    return n
  }
  sub(b: Vector) {
    this.x -= b.x
    this.y -= b.y
    return this
  }
  static sub(a: Vector, b: Vector) {
    const n = new Vector(a)
    n.x -= b.x
    n.y -= b.y
    return n
  }
  mul(b: number): Vector
  mul(b: Vector): Vector
  mul(b: Vector | number) {
    if (b instanceof Vector) {
      this.x *= b.x
      this.y *= b.y
    } else {
      this.x *= b
      this.y *= b
    }
    return this
  }
  mulScalar(b: number) {
    return this.mul(b)
  }
  static mulScalar(a: Vector, b: number) {
    return Vector.mul(a, b)
  }
  static mul(a: Vector, b: number): Vector
  static mul(a: Vector, b: Vector): Vector
  static mul(a: Vector, b: Vector | number) {
    const n = new Vector(a)
    if (b instanceof Vector) {
      n.x *= b.x
      n.y *= b.y
    } else {
      n.x *= b
      n.y *= b
    }
    return n
  }
  div(b: number): Vector
  div(b: Vector): Vector
  div(b: Vector | number) {
    if (b instanceof Vector) {
      if (b.x) {
        this.x /= b.x
      }
      if (b.y) {
        this.y /= b.y
      }
    } else {
      if (b) {
        this.x /= b
        this.y /= b
      }
    }
    return this
  }
  static div(a: Vector, b: number): Vector
  static div(a: Vector, b: Vector): Vector
  static div(a: Vector, b: Vector | number) {
    const n = new Vector(a)
    if (b instanceof Vector) {
      if (b.x) n.x /= b.x
      if (b.y) n.y /= b.y
    } else {
      if (b) {
        n.x /= b
        n.y /= b
      }
    }
    return n
  }
  divScalar(b: number) {
    return this.div(b)
  }
  static divScalar(a: Vector, b: number) {
    return Vector.div(a, b)
  }
  vec(b: Vector) {
    const { x, y } = this
    this.x = b.x - x
    this.y = b.y - y
    return this
  }
  static vec(a: Vector, b: Vector) {
    const n = new Vector(a)
    n.x = b.x - a.x
    n.y = b.y - a.y
    return n
  }
  pry(b: Vector) {
    return this.dpr(b) / b.len()
  }
  static pry(a: Vector, b: Vector) {
    return a.dpr(b) / b.len()
  }
  dpr(b: Vector) {
    return this.x * b.x + this.y * b.y
  }
  static dpr(a: Vector, b: Vector) {
    return a.x & (b.x + a.y * b.y)
  }
  cpr(b: Vector) {
    return this.x * b.y - b.y * this.y
  }
  static cpr(a: Vector, b: Vector) {
    return a.x * b.y - b.y * a.y
  }
  tangent(b: Vector) {
    return this.sub(b).uni()
  }
  static tangent(a: Vector, b: Vector) {
    const n = new Vector(a)
    return n.sub(b).uni()
  }
  dist2(b: Vector) {
    return this.sub(b).len2()
  }
  static dist2(a: Vector, b: Vector) {
    const n = new Vector(a)
    return n.sub(b).len2()
  }
  dist(b: Vector) {
    return Math.hypot(b.y - this.y, b.x - this.x)
  }
  static dist(a: Vector, b: Vector) {
    const n = new Vector(a)
    return Math.hypot(b.y - n.y, b.x - n.x)
  }
  ang(b: Vector) {
    return Math.atan2(b.y - this.y, b.x - this.x)
  }
  static ang(a: Vector, b: Vector) {
    const n = new Vector(a)
    return Math.atan2(b.y - n.y, b.x - n.x)
  }
  med(b: Vector) {
    return this.add(b).mul(0.5)
  }
  static med(a: Vector, b: Vector) {
    const n = new Vector(a)
    return n.add(b).mul(0.5)
  }
  rot(r: number) {
    const { x, y } = this
    this.x = x * Math.cos(r) - y * Math.sin(r)
    this.y = x * Math.sin(r) + y * Math.cos(r)
    return this
  }
  static rot(a: Vector, r: number) {
    const n = new Vector(a)
    n.x = a.x * Math.cos(r) - a.y * Math.sin(r)
    n.y = a.x * Math.sin(r) + a.y * Math.cos(r)
    return n
  }
  rotAround(b: Vector, r: number) {
    const { x, y } = this
    const s = Math.sin(r)
    const c = Math.cos(r)
    const px = x - b.x
    const py = y - b.y
    this.x = px * c - py * s + b.x
    this.y = px * s + py * c + b.y
    return this
  }
  static rotAround(a: Vector, b: Vector, r: number) {
    const n = new Vector(a)
    const s = Math.sin(r)
    const c = Math.cos(r)
    const px = n.x - b.x
    const py = n.y - b.y
    n.x = px * c - py * s + b.x
    n.y = px * s + py * c + b.y
    return n
  }
  lrp(b: Vector, t: number) {
    const n = new Vector(this)
    this.vec(b)
      .mul(t)
      .add(n)
  }
  static lrp(a: Vector, b: Vector, t: number) {
    const n = new Vector(a)
    n.vec(b)
      .mul(t)
      .add(a)
    return n
  }
  nudge(b: Vector, d: number) {
    this.add(b.mul(d))
  }
  static nudge(a: Vector, b: Vector, d: number) {
    const n = new Vector(a)
    return n.add(b.mul(d))
  }
  nudgeToward(b: Vector, d: number) {
    return this.nudge(Vector.vec(this, b).uni(), d)
  }
  static nudgeToward(a: Vector, b: Vector, d: number) {
    return Vector.nudge(a, Vector.vec(a, b).uni(), d)
  }
  int(b: Vector, from: number, to: number, s: number) {
    const t = (Math.max(from, to) - from) / (to - from)
    this.add(Vector.mul(this, 1 - t).add(Vector.mul(b, s)))
    return this
  }
  static int(a: Vector, b: Vector, from: number, to: number, s: number) {
    const n = new Vector(a)
    const t = (Math.max(from, to) - from) / (to - from)
    n.add(Vector.mul(a, 1 - t).add(Vector.mul(b, s)))
    return n
  }
  equals(b: Vector) {
    return this.x === b.x && this.y === b.y
  }
  static equals(a: Vector, b: Vector) {
    return a.x === b.x && a.y === b.y
  }
  abs() {
    this.x = Math.abs(this.x)
    this.y = Math.abs(this.y)
    return this
  }
  static abs(a: Vector) {
    const n = new Vector(a)
    n.x = Math.abs(n.x)
    n.y = Math.abs(n.y)
    return n
  }
  len() {
    return Math.hypot(this.x, this.y)
  }
  static len(a: Vector) {
    return Math.hypot(a.x, a.y)
  }
  len2() {
    return this.x * this.x + this.y * this.y
  }
  static len2(a: Vector) {
    return a.x * a.x + a.y * a.y
  }
  per() {
    const t = this.x
    this.x = this.y
    this.y = -t
    return this
  }
  static per(a: Vector) {
    const n = new Vector(a)
    n.x = n.y
    n.y = -a.x
    return n
  }
  neg() {
    this.x *= -1
    this.y *= -1
    return this
  }
  static neg(v: Vector) {
    const n = new Vector(v)
    n.x *= -1
    n.y *= -1
    return n
  }
  uni() {
    return this.div(this.len())
  }
  static uni(v: Vector) {
    const n = new Vector(v)
    return n.div(n.len())
  }
  isLeft(center: Vector, b: Vector) {
    return (
      (center.x - this.x) * (b.y - this.y) - (b.x - this.x) * (center.y - b.y)
    )
  }
  static isLeft(center: Vector, a: Vector, b: Vector) {
    return (center.x - a.x) * (b.y - a.y) - (b.x - a.x) * (center.y - b.y)
  }
  static ang3(center: Vector, a: Vector, b: Vector) {
    const v1 = Vector.vec(center, a)
    const v2 = Vector.vec(center, b)
    return Vector.ang(v1, v2)
  }
  static clockwise(center: Vector, a: Vector, b: Vector) {
    return Vector.isLeft(center, a, b) > 0
  }
  static cast(v: Point | Vector) {
    return "cast" in v ? v : new Vector(v)
  }
  static from(v: Vector) {
    return new Vector(v)
  }
  nearestPointOnLineThroughPoint(b: Vector, u: Vector) {
    return this.clone().add(u.clone().mul(Vector.sub(this, b).pry(u)))
  }
  static nearestPointOnLineThroughPoint(a: Vector, b: Vector, u: Vector) {
    return a.clone().add(u.clone().mul(Vector.sub(a, b).pry(u)))
  }
  distanceToLineThroughPoint(b: Vector, u: Vector) {
    return this.dist(Vector.nearestPointOnLineThroughPoint(b, u, this))
  }
  static distanceToLineThroughPoint(a: Vector, b: Vector, u: Vector) {
    return a.dist(Vector.nearestPointOnLineThroughPoint(b, u, a))
  }
  nearestPointOnLineSegment(p0: Vector, p1: Vector, clamp = true) {
    return Vector.nearestPointOnLineSegment(this, p0, p1, clamp)
  }
  static nearestPointOnLineSegment(
    a: Vector,
    p0: Vector,
    p1: Vector,
    clamp = true
  ) {
    const delta = Vector.sub(p1, p0)
    const length = delta.len()
    const u = Vector.div(delta, length)
    const pt = Vector.add(p0, Vector.mul(u, Vector.pry(Vector.sub(a, p0), u)))
    if (clamp) {
      const da = p0.dist(pt)
      const db = p1.dist(pt)
      if (db < da && da > length) return p1
      if (da < db && db > length) return p0
    }
    return pt
  }
  distanceToLineSegment(p0: Vector, p1: Vector, clamp = true) {
    return Vector.distanceToLineSegment(this, p0, p1, clamp)
  }
  static distanceToLineSegment(
    a: Vector,
    p0: Vector,
    p1: Vector,
    clamp = true
  ) {
    return Vector.dist(a, Vector.nearestPointOnLineSegment(a, p0, p1, clamp))
  }
}
 |