With npm do
npm install vector2d-extended
Addition of two vectors:
// init application
var vec1, vec2, vec3;
vec1 = Vector2d(10,0);
vec2 = Vector2d(25,30);
vec3 = Vector2d.add(vec1, vec2);
// render loop
vec3.equate(vec1).add(vec2);
Or set the length of the vector:
var vec, newLength;
newLength = 30;
vec = Vector2d(15, 35);
// The usual way
vec.normalize().multiply(newLength);
// Or the way of the gods
vec.length = newLength;
Help the project - test, find bugs, supplementing the documentation, create new features :)
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Properties
- .x:Number
- .y:Number
- .magnitude:Number
- .magnitudeSquared:Number
- .length:Number
- .lengthSquared:Number
- .rotate:Number
-
Constants
- .ZERO:Vector2d
- .ONE:Vector2d
- .UP:Vector2d
- .DOWN:Vector2d
- .RIGHT:Vector2d
- .LEFT:Vector2d
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Static Methods
- .clampMagnitude(vector:Vector2d, maxLength:Number):Vector2d
- .lerp(vector1:Vector2d, vector2:Vector2d, l:Number):Vector2d
- .scale(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .scaleX(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .scaleY(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .add(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .addX(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .addY(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .subtract(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .subtractX(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .subtractY(vector1:Vector2d, vecotr2:Vector2d):Vector2d
- .multiply(vector:Vector2d, scalar:Number):Vector2d
- .multiplyX(vector:Vector2d, scalar:Number):Vector2d
- .multiplyY(vector:Vector2d, scalar:Number):Vector2d
- .divide(vector:Vector2d, scalar:Number):Vector2d
- .divideX(vector:Vector2d, scalar:Number):Vector2d
- .divideY(vector:Vector2d, scalar:Number):Vector2d
- .normalize(vector:Vector2d):Vector2d
- .project(vector1:Vector2d, vector2:Vector2d):Vector2d
- .round(vector:Vector2d):Vector2d
- .roundX(vector:Vector2d):Vector2d
- .roundY(vector:Vector2d):Vector2d
- .invert(vector:Vector2d):Vector2d
- .invertX(vector:Vector2d):Vector2d
- .invertY(vector:Vector2d):Vector2d
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Instance Methods
-
Return Vector2d
- .add(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .addX(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .addY(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .subtract(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .subtractX(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .subtractY(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .scale(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .scaleX(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .scaleY(vector:Vector2d [, ...vectorN:Vector]):Vector2d
- .project(vector:Vector2d):Vector2d
- .equate(vector:Vector2d):Vector2d
- .equateX(vector:Vector2d):Vector2d
- .equateY(vector:Vector2d):Vector2d
- .lerp(vector:Vecotor2d, l:Number):Vector2d
- .clampMagnitude(maxLength:Number):Vector2d
- .multiply(scalar:Number [, ...scalarN:Number]):Vector2d
- .multiplyX(scalar:Number [, ...scalarN:Number]):Vector2d
- .multiplyY(scalar:Number [, ...scalarN:Number]):Vector2d
- .divide(scalar:Number [, ...scalarN:Number]):Vector2d
- .divideX(scalar:Number [, ...scalarN:Number]):Vector2d
- .divideY(scalar:Number [, ...scalarN:Number]):Vector2d
- .normalize():Vector2d
- .round():Vector2d
- .roundX():Vector2d
- .roundY():Vector2d
- .zero():Vector2d
- .zeroX():Vector2d
- .zeroY():Vector2d
- .clone():Vector2d
- .invert():Vector2d
- .invertX():Vector2d
- .invertY():Vector2d
-
Return Number
- .dot(vector:Vector2d):Number
- .cross(vector:Vector2d):Number
- .distance(vector:Vector2d):Number
- .distanceSquared(vector:Vector2d):Number
- .angle(vector:Vector2d):Number
-
Return Boolean
- .isZero():Boolean
- .isZeroX():Boolean
- .isZeroY():Boolean
- .isNaN():Boolean
- .isNaNX():Boolean
- .isNaNY():Boolean
- .isFinite():Boolean
- .isFiniteX():Boolean
- .isFiniteY():Boolean
- .isEqual(vector:Vector2d):Boolean
- .isEqualX(vector:Vector2d):Boolean
- .isEqualY(vector:Vector2d):Boolean
- .isEqualRotate(vector:Vector2d):Boolean
- .isEqualInvertRotate: (vector:Vector2d):Boolean
- .isCollinear: (vector:Vector2d):Boolean
- .isOrthogonal: (vector:Vector2d):Boolean
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