forked from mirrors/0ad
6590f301c2
Start unifying the euclidian distance functions instead of adding yet another helper function to the random map script library after this diff. Differential Revision: https://code.wildfiregames.com/D969 Math.square accepted by mimo Includes changes proposed by bb, fatherbushido This was SVN commit r20328.
333 lines
6.2 KiB
JavaScript
333 lines
6.2 KiB
JavaScript
/////////////////////////////////////////////////////////////////////
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// Vector2D
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//
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// Class for representing and manipulating 2D vectors
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//
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/////////////////////////////////////////////////////////////////////
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// TODO: Type errors if v not instanceof Vector classes
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// TODO: Possibly implement in C++
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function Vector2D(x, y)
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{
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if (arguments.length == 2)
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this.set(x, y);
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else
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this.set(0, 0);
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}
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Vector2D.prototype.clone = function()
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{
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return new Vector2D(this.x, this.y);
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};
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// Mutating 2D functions
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//
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// These functions modify the current object,
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// and always return this object to allow chaining
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Vector2D.prototype.set = function(x, y)
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{
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this.x = x;
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this.y = y;
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return this;
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};
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Vector2D.prototype.add = function(v)
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{
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this.x += v.x;
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this.y += v.y;
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return this;
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};
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Vector2D.prototype.sub = function(v)
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{
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this.x -= v.x;
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this.y -= v.y;
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return this;
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};
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Vector2D.prototype.mult = function(f)
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{
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this.x *= f;
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this.y *= f;
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return this;
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};
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Vector2D.prototype.div = function(f)
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{
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this.x /= f;
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this.y /= f;
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return this;
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};
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Vector2D.prototype.normalize = function()
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{
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var mag = this.length();
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if (!mag)
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return this;
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return this.div(mag);
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};
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/**
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* Rotate a radians anti-clockwise
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*/
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Vector2D.prototype.rotate = function(a)
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{
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let sin = Math.sin(a);
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let cos = Math.cos(a);
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let x = this.x * cos + this.y * sin;
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let y = this.y * cos - this.x * sin;
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this.x = x;
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this.y = y;
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return this;
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};
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// Numeric 2D info functions (non-mutating)
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//
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// These methods serve to get numeric info on the vector, they don't modify the vector
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Vector2D.prototype.dot = function(v)
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{
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return this.x * v.x + this.y * v.y;
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};
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// get the non-zero coordinate of the vector cross
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Vector2D.prototype.cross = function(v)
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{
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return this.x * v.y - this.y * v.x;
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};
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Vector2D.prototype.lengthSquared = function()
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{
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return this.dot(this);
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};
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Vector2D.prototype.length = function()
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{
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return Math.sqrt(this.lengthSquared());
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};
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/**
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* Compare this length to the length of v,
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* @return 0 if the lengths are equal
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* @return 1 if this is longer than v
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* @return -1 if this is shorter than v
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* @return NaN if the vectors aren't comparable
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*/
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Vector2D.prototype.compareLength = function(v)
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{
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return Math.sign(this.lengthSquared() - v.lengthSquared());
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};
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Vector2D.prototype.distanceToSquared = function(v)
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{
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return Math.euclidDistance2DSquared(this.x, this.y, v.x, v.y);
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};
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Vector2D.prototype.distanceTo = function(v)
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{
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return Math.euclidDistance2D(this.x, this.y, v.x, v.y);
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};
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// Static 2D functions
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//
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// Static functions that return a new vector object.
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// Note that object creation is slow in JS, so use them only when necessary
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Vector2D.from3D = function(v)
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{
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return new Vector2D(v.x, v.z);
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};
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Vector2D.add = function(v1, v2)
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{
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return new Vector2D(v1.x + v2.x, v1.y + v2.y);
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};
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Vector2D.sub = function(v1, v2)
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{
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return new Vector2D(v1.x - v2.x, v1.y - v2.y);
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};
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Vector2D.mult = function(v, f)
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{
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return new Vector2D(v.x * f, v.y * f);
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};
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Vector2D.div = function(v, f)
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{
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return new Vector2D(v.x / f, v.y / f);
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};
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Vector2D.avg = function(vectorList)
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{
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return Vector2D.sum(vectorList).div(vectorList.length);
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};
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Vector2D.sum = function(vectorList)
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{
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var sum = new Vector2D();
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vectorList.forEach(v => sum.add(v));
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return sum;
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};
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/////////////////////////////////////////////////////////////////////
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// Vector3D
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//
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// Class for representing and manipulating 3D vectors
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//
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/////////////////////////////////////////////////////////////////////
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function Vector3D(x, y, z)
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{
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if (arguments.length == 3)
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this.set(x, y, z);
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else
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this.set(0, 0, 0);
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}
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Vector3D.prototype.clone = function()
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{
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return new Vector3D(this.x, this.y, this.z);
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};
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// Mutating 3D functions
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//
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// These functions modify the current object,
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// and always return this object to allow chaining
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Vector3D.prototype.set = function(x, y, z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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return this;
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};
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Vector3D.prototype.add = function(v)
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{
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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return this;
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};
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Vector3D.prototype.sub = function(v)
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{
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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return this;
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};
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Vector3D.prototype.mult = function(f)
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{
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this.x *= f;
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this.y *= f;
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this.z *= f;
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return this;
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};
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Vector3D.prototype.div = function(f)
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{
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this.x /= f;
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this.y /= f;
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this.z /= f;
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return this;
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};
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Vector3D.prototype.normalize = function()
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{
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var mag = this.length();
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if (!mag)
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return this;
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return this.div(mag);
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};
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// Numeric 3D info functions (non-mutating)
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//
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// These methods serve to get numeric info on the vector, they don't modify the vector
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Vector3D.prototype.dot = function(v)
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{
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return this.x * v.x + this.y * v.y + this.z * v.z;
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};
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Vector3D.prototype.lengthSquared = function()
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{
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return this.dot(this);
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};
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Vector3D.prototype.length = function()
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{
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return Math.sqrt(this.lengthSquared());
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};
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/**
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* Compare this length to the length of v,
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* @return 0 if the lengths are equal
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* @return 1 if this is longer than v
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* @return -1 if this is shorter than v
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* @return NaN if the vectors aren't comparable
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*/
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Vector3D.prototype.compareLength = function(v)
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{
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return Math.sign(this.lengthSquared() - v.lengthSquared());
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};
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Vector3D.prototype.distanceToSquared = function(v)
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{
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return Math.euclidDistance3DSquared(this.x, this.y, this.z, v.x, v.y, v.z);
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};
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Vector3D.prototype.distanceTo = function(v)
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{
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return Math.euclidDistance3D(this.x, this.y, this.z, v.x, v.y, v.z);
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};
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Vector3D.prototype.horizDistanceToSquared = function(v)
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{
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return Math.euclidDistance2DSquared(this.x, this.z, v.x, v.z);
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};
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Vector3D.prototype.horizDistanceTo = function(v)
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{
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return Math.sqrt(this.horizDistanceToSquared(v));
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};
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// Static 3D functions
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//
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// Static functions that return a new vector object.
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// Note that object creation is slow in JS, so use them only when really necessary
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Vector3D.add = function(v1, v2)
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{
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return new Vector3D(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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};
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Vector3D.sub = function(v1, v2)
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{
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return new Vector3D(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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};
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Vector3D.mult = function(v, f)
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{
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return new Vector3D(v.x * f, v.y * f, v.z * f);
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};
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Vector3D.div = function(v, f)
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{
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return new Vector3D(v.x / f, v.y / f, v.z / f);
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};
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// make the prototypes easily accessible to C++
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const Vector2Dprototype = Vector2D.prototype;
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const Vector3Dprototype = Vector3D.prototype;
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