This library provides 3D Vector in js including arithmetic operator overloading (+ - * / % **).
Normally vector implementations in javascript handle arithmetic operation by methods aVec.multiply(bVec).substract(dVec).
Other languages provide operator overloading, that coders can create Vector class which can handle operation similar to number handling aVec * bVec - dVec.
This library gives javascript coders a way to handle operators with a single statement () => aVec * bVec - dVec.
The calculation can be combined with numbers () => aVec * bVec * 4 - dVec - 1.5.
Vector objects can be create with number new Vector(5, 6, 7) or directly with assigned statement new Vector(() => 5 * 30 + 2).
// typical implementation of vector in jsconstvec=aVec.multiply(bVec).multiply(4).substract(dVec).substract(1.5);⇓// better readable, but much more complicatedconstvec=newVec(aVec.x*bVec.x*4-dVec.x-1.5,aVec.y*bVec.y*4-dVec.y-1.5,aVec.z*bVec.z*4-dVec.z-1.5);⇓// inspired by smart array handling// first version of calling assigned function three timesconstvec=oldCalc(aVec,bVec,dVec,(aVec,bVec,dVec)=>aVec*bVec*4-dVec-1.5);⇓// final version with overwritten valueOf() methodconstvec=calc(()=>aVec*bVec*4-dVec-1.5);Javascript has this one peculiarity called valueOf() this method is designed for primitive handling (numbers and strings) when handling arithmetic operations.
Every class can overwrite this method to give it special behavior. This Vector class calls the assigned statement three times for x, y and z.
Comparable to trigger arithmetic operation manually for every axis.
Internally the valueOf() implementation returns x in first call, y in second call and z in last call, these results are put into an new Vector object and can be reused further.
<scripttype="text/javascript"
src="https://unpkg.com/@js-basics/vector/build/iife"
></script>const{ calc, vector, victor, point, ipoint }=basics.vector;$ npm i @js-basics/vector
import{calc,vector,victor,point,ipoint}from"@js-basics/vector";constpos=vector(5,6,7);constdir=vector(1,0,0);console.log(debug`pos:${pos}, dir: ${dir}`);// pos: { x: 5, y: 6, z: 7 } dir: { x: 1, y: 0, z: 0 }constoffsetA=vector(()=>dir*30+pos);console.log(debug`offsetA: ${offsetA}`);// offsetA: { x: 35, y: 6, z: 7 }constdir1=vector(0,1,0);constdir2=vector(-1,0,1);constcross=dir1.cross(dir2);console.log(debug`cross: ${cross}`);// cross: { x: 1, y: 0, z: 1 }constcrossNorm=dir1.crossNormalize(dir2);console.log(debug`crossNorm: ${crossNorm}`);// crossNorm: { x: 0.7071, y: 0, z: 0.7071 }constcrossNormCalc=vector(()=>dir1.crossNormalize(dir2)*50);console.log(debug`crossNormCalc: ${crossNormCalc}`);// crossNormCalc: { x: 35.36, y: 0, z: 35.36 }constnorm=vector(()=>offsetA/offsetA.length);console.log(debug`norm: ${norm}`);// norm: { x: 0.967, y: 0.1658, z: 0.1934 }constv1=vector(5,6,7);v1.x=27;console.log(debug`v1: ${v1}`);// v1: { x: 27, y: 6, z: 7 }v1.calc(p=>(p+1)*12);console.log(debug`v1: ${v1}`);// v1: { x: 336, y: 84, z: 96 }behaves exactly like Vector but code cant change its x, y and z axes.
constv2=victor(5,6,7);try{v2.x=27;}catch(error){console.log(`error: ${error}`);// error: Error: set x() not implemented}constp1=point(5,6);p1.x=27;console.log(debug`p1: ${p1}`);// p1: { x: 27, y: 6 }p1.calc(p=>(p+1)*12);console.log(debug`v1: ${v1}`);// p1: { x: 336, y: 84 }behaves exactly like Point but code cant change its x and y axes.
constp2=ipoint(5,6);try{p2.x=27;}catch(error){console.log('error:',error.toString());// error: Error: set x() not implemented}works fine thanks to caching in factory function.
// creating vector inside calculation works fine,// thanks to caching in factory functionconstinlineVec=victor(()=>victor(25,30,0)/2);console.log(debug`inlineVec: ${inlineVec}`);// inlineVec: { x: 12.5, y: 15, z: 0 }// mix 2D and 3D spaceconstfrom2d=victor(()=>point(25,30)/2);constfrom3d=ipoint(()=>from2d.xy*2);console.log(debug`from2d: ${from2d}`);console.log(debug`from3d: ${from3d}`);// from2d: { x: 12.5, y: 15, z: 0 }// from3d: { x: 25, y: 30 }You are happy with your current vector library and definitely don’t want to change 1000 lines of code already written in your projects. Then you can only use the valueOf extension and the calc function.
<scripttype="text/javascript"
src="https://unpkg.com/@js-basics/vector/build/iife/operator.js"
></script>const{ cachedValueOf, cachedFactory, operatorCalc }=basics.vector.operator;$ npm i @js-basics/vector
import{cachedValueOf,cachedFactory,operatorCalc}from"@js-basics/vector/operator";classTuple{constructor(x,y,z){this.x=x;this.y=y;this.z=z;}}cachedValueOf(Tuple);consttuple=(()=>{consttupleFactory=cachedFactory(Tuple);return(x,y,z)=>{if(typeofx==='function'){returnoperatorCalc(x,newTuple());}returntupleFactory(x,y,z);};})();constt1=tuple(3,4,5);constt2=tuple(6,7,8);constt=tuple(()=>t1+t2*2);console.log(`t: ${JSON.stringify(t)}`);// t: {"x":15,"y":18,"z":21}existing operator overloading for game engines or other vector libraries