@vived/core 1.5.0 → 1.5.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/cjs/ValueObjects/Vector2.js +5 -6
- package/dist/cjs/ValueObjects/Vector2.js.map +1 -1
- package/dist/esm/ValueObjects/Vector2.js +5 -6
- package/dist/esm/ValueObjects/Vector2.js.map +1 -1
- package/dist/types/ValueObjects/Vector2.d.ts +2 -2
- package/dist/types/ValueObjects/Vector2.d.ts.map +1 -1
- package/package.json +1 -1
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@@ -168,16 +168,15 @@ Vector2.Dot = (a, b) => {
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return a.x * b.x + a.y * b.y;
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};
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/**
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* Calculates the
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* Calculates the angle between Vectors A and B
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* @param a Vector A
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* @param b Vector B
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* @returns A
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* @returns The angle between A and B
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*/
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Vector2.AngleBetween = (a, b) => {
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const
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const
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return _1.Angle.FromRadians(angRadians);
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const angleA = Math.atan2(a.y, a.x);
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const angleB = Math.atan2(b.y, b.x);
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return _1.Angle.FromRadians(angleB - angleA);
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};
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/**
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* Calculates the Cross product between Vectors A and B
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@@ -1 +1 @@
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y: number }): Vector2 {\r\n return new Vector2(dto.x, dto.y);\r\n }\r\n\r\n /**\r\n * Adds Vector B to Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A + B\r\n */\r\n public static Add(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x + b.x, a.y + b.y);\r\n }\r\n\r\n /**\r\n * Subtracts Vector B from Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A - B\r\n */\r\n public static Subtract(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x - b.x, a.y - b.y);\r\n }\r\n\r\n /**\r\n * Checks to see if Vector A is close to Vector B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @param threshold Tolerance to define \"close\". Defaults to 0.01\r\n * @returns True if A and B are close enough\r\n */\r\n public static Close = (\r\n a: Vector2,\r\n b: Vector2,\r\n threshold: number = 0.01\r\n ): boolean => {\r\n const diff = Vector2.Subtract(a, b);\r\n const diffMag = diff.magnitude;\r\n\r\n if (diffMag < threshold) return true;\r\n else return false;\r\n };\r\n\r\n /**\r\n * Rotates a vector by an angle\r\n * @param vec The original vector\r\n * @param angle The angle\r\n * @returns A new Vector that has been rotated from the original by an angle\r\n */\r\n public static Rotate = (vec: Vector2, angle: Angle): Vector2 => {\r\n const x = vec.x * Math.cos(angle.radians) - vec.y * Math.sin(angle.radians);\r\n const y = vec.x * Math.sin(angle.radians) + vec.y * Math.cos(angle.radians);\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Scales a vector uniformly\r\n * @param vector The original vector\r\n * @param scale Scale factor\r\n * @returns A new, scaled vector\r\n */\r\n public static Scale = (vector: Vector2, scale: number): Vector2 => {\r\n const x = scale * vector.x;\r\n const y = scale * vector.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Creates a new vector of a given length and a unit that is equal to the original vector\r\n * @param vector The original vector. This determines the unit of the final vector\r\n * @param length The desired length of the final vector\r\n * @returns The final vector\r\n */\r\n public static NewVectorOfLength = (\r\n vector: Vector2,\r\n length: number\r\n ): Vector2 => {\r\n const unit = vector.unit;\r\n const x = length * unit.x;\r\n const y = length * unit.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Calculate the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns The Dot product between A and B\r\n */\r\n public static Dot = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.x + a.y * b.y;\r\n };\r\n\r\n /**\r\n * Calculates the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A . B\r\n */\r\n public static AngleBetween = (a: Vector2, b: Vector2): Angle => {\r\n const dot = Vector2.Dot(a, b);\r\n const magnitudes = a.magnitude * b.magnitude;\r\n\r\n const angRadians = Math.acos(dot / magnitudes);\r\n\r\n return Angle.FromRadians(angRadians);\r\n };\r\n\r\n /**\r\n * Calculates the Cross product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A X B\r\n */\r\n public static Cross = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.y - a.y * b.x;\r\n };\r\n\r\n readonly x: number;\r\n readonly y: number;\r\n\r\n /**\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitude(): number {\r\n const xSqr = this.x * this.x;\r\n const ySqr = this.y * this.y;\r\n\r\n const magnitude = Math.sqrt(xSqr + ySqr);\r\n return magnitude;\r\n }\r\n \r\n /**\r\n * @deprecated Use magnitude instead - this property is kept for backward compatibility\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitued(): number {\r\n return this.magnitude;\r\n }\r\n\r\n /**\r\n * Get the unit vector\r\n */\r\n get unit(): Vector2 {\r\n const mag = this.magnitude;\r\n if (mag === 0) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const unitX = this.x / mag;\r\n const unitY = this.y / mag;\r\n return new Vector2(unitX, unitY);\r\n }\r\n\r\n /**\r\n * Returns the angle of the direction of this vector in degrees.\r\n * A right vector [1,0] will return 0, a left vector [-1,0] will return 180, an up vector [0,1] will return 90 and a down vector [0,-1] will return -90\r\n */\r\n get theta(): number {\r\n return (Math.atan2(this.y, this.x) * 180) / Math.PI;\r\n }\r\n\r\n /**\r\n * Returns the vector as an array of numbers [x,y]\r\n */\r\n get array(): [number, number] {\r\n return [this.x, this.y];\r\n }\r\n\r\n /**\r\n * Get the vector as a Data Transfer Object\r\n */\r\n get dto(): { x: number; y: number } {\r\n return { x: this.x, y: this.y };\r\n }\r\n\r\n constructor(x: number, y: number) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n}\r\n"]}
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y: number }): Vector2 {\r\n return new Vector2(dto.x, dto.y);\r\n }\r\n\r\n /**\r\n * Adds Vector B to Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A + B\r\n */\r\n public static Add(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x + b.x, a.y + b.y);\r\n }\r\n\r\n /**\r\n * Subtracts Vector B from Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A - B\r\n */\r\n public static Subtract(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x - b.x, a.y - b.y);\r\n }\r\n\r\n /**\r\n * Checks to see if Vector A is close to Vector B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @param threshold Tolerance to define \"close\". Defaults to 0.01\r\n * @returns True if A and B are close enough\r\n */\r\n public static Close = (\r\n a: Vector2,\r\n b: Vector2,\r\n threshold: number = 0.01\r\n ): boolean => {\r\n const diff = Vector2.Subtract(a, b);\r\n const diffMag = diff.magnitude;\r\n\r\n if (diffMag < threshold) return true;\r\n else return false;\r\n };\r\n\r\n /**\r\n * Rotates a vector by an angle\r\n * @param vec The original vector\r\n * @param angle The angle\r\n * @returns A new Vector that has been rotated from the original by an angle\r\n */\r\n public static Rotate = (vec: Vector2, angle: Angle): Vector2 => {\r\n const x = vec.x * Math.cos(angle.radians) - vec.y * Math.sin(angle.radians);\r\n const y = vec.x * Math.sin(angle.radians) + vec.y * Math.cos(angle.radians);\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Scales a vector uniformly\r\n * @param vector The original vector\r\n * @param scale Scale factor\r\n * @returns A new, scaled vector\r\n */\r\n public static Scale = (vector: Vector2, scale: number): Vector2 => {\r\n const x = scale * vector.x;\r\n const y = scale * vector.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Creates a new vector of a given length and a unit that is equal to the original vector\r\n * @param vector The original vector. This determines the unit of the final vector\r\n * @param length The desired length of the final vector\r\n * @returns The final vector\r\n */\r\n public static NewVectorOfLength = (\r\n vector: Vector2,\r\n length: number\r\n ): Vector2 => {\r\n const unit = vector.unit;\r\n const x = length * unit.x;\r\n const y = length * unit.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Calculate the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns The Dot product between A and B\r\n */\r\n public static Dot = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.x + a.y * b.y;\r\n };\r\n /**\r\n * Calculates the angle between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns The angle between A and B\r\n */\r\n public static AngleBetween = (a: Vector2, b: Vector2): Angle => {\r\n const angleA = Math.atan2(a.y, a.x);\r\n const angleB = Math.atan2(b.y, b.x);\r\n\r\n return Angle.FromRadians(angleB - angleA);\r\n };\r\n\r\n /**\r\n * Calculates the Cross product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A X B\r\n */\r\n public static Cross = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.y - a.y * b.x;\r\n };\r\n\r\n readonly x: number;\r\n readonly y: number;\r\n\r\n /**\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitude(): number {\r\n const xSqr = this.x * this.x;\r\n const ySqr = this.y * this.y;\r\n\r\n const magnitude = Math.sqrt(xSqr + ySqr);\r\n return magnitude;\r\n }\r\n\r\n /**\r\n * @deprecated Use magnitude instead - this property is kept for backward compatibility\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitued(): number {\r\n return this.magnitude;\r\n }\r\n\r\n /**\r\n * Get the unit vector\r\n */\r\n get unit(): Vector2 {\r\n const mag = this.magnitude;\r\n if (mag === 0) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const unitX = this.x / mag;\r\n const unitY = this.y / mag;\r\n return new Vector2(unitX, unitY);\r\n }\r\n\r\n /**\r\n * Returns the angle of the direction of this vector in degrees.\r\n * A right vector [1,0] will return 0, a left vector [-1,0] will return 180, an up vector [0,1] will return 90 and a down vector [0,-1] will return -90\r\n */\r\n get theta(): number {\r\n return (Math.atan2(this.y, this.x) * 180) / Math.PI;\r\n }\r\n\r\n /**\r\n * Returns the vector as an array of numbers [x,y]\r\n */\r\n get array(): [number, number] {\r\n return [this.x, this.y];\r\n }\r\n\r\n /**\r\n * Get the vector as a Data Transfer Object\r\n */\r\n get dto(): { x: number; y: number } {\r\n return { x: this.x, y: this.y };\r\n }\r\n\r\n constructor(x: number, y: number) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n}\r\n"]}
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@@ -164,16 +164,15 @@ Vector2.Dot = (a, b) => {
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Vector2.AngleBetween = (a, b) => {
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return Angle.FromRadians(angRadians);
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const angleA = Math.atan2(a.y, a.x);
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* Calculates the Cross product between Vectors A and B
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y: number }): Vector2 {\r\n return new Vector2(dto.x, dto.y);\r\n }\r\n\r\n /**\r\n * Adds Vector B to Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A + B\r\n */\r\n public static Add(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x + b.x, a.y + b.y);\r\n }\r\n\r\n /**\r\n * Subtracts Vector B from Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A - B\r\n */\r\n public static Subtract(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x - b.x, a.y - b.y);\r\n }\r\n\r\n /**\r\n * Checks to see if Vector A is close to Vector B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @param threshold Tolerance to define \"close\". Defaults to 0.01\r\n * @returns True if A and B are close enough\r\n */\r\n public static Close = (\r\n a: Vector2,\r\n b: Vector2,\r\n threshold: number = 0.01\r\n ): boolean => {\r\n const diff = Vector2.Subtract(a, b);\r\n const diffMag = diff.magnitude;\r\n\r\n if (diffMag < threshold) return true;\r\n else return false;\r\n };\r\n\r\n /**\r\n * Rotates a vector by an angle\r\n * @param vec The original vector\r\n * @param angle The angle\r\n * @returns A new Vector that has been rotated from the original by an angle\r\n */\r\n public static Rotate = (vec: Vector2, angle: Angle): Vector2 => {\r\n const x = vec.x * Math.cos(angle.radians) - vec.y * Math.sin(angle.radians);\r\n const y = vec.x * Math.sin(angle.radians) + vec.y * Math.cos(angle.radians);\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Scales a vector uniformly\r\n * @param vector The original vector\r\n * @param scale Scale factor\r\n * @returns A new, scaled vector\r\n */\r\n public static Scale = (vector: Vector2, scale: number): Vector2 => {\r\n const x = scale * vector.x;\r\n const y = scale * vector.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Creates a new vector of a given length and a unit that is equal to the original vector\r\n * @param vector The original vector. This determines the unit of the final vector\r\n * @param length The desired length of the final vector\r\n * @returns The final vector\r\n */\r\n public static NewVectorOfLength = (\r\n vector: Vector2,\r\n length: number\r\n ): Vector2 => {\r\n const unit = vector.unit;\r\n const x = length * unit.x;\r\n const y = length * unit.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Calculate the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns The Dot product between A and B\r\n */\r\n public static Dot = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.x + a.y * b.y;\r\n };\r\n\r\n /**\r\n * Calculates the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A . B\r\n */\r\n public static AngleBetween = (a: Vector2, b: Vector2): Angle => {\r\n const dot = Vector2.Dot(a, b);\r\n const magnitudes = a.magnitude * b.magnitude;\r\n\r\n const angRadians = Math.acos(dot / magnitudes);\r\n\r\n return Angle.FromRadians(angRadians);\r\n };\r\n\r\n /**\r\n * Calculates the Cross product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A X B\r\n */\r\n public static Cross = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.y - a.y * b.x;\r\n };\r\n\r\n readonly x: number;\r\n readonly y: number;\r\n\r\n /**\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitude(): number {\r\n const xSqr = this.x * this.x;\r\n const ySqr = this.y * this.y;\r\n\r\n const magnitude = Math.sqrt(xSqr + ySqr);\r\n return magnitude;\r\n }\r\n \r\n /**\r\n * @deprecated Use magnitude instead - this property is kept for backward compatibility\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitued(): number {\r\n return this.magnitude;\r\n }\r\n\r\n /**\r\n * Get the unit vector\r\n */\r\n get unit(): Vector2 {\r\n const mag = this.magnitude;\r\n if (mag === 0) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const unitX = this.x / mag;\r\n const unitY = this.y / mag;\r\n return new Vector2(unitX, unitY);\r\n }\r\n\r\n /**\r\n * Returns the angle of the direction of this vector in degrees.\r\n * A right vector [1,0] will return 0, a left vector [-1,0] will return 180, an up vector [0,1] will return 90 and a down vector [0,-1] will return -90\r\n */\r\n get theta(): number {\r\n return (Math.atan2(this.y, this.x) * 180) / Math.PI;\r\n }\r\n\r\n /**\r\n * Returns the vector as an array of numbers [x,y]\r\n */\r\n get array(): [number, number] {\r\n return [this.x, this.y];\r\n }\r\n\r\n /**\r\n * Get the vector as a Data Transfer Object\r\n */\r\n get dto(): { x: number; y: number } {\r\n return { x: this.x, y: this.y };\r\n }\r\n\r\n constructor(x: number, y: number) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n}\r\n"]}
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y: number }): Vector2 {\r\n return new Vector2(dto.x, dto.y);\r\n }\r\n\r\n /**\r\n * Adds Vector B to Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A + B\r\n */\r\n public static Add(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x + b.x, a.y + b.y);\r\n }\r\n\r\n /**\r\n * Subtracts Vector B from Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A - B\r\n */\r\n public static Subtract(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x - b.x, a.y - b.y);\r\n }\r\n\r\n /**\r\n * Checks to see if Vector A is close to Vector B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @param threshold Tolerance to define \"close\". Defaults to 0.01\r\n * @returns True if A and B are close enough\r\n */\r\n public static Close = (\r\n a: Vector2,\r\n b: Vector2,\r\n threshold: number = 0.01\r\n ): boolean => {\r\n const diff = Vector2.Subtract(a, b);\r\n const diffMag = diff.magnitude;\r\n\r\n if (diffMag < threshold) return true;\r\n else return false;\r\n };\r\n\r\n /**\r\n * Rotates a vector by an angle\r\n * @param vec The original vector\r\n * @param angle The angle\r\n * @returns A new Vector that has been rotated from the original by an angle\r\n */\r\n public static Rotate = (vec: Vector2, angle: Angle): Vector2 => {\r\n const x = vec.x * Math.cos(angle.radians) - vec.y * Math.sin(angle.radians);\r\n const y = vec.x * Math.sin(angle.radians) + vec.y * Math.cos(angle.radians);\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Scales a vector uniformly\r\n * @param vector The original vector\r\n * @param scale Scale factor\r\n * @returns A new, scaled vector\r\n */\r\n public static Scale = (vector: Vector2, scale: number): Vector2 => {\r\n const x = scale * vector.x;\r\n const y = scale * vector.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Creates a new vector of a given length and a unit that is equal to the original vector\r\n * @param vector The original vector. This determines the unit of the final vector\r\n * @param length The desired length of the final vector\r\n * @returns The final vector\r\n */\r\n public static NewVectorOfLength = (\r\n vector: Vector2,\r\n length: number\r\n ): Vector2 => {\r\n const unit = vector.unit;\r\n const x = length * unit.x;\r\n const y = length * unit.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Calculate the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns The Dot product between A and B\r\n */\r\n public static Dot = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.x + a.y * b.y;\r\n };\r\n /**\r\n * Calculates the angle between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns The angle between A and B\r\n */\r\n public static AngleBetween = (a: Vector2, b: Vector2): Angle => {\r\n const angleA = Math.atan2(a.y, a.x);\r\n const angleB = Math.atan2(b.y, b.x);\r\n\r\n return Angle.FromRadians(angleB - angleA);\r\n };\r\n\r\n /**\r\n * Calculates the Cross product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A X B\r\n */\r\n public static Cross = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.y - a.y * b.x;\r\n };\r\n\r\n readonly x: number;\r\n readonly y: number;\r\n\r\n /**\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitude(): number {\r\n const xSqr = this.x * this.x;\r\n const ySqr = this.y * this.y;\r\n\r\n const magnitude = Math.sqrt(xSqr + ySqr);\r\n return magnitude;\r\n }\r\n\r\n /**\r\n * @deprecated Use magnitude instead - this property is kept for backward compatibility\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitued(): number {\r\n return this.magnitude;\r\n }\r\n\r\n /**\r\n * Get the unit vector\r\n */\r\n get unit(): Vector2 {\r\n const mag = this.magnitude;\r\n if (mag === 0) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const unitX = this.x / mag;\r\n const unitY = this.y / mag;\r\n return new Vector2(unitX, unitY);\r\n }\r\n\r\n /**\r\n * Returns the angle of the direction of this vector in degrees.\r\n * A right vector [1,0] will return 0, a left vector [-1,0] will return 180, an up vector [0,1] will return 90 and a down vector [0,-1] will return -90\r\n */\r\n get theta(): number {\r\n return (Math.atan2(this.y, this.x) * 180) / Math.PI;\r\n }\r\n\r\n /**\r\n * Returns the vector as an array of numbers [x,y]\r\n */\r\n get array(): [number, number] {\r\n return [this.x, this.y];\r\n }\r\n\r\n /**\r\n * Get the vector as a Data Transfer Object\r\n */\r\n get dto(): { x: number; y: number } {\r\n return { x: this.x, y: this.y };\r\n }\r\n\r\n constructor(x: number, y: number) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n}\r\n"]}
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@@ -77,10 +77,10 @@ export declare class Vector2 {
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static AngleBetween: (a: Vector2, b: Vector2) => Angle;
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1
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+
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