export type Vector = { x: number; y: number; }; export function createVector(x: number = 0, y: number = 0): Vector { return { x, y }; } export function fromPolar(direction: number, magnitude: number): Vector { return { x: Math.cos(direction) * magnitude, y: Math.sin(direction) * magnitude, }; } export function getDirection(vector: Vector): number { return Math.atan2(vector.y, vector.x); } export function getMagnitude(vector: Vector): number { return Math.sqrt(vector.x * vector.x + vector.y * vector.y); } export function getDistance(a: Vector, b: Vector): number { const dx = a.x - b.x; const dy = a.y - b.y; return Math.sqrt(dx * dx + dy * dy); } export function getSquared(vector: Vector): number { return vector.x * vector.x + vector.y * vector.y; } export function setDistanceNormal(normal: Vector, a: Vector, b: Vector): void { const dx = a.x - b.x; const dy = a.y - b.y; const distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { normal.x = dx / distance; normal.y = dy / distance; } } export function getDotProduct(a: Vector, b: Vector): number { return a.x * b.x + a.y * b.y; } export function getPerpDotProduct(a: Vector, b: Vector): number { return a.x * b.x - a.y * b.y; } export function scale(vector: Vector, scalar: number): void { vector.x *= scalar; vector.y *= scalar; } export function normalize(vector: Vector): void { const magnitude = Math.sqrt(vector.x * vector.x + vector.y * vector.y); if (magnitude > 0) { const scalar = 1 / magnitude; vector.x *= scalar; vector.y *= scalar; } } export function isZero(vector: Vector): boolean { return vector.x === 0 && vector.y === 0; } export function isBelowThreshold(vector: Vector, threshold: number): boolean { return Math.abs(vector.x) < threshold && Math.abs(vector.y) < threshold; } export function equals(a: Vector, b: Vector): boolean { return a.x === b.x && a.y === b.y; }