ootk-core
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Orbital Object Toolkit. A modern typed replacement for satellite.js including SGP4 propagation, TLE parsing, Sun and Moon calculations, and more.
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TypeScript
/**
* @author Theodore Kruczek.
* @license MIT
* @copyright (c) 2022-2025 Theodore Kruczek Permission is
* hereby granted, free of charge, to any person obtaining a copy of this
* software and associated documentation files (the "Software"), to deal in the
* Software without restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do
* so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
import { Vector3D, Matrix, Degrees, Radians } from '../main.js';
/**
* A Vector is a mathematical object that has both magnitude and direction.
*/
export declare class Vector<T extends number = number> {
elements: T[] | Float64Array;
/**
* The length of the vector.
*/
readonly length: number;
/**
* Represents a 3-dimensional vector.
*/
static readonly origin3: Vector<0>;
/**
* Represents a vector with all elements set to zero.
*/
static readonly origin6: Vector<0>;
/**
* Represents the x-axis vector.
*/
static readonly xAxis: Vector<0 | 1>;
/**
* Represents the y-axis vector.
*/
static readonly yAxis: Vector<0 | 1>;
/**
* Represents the z-axis vector.
*/
static readonly zAxis: Vector<0 | 1>;
/**
* Represents a vector pointing along the negative x-axis.
*/
static readonly xAxisNeg: Vector<0 | -1>;
/**
* Represents a vector pointing along the negative y-axis.
*/
static readonly yAxisNeg: Vector<0 | -1>;
/**
* Represents a vector pointing along the negative z-axis.
*/
static readonly zAxisNeg: Vector<0 | -1>;
constructor(elements: T[] | Float64Array);
/**
* Creates a zero vector of the specified length.
* @param length The length of the vector.
* @returns A new Vector object representing the zero vector.
*/
static zero(length: number): Vector;
/**
* Creates a new Vector with the specified length, filled with the specified
* value.
* @param length The length of the new Vector.
* @param value The value to fill the Vector with.
* @returns A new Vector filled with the specified value.
*/
static filled(length: number, value: number): Vector;
/**
* Creates a new Vector instance from an array of elements.
* @param elements - The array of elements to create the Vector from.
* @returns A new Vector instance.
*/
static fromList(elements: number[]): Vector;
/**
* Returns a string representation of the vector.
* @param fixed - The number of digits to appear after the decimal point.
* Defaults to -1.
* @returns A string representation of the vector.
*/
toString(fixed?: number): string;
/**
* Returns a string representation of the x value of the vector.
* @returns A string representation of the x value of the vector.
*/
get x(): number;
/**
* Returns a string representation of the y value of the vector.
* @returns A string representation of the y value of the vector.
*/
get y(): number;
/**
* Returns a string representation of the z value of the vector.
* @returns A string representation of the z value of the vector.
*/
get z(): number;
/**
* Converts the vector elements to an array.
* @returns An array containing the vector elements.
*/
toList(): number[];
/**
* Converts the vector to a Float64Array.
* @returns The vector as a Float64Array.
*/
toArray(): Float64Array;
/**
* Calculates the magnitude of the vector.
* @returns The magnitude of the vector.
*/
magnitude(): number;
/**
* Adds the elements of another vector to this vector and returns a new
* vector.
* @param v - The vector to add.
* @returns A new vector containing the sum of the elements.
*/
add(v: Vector): Vector;
/**
* Subtracts a vector from the current vector.
* @param v The vector to subtract.
* @returns A new vector representing the result of the subtraction.
*/
subtract(v: Vector): Vector;
/**
* Scales the vector by a given factor.
* @param n The scaling factor.
* @returns A new Vector object representing the scaled vector.
*/
scale(n: number): Vector;
/**
* Negates the vector by scaling it by -1.
* @returns A new Vector object representing the negated vector.
*/
negate(): Vector;
/**
* Return the Euclidean distance between this and another Vector.
* @param v The vector to calculate the distance to.
* @returns The distance between the two vectors.
*/
distance(v: Vector): number;
/**
* Normalizes the vector, making it a unit vector with the same direction but
* a magnitude of 1. If the vector has a magnitude of 0, it returns a zero
* vector of the same length.
* @returns The normalized vector.
*/
normalize(): Vector;
/**
* Calculates the dot product of this vector and another vector.
* @param v - The vector to calculate the dot product with.
* @returns The dot product of the two vectors.
*/
dot(v: Vector): number;
/**
* Calculates the outer product of this vector with another vector.
* @param v The vector to calculate the outer product with.
* @returns A matrix representing the outer product of the two vectors.
*/
outer(v: Vector): Matrix;
/**
* Calculates the cross product of this vector and the given vector.
* @param v - The vector to calculate the cross product with.
* @returns The resulting vector.
*/
cross(v: Vector): Vector;
/**
* Calculate the skew-symmetric matrix for this [Vector].
* @returns The skew-symmetric matrix.
* @throws [Error] if the vector is not of length 3.
*/
skewSymmetric(): Matrix;
/**
* Rotates the vector around the X-axis by the specified angle.
* @param theta The angle in radians.
* @returns The rotated vector.
*/
rotX(theta: Radians): Vector;
/**
* Rotates the vector around the Y-axis by the specified angle.
* @param theta The angle of rotation in radians.
* @returns A new Vector representing the rotated vector.
*/
rotY(theta: Radians): Vector;
/**
* Rotates the vector around the Z-axis by the specified angle.
* @param theta The angle of rotation in radians.
* @returns A new Vector representing the rotated vector.
*/
rotZ(theta: Radians): Vector;
/**
* Calculates the angle between this vector and another vector.
* @param v The other vector.
* @returns The angle between the two vectors in radians.
*/
angle(v: Vector): Radians;
/**
* Calculates the angle between this vector and another vector in degrees.
* @param v The other vector.
* @returns The angle between the two vectors in degrees.
*/
angleDegrees(v: Vector): Degrees;
/**
* Determines if there is line of sight between this vector and another vector
* within a given radius.
* @param v - The vector to check line of sight with.
* @param radius - The radius within which line of sight is considered.
* @returns True if there is line of sight, false otherwise.
*/
sight(v: Vector, radius: number): boolean;
/**
* Returns the bisect vector between this vector and the given vector. The
* bisect vector is calculated by scaling this vector's magnitude by the
* magnitude of the given vector, adding the result to the product of scaling
* the given vector's magnitude by this vector's magnitude, and then
* normalizing the resulting vector.
* @param v - The vector to calculate the bisect with.
* @returns The bisect vector.
*/
bisect(v: Vector): Vector;
/**
* Joins the current vector with another vector.
* @param v The vector to join with.
* @returns A new vector that contains the elements of both vectors.
*/
join(v: Vector): Vector;
/**
* Returns a new Vector containing a portion of the elements from the
* specified start index to the specified end index
* @param start The start index of the slice (inclusive).
* @param end The end index of the slice (exclusive).
* @returns A new Vector containing the sliced elements.
*/
slice(start: number, end: number): Vector;
/**
* Returns a new Matrix object representing the row vector.
* @returns The row vector as a Matrix object.
*/
row(): Matrix;
/**
* Returns a new Matrix object representing the column vector of this Vector.
* @returns The column vector as a Matrix object.
*/
column(): Matrix;
/**
* Converts the elements at the specified index to a Vector3D object.
* @param index - The index of the elements to convert.
* @returns A new Vector3D object containing the converted elements.
*/
toVector3D(index: number): Vector3D;
}