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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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/** * @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 } from '../main.js'; /** * A Vector is a mathematical object that has both magnitude and direction. */ export class Vector { elements; /** * The length of the vector. */ length; /** * Represents a 3-dimensional vector. */ static origin3 = new Vector([0, 0, 0]); /** * Represents a vector with all elements set to zero. */ static origin6 = new Vector([0, 0, 0, 0, 0, 0]); /** * Represents the x-axis vector. */ static xAxis = new Vector([1, 0, 0]); /** * Represents the y-axis vector. */ static yAxis = new Vector([0, 1, 0]); /** * Represents the z-axis vector. */ static zAxis = new Vector([0, 0, 1]); /** * Represents a vector pointing along the negative x-axis. */ static xAxisNeg = new Vector([-1, 0, 0]); /** * Represents a vector pointing along the negative y-axis. */ static yAxisNeg = new Vector([0, -1, 0]); /** * Represents a vector pointing along the negative z-axis. */ static zAxisNeg = new Vector([0, 0, -1]); constructor(elements) { this.elements = elements; this.length = elements.length; } /** * 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) { return new Vector(new Array(length).fill(0)); } /** * 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, value) { return new Vector(new Array(length).fill(value)); } /** * 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) { return new Vector(elements); } /** * 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 = -1) { if (fixed < 0) { return `[${this.elements.join(', ')}]`; } const output = this.elements.map((e) => e.toFixed(fixed)); return `[${output.join(', ')}]`; } /** * Returns a string representation of the x value of the vector. * @returns A string representation of the x value of the vector. */ get x() { return this.elements[0]; } /** * Returns a string representation of the y value of the vector. * @returns A string representation of the y value of the vector. */ get y() { return this.elements[1]; } /** * Returns a string representation of the z value of the vector. * @returns A string representation of the z value of the vector. */ get z() { return this.elements[2]; } /** * Converts the vector elements to an array. * @returns An array containing the vector elements. */ toList() { return Array.from(this.elements); } /** * Converts the vector to a Float64Array. * @returns The vector as a Float64Array. */ toArray() { return new Float64Array(this.elements); } /** * Calculates the magnitude of the vector. * @returns The magnitude of the vector. */ magnitude() { let total = 0; for (const x of this.elements) { total += x * x; } return Math.sqrt(total); } /** * 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) { const output = new Array(this.length); for (let i = 0; i < this.length; i++) { output[i] = this.elements[i] + v.elements[i]; } return new Vector(output); } /** * 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) { const output = new Array(this.length); for (let i = 0; i < this.length; i++) { output[i] = this.elements[i] - v.elements[i]; } return new Vector(output); } /** * Scales the vector by a given factor. * @param n The scaling factor. * @returns A new Vector object representing the scaled vector. */ scale(n) { const output = new Array(this.length); for (let i = 0; i < this.length; i++) { output[i] = this.elements[i] * n; } return new Vector(output); } /** * Negates the vector by scaling it by -1. * @returns A new Vector object representing the negated vector. */ negate() { return this.scale(-1); } /** * 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) { return this.subtract(v).magnitude(); } /** * 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() { const m = this.magnitude(); if (m === 0) { return Vector.zero(this.length); } return this.scale(1.0 / m); } /** * 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) { let total = 0; for (let i = 0; i < this.length; i++) { total += this.elements[i] * v.elements[i]; } return total; } /** * 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) { const result = []; for (let i = 0; i < this.length; i++) { result[i] = []; for (let j = 0; j < v.length; j++) { result[i][j] = this.elements[i] * v.elements[j]; } } return new Matrix(result); } /** * 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) { const output = new Array(this.length); for (let i = 0; i < this.length; i++) { output[i] = this.elements[(i + 1) % this.length] * v.elements[(i + 2) % this.length] - this.elements[(i + 2) % this.length] * v.elements[(i + 1) % this.length]; } return new Vector(output); } /** * Calculate the skew-symmetric matrix for this [Vector]. * @returns The skew-symmetric matrix. * @throws [Error] if the vector is not of length 3. */ skewSymmetric() { if (this.length !== 3) { throw new Error('Skew-symmetric matrix requires a vector of length 3.'); } return new Matrix([ [0, -this.elements[2], this.elements[1]], [this.elements[2], 0, -this.elements[0]], [-this.elements[1], this.elements[0], 0], ]); } /** * Rotates the vector around the X-axis by the specified angle. * @param theta The angle in radians. * @returns The rotated vector. */ rotX(theta) { const cosT = Math.cos(theta); const sinT = Math.sin(theta); const output = new Array(3); output[0] = this.elements[0]; output[1] = cosT * this.elements[1] + sinT * this.elements[2]; output[2] = -sinT * this.elements[1] + cosT * this.elements[2]; return new Vector(output); } /** * 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) { const cosT = Math.cos(theta); const sinT = Math.sin(theta); const output = new Array(3); output[0] = cosT * this.elements[0] + -sinT * this.elements[2]; output[1] = this.elements[1]; output[2] = sinT * this.elements[0] + cosT * this.elements[2]; return new Vector(output); } /** * 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) { const cosT = Math.cos(theta); const sinT = Math.sin(theta); const output = new Array(3); output[0] = cosT * this.elements[0] + sinT * this.elements[1]; output[1] = -sinT * this.elements[0] + cosT * this.elements[1]; output[2] = this.elements[2]; return new Vector(output); } /** * 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) { // better than acos for small angles const theta = Math.atan2(this.cross(v).magnitude(), this.dot(v)); if (isNaN(theta)) { return 0.0; } return theta; } /** * 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) { return (this.angle(v) * (180 / Math.PI)); } /** * 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, radius) { const r1Mag2 = this.magnitude() ** 2; const r2Mag2 = v.magnitude() ** 2; const rDot = this.dot(v); const tMin = (r1Mag2 - rDot) / (r1Mag2 + r2Mag2 - 2.0 * rDot); let los = false; if (tMin < 0 || tMin > 1) { los = true; } else { const c = (1.0 - tMin) * r1Mag2 + rDot * tMin; if (c >= radius * radius) { los = true; } } return los; } /** * 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) { return this.scale(v.magnitude()).add(v.scale(this.magnitude())).normalize(); } /** * 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) { return new Vector(this.toList().concat(v.toList())); } /** * 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, end) { return new Vector(this.elements.slice(start, end)); } /** * Returns a new Matrix object representing the row vector. * @returns The row vector as a Matrix object. */ row() { return new Matrix([this.toList()]); } /** * Returns a new Matrix object representing the column vector of this Vector. * @returns The column vector as a Matrix object. */ column() { return new Matrix(this.toList().map((e) => [e])); } /** * 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) { return new Vector3D(this.elements[index], this.elements[index + 1], this.elements[index + 2]); } } //# sourceMappingURL=Vector.js.map