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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text/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 { Kilometers, KilometersPerSecond, Radians, linearDistance } from '../main.js';
import { Matrix } from './Matrix.js';
import { Vector } from './Vector.js';
// / 3-dimensional vector.
export class Vector3D<T extends number = number> {
constructor(
public x: T,
public y: T,
public z: T,
) {
// Nothing to do here.
}
/**
* Create a new Vector3D object from the first three elements of a Vector
* object.
* @param v The Vector object to convert.
* @returns A new Vector3D object.
*/
static fromVector<U extends number>(v: Vector<U>): Vector3D<U> {
return new Vector3D<U>(v.x as U, v.y as U, v.z as U);
}
// / Origin vector.
static readonly origin = new Vector3D<number>(0, 0, 0);
// / X-axis unit vector.
static readonly xAxis = new Vector3D<number>(1, 0, 0);
// / Y-axis unit vector.
static readonly yAxis = new Vector3D<number>(0, 1, 0);
// / Z-axis unit vector.
static readonly zAxis = new Vector3D<number>(0, 0, 1);
// / Negative x-axis unit vector.
static readonly xAxisNeg = new Vector3D<number>(-1, 0, 0);
// / Negative y-axis unit vector.
static readonly yAxisNeg = new Vector3D<number>(0, -1, 0);
// / Negative z-axis unit vector.
static readonly zAxisNeg = new Vector3D<number>(0, 0, -1);
// / Convert this to a [List] of doubles.
toList() {
return [this.x, this.y, this.z];
}
// / Convert this to a [Float64List] object.
toArray() {
return new Float64Array([this.x, this.y, this.z]);
}
/**
* Return the Vector3D element at the provided index.
* @deprecated don't do this
* @param index The index of the element to return.
* @returns The element at the provided index.
*/
public getElement(index: number): number {
switch (index) {
case 0:
return this.x;
case 1:
return this.y;
case 2:
return this.z;
default:
throw new Error(`Index ${index} outside 3D vector bounds.`);
}
}
// / Convert this to a [Vector] object.
toVector() {
return new Vector(this.toList());
}
toString(fixed = -1): string {
if (fixed < 0) {
return `[${this.toList().join(', ')}]`;
}
const output = this.toList().map((e) => e.toFixed(fixed));
return `[${output.join(', ')}]`;
}
// / Return the magnitude of this vector.
magnitude(): T {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z) as T;
}
// / Return the result of adding this to another [Vector3D].
add(v: Vector3D<T>): Vector3D<T> {
return new Vector3D<T>((this.x + v.x) as T, (this.y + v.y) as T, (this.z + v.z) as T);
}
// / Return the result of subtracting this and another [Vector3D].
subtract(v: Vector3D<T>): Vector3D<T> {
return new Vector3D<T>((this.x - v.x) as T, (this.y - v.y) as T, (this.z - v.z) as T);
}
// / Return a copy of this [Vector3D] scaled by [n];
scale<U extends number>(n: U): Vector3D<U> {
return new Vector3D<U>(this.x * n as U, this.y * n as U, this.z * n as U);
}
// / Return a copy of this [Vector3D] with the elements negated.
negate(): Vector3D<T> {
return this.scale(-1 as T);
}
/**
* Return the Euclidean distance between this and another Vector3D.
* @param v The other Vector3D.
* @returns The distance between this and the other Vector3D.
*/
distance(v: Vector3D<T>): T {
return linearDistance(this, v);
}
/**
* Convert this to a unit Vector3D.
* @returns A unit Vector3D.
*/
normalize(): Vector3D<T> {
const m = this.magnitude();
if (m === 0) {
return Vector3D.origin as Vector3D<T>;
}
return new Vector3D<T>(this.x / m as T, this.y / m as T, this.z / m as T);
}
// Calculate the dot product of this and another [Vector3D].
dot<T extends number>(v: Vector3D<T>): T {
return this.x * v.x + this.y * v.y + this.z * v.z as T;
}
// Calculate the outer product between this and another [Vector3D].
outer(v: Vector3D): Matrix {
return new Matrix([
[this.x * v.x, this.x * v.y, this.x * v.z],
[this.y * v.x, this.y * v.y, this.y * v.z],
[this.z * v.x, this.z * v.y, this.z * v.z],
]);
}
// Calculate the cross product of this and another [Vector3D].
cross<U extends number>(v: Vector3D<U>): Vector3D<U> {
return new Vector3D<U>(
(this.y * v.z - this.z * v.y) as U,
(this.z * v.x - this.x * v.z) as U,
(this.x * v.y - this.y * v.x) as U,
);
}
// Calculate the skew-symmetric matrix for this [Vector3D].
skewSymmetric(): Matrix {
return new Matrix([
[0, -this.z, this.y],
[this.z, 0, -this.x],
[-this.y, this.x, 0],
]);
}
/*
* Create a copy of this [Vector3D] rotated in the x-axis by angle [theta]
* _(rad)_.
*/
rotX(theta: number): Vector3D {
const cosT = Math.cos(theta);
const sinT = Math.sin(theta);
return new Vector3D(this.x, cosT * this.y + sinT * this.z, -sinT * this.y + cosT * this.z);
}
/*
* Create a copy of this [Vector3D] rotated in the y-axis by angle [theta]
* _(rad)_.
*/
rotY(theta: Radians): Vector3D<T> {
const cosT = Math.cos(theta);
const sinT = Math.sin(theta);
return new Vector3D<T>((cosT * this.x + -sinT * this.z) as T, this.y, (sinT * this.x + cosT * this.z) as T);
}
/*
* Create a copy of this [Vector3D] rotated in the z-axis by angle [theta]
* _(rad)_.
*/
rotZ(theta: Radians): Vector3D<T> {
const cosT = Math.cos(theta);
const sinT = Math.sin(theta);
return new Vector3D((cosT * this.x + sinT * this.y) as T, (-sinT * this.x + cosT * this.y) as T, this.z);
}
// Calculate the angle _(rad)_ between this and another [Vector3D].
angle<U extends number>(v: Vector3D<U>): Radians {
const theta = Math.atan2(this.cross(v).magnitude(), this.dot(v)) as Radians;
return isNaN(theta) ? 0 as Radians : theta;
}
// Calculate the angle _(°)_ between this and another [Vector3D].
angleDegrees(v: Vector3D<T>): number {
return this.angle(v) * (180 / Math.PI);
}
/*
* Return `true` if line-of-sight exists between this and another [Vector3D]
* with a central body of the given [radius].
*/
sight(v: Vector3D<KilometersPerSecond>, radius: Kilometers): boolean {
const r1Mag2 = this.magnitude() ** 2;
const r2Mag2 = v.magnitude() ** 2;
const rDot = this.dot(v);
const tMin = (r1Mag2 - rDot) / (r1Mag2 + r2Mag2 - 2 * rDot);
let los = false;
if (tMin < 0 || tMin > 1) {
los = true;
} else {
const c = (1 - tMin) * r1Mag2 + rDot * tMin;
if (c >= radius * radius) {
los = true;
}
}
return los;
}
// / Return the unit vector that bisects this and another [Vector3D].
bisect(v: Vector3D<T>): Vector3D<T> {
return this.scale(v.magnitude()).add(v.scale(this.magnitude())).normalize();
}
// / Convert this [Vector3D] into a row [Matrix].
row(): Matrix {
return new Matrix([[this.x, this.y, this.z]]);
}
// / Convert this [Vector3D] into a column [Matrix].
column(): Matrix {
return new Matrix([[this.x], [this.y], [this.z]]);
}
// / Join this and another [Vector3D] into a new [Vector] object.
join(v: Vector3D): Vector {
const output = new Float64Array(6);
output[0] = this.x;
output[1] = this.y;
output[2] = this.z;
output[3] = v.x;
output[4] = v.y;
output[5] = v.z;
return new Vector(output);
}
}