Two dimensional vector math library for JavaScript. Built for performance in computation-heavy real-time engines without sacrificing usability. Supports tree shaking and dead code removal to avoid bloating client-side bundles. Zero dependencies.
npm install math2d


Two dimensional vector math library for JavaScript.
Built for performance in computation-heavy real-time engines without sacrificing usability.
Supports tree shaking and dead code removal to avoid bloating client-side bundles.
Zero dependencies.
``sh`
$ yarn add math2d
`ts
import { _vec, mat2dFromRotation, vecTransformBy } from "math2d";
const threeFour = _vec(3, 4);
const spin = mat2dFromRotation(Math.PI / 4);
console.log(vecTransformBy(threeFour, spin));
`
* _box: shorthand for defining a Box from minX, minY, maxX, maxY
* boxAlloc: Creates a new Box object in memory, with all values initialized to NaNminX
* boxClone: Copies values from an existing IBox into a new box
* boxContainsBox: Determines whether the second box is completely enclosed in the first
* boxContainsPoint: Determines whether the box contains a given point
* boxEncapsulate: Grows the box to include a given point
* boxEnclosingPoints: Computes the smallest bounding box that contains all of the provided points
* boxGetOutCode: Determines where the specified point lies in relation to the given box
* boxGrow: Expands a box by a given amount in all directions
* boxIntersection: Computes the area intersection of the two box regions
* boxIntersectsBox: Determines whether two boxes overlap
* boxIsEmpty: Determines whether this box represents an empty area
* boxReset: Construct a new box given , minY, maxX, and maxY bounding values
* boxScale: Scales a box by a fixed scalar in both directions
* boxTransformBy: Compute the bounds of the image of this box after applying a 2D affine transformation
* boxTranslate: Translate a box by an offset in the x- and y- directions
* boxUnion: Compute the smallest bounding box that contains both given boxes
* intersectionResultAlloc: Creates a new IntersectionResult object in memory, with all values initialized to false and NaNexists
* intersectionResultClone: Copies the values from the given intersection into a new intersection object
* intersectionResultReset: Construct a new intersection given , x, y, t0, and t1 values
* _mat2d: shorthand for defining a Mat2d from a, b, c, d, tx, ty
* mat2dAlloc: Creates a new mat2d object in memory, with all values initialized to NaN[1 0 0 1 0 0]
* mat2dClone: Copies the values from the given matrix into a new matrix
* mat2dDeterminant: Computes the determinant of the affine matrix
* mat2dFromRotation: Computes the affine transform corresponding to a given rotation, in radians
* mat2dFromTranslation: Computes the affine transform corresponding to a given (tx, ty) translation
* mat2dIdentity: Returns the identity affine matrix,
* mat2dInvert: Computes the inverse of the given 2d affine matrix
* mat2dIsOrthogonal: Returns whether the matrix is an orthogonal matrix
* mat2dIsTranslationOnly: Returns whether the matrix corresponds to only a translation
* mat2dMulMat2d: Computes the result of affine matrix multiplication _m1_ × _m2_
* mat2dReset: Construct a new matrix given component values
* mat2dRotate: Applies a rotation in radians to the given matrix, returning the result
* mat2dScale: Applies a scaling transform on top of the given affine matrix, returning the result
* mat2dTranslate: Applies a translation on top of the given matrix, returning the result
* nearestPointResultAlloc: Creates a new NearestPointResult object in memory, with all values initialized to NaNexists
* nearestPointResultClone: Copies the values from the given NearestPointResult into a new NearestPointResult object
* nearestPointResultReset: Construct a new intersection given , x, y, t0, and t1 values
* polylineAlloc: Creates a new Array object in memory to hold Polyline data. Its initial length is 0
* polylineClose: Repeats the polyline's first vertex to form a closed path
* polylineContainsPoint: undefined
* polylineContainsPointInside: Determines whether the point is inside the given polygon, using the even-odd fill rule
* polylineGetBounds: Computes bounding box of polyline's geometry
* polylineGetDistanceAtT: Computes the Euclidean distance traveled along the polyline's geometry to get to the parametric point at _t_
* polylineGetLength: Computes total length of polyline
* polylineGetNumSegments: Returns the number of individual line segments in this polyline
* polylineGetNumVertices: Returns the number of vertices in this polyline
* polylineGetPointAtT: Computes a point along the polyline, parameterized according to linear interpolation between adjacent vertices
* polylineGetSegment: Returns a polyline's segment by given index, starting at 0
* polylineGetSegmentLength: Computes the length of one of a polyline's segments by index, starting at 0
* polylineGetTAtDistance: Computes the parametric value _t_ along the polyline corresponding to a distance _d_
* polylineGetVertex: Retrieves a vertex from this polyline's geometry, starting at index 0
* polylineIntersectRay: Computes all locations at which a polyline crosses a given ray
* polylineIntersectSegment: Computes all locations at which a polyline crosses a given line segment
* polylineIsClosed: Returns whether the polyline's last vertex equals its first
* polylineNearestDistanceSqToPoint: Finds the closest the polyline comes to a given reference point
* polylineTransformBy: Transforms a polyline by an affine matrix
* polylineTrim: Trims a polyline to a range of its _t_ parameter
* _ray: shorthand for defining a Ray from x0, y0, dirX, dirY
* rayAlloc: Creates a new Ray object in memory, with all values initialized to NaN
* rayClone: Copies the values from the given ray into a new ray
* rayContainsPoint: Determines if the point is on the ray
* rayGetPointAtT: Gets a point along the ray, parameterized according to distance along its direction vector
* rayIntersectPolyline: Computes all locations at which a ray crosses a given polyline
* rayIntersectRay: Computes the intersection point between the two rays, if it exists
* rayIntersectSegment: Computes the intersection point between the ray and the segment, if it exists
* rayLookAt: Constructs a ray from an initial point, pointing in the direction of a target point
* rayNearestDistanceSqToPoint: Determines the closest the ray comes to a given reference point
* rayProjectPoint: Projects a point onto the given line, returning the distance _t_ along the line where it falls
* rayReset: Construct a new ray given an (x0, y0) initial point and (dirX, dirY) direction vector
* rayTransformBy: Transforms a ray by an affine matrix
* rayWhichSide: Computes on which side of the ray (as a _line_) a given point lies
* _segment: shorthand for defining a Segment from x0, y0, x1, y1
* segmentAlloc: Creates a new Segment object in memory, with all values initialized to NaN
* segmentGetEndpoint0: Retrieves the starting endpoint (_t_ = 0) of the segment, as a vector
* segmentGetEndpoint1: Retrives the ending endpoint (_t_ = 1) of the segment, as a vector
* segmentGetLength: Computes the length of the line segment
* segmentGetLengthSq: Computes the squared length of the line segment
* segmentGetPointAtT: Gets a point along the line segment, parameterized according to linear interpolation between its endpoints
* segmentIntersectPolyline: Computes all locations at which a line segment meets a given polyline
* segmentIntersectRay: Computes the intersection point between the ray and the segment, if it exists
* segmentIntersectSegment: Computes the intersection point between the two line segments, if it exists
* segmentNearestDistanceSqToPoint: Finds the closest the segment comes to a given reference point
* segmentReset: Construct a new line segment given an (x0, y0) starting vertex and (x1, y1) ending vertex. The two points are allowed to be the same
* segmentReverse: Computes the reverse of the segment, i.e. swapping its starting vertex and ending vertex
* _vec: shorthand for defining a Vec from x, y
* vecAdd: Computes the result of adding the two given vectors
* vecAlloc: Creates a new Vec object in memory, with all values initialized to NaNu.x v.x + u.y * v.y
* vecClone: Copies the values from the given vector into a new vector
* vecCross: Computes the two-dimensional cross product of the two vectors
* vecDistance: Computes the straight-line (Euclidean) distance between the two points
* vecDistanceSq: Computes the squared straight-line (i.e. Euclidean) distance between the two points
vecDot: Computes the dot product of the two vectors, i.e. r
* vecGetLength: Computes the straight-line length (i.e. Euclidean norm) of the given vector
* vecGetLengthSq: Computes the squared straight-line length (i.e. square of the Euclidean norm) of the given vector
* vecLerp: Performs a linear interpolation between the two vectors. The parameter is allowed to be outside [0, 1](NaN, NaN)
* vecNormalize: Normalizes the vector to be length 1. If the given vector is the zero-vector, this method returns vecPerp(a, b) = (-b, a)
* vecPerp: Computes the perp of the given vector, as defined by . This is equivalent to a counter-clockwise rotation in the standard planex
* vecReset: Construct a new vector given an and y valueu - v`, i.e. subtracting the second vector from the first
* vecScale: Scales both coordinates of this vector by a given scalar
* vecSubtract: Computes
* vecTransformBy: Multiplies the vector by an affine matrix