phaser/wip/TS Source/math/Vec2.js

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/// <reference path="../_definitions.ts" />
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/**
* Phaser - Vec2
*
* A Vector 2
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*/
var Phaser;
(function (Phaser) {
var Vec2 = (function () {
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/**
* Creates a new Vec2 object.
* @class Vec2
* @constructor
* @param {Number} x The x position of the vector
* @param {Number} y The y position of the vector
* @return {Vec2} This object
**/
function Vec2(x, y) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
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this.x = x;
this.y = y;
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return this;
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}
Vec2.prototype.copyFrom = /**
* Copies the x and y properties from any given object to this Vec2.
* @method copyFrom
* @param {any} source - The object to copy from.
* @return {Vec2} This Vec2 object.
**/
function (source) {
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return this.setTo(source.x, source.y);
};
Vec2.prototype.setTo = /**
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* Sets the x and y properties of the Vector.
* @param {Number} x The x position of the vector
* @param {Number} y The y position of the vector
* @return {Vec2} This object
**/
function (x, y) {
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this.x = x;
this.y = y;
return this;
};
Vec2.prototype.add = /**
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* Add another vector to this one.
*
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* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
function (a) {
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this.x += a.x;
this.y += a.y;
return this;
};
Vec2.prototype.subtract = /**
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* Subtract another vector from this one.
*
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* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
function (v) {
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this.x -= v.x;
this.y -= v.y;
return this;
};
Vec2.prototype.multiply = /**
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* Multiply another vector with this one.
*
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* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
function (v) {
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this.x *= v.x;
this.y *= v.y;
return this;
};
Vec2.prototype.divide = /**
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* Divide this vector by another one.
*
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* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
function (v) {
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this.x /= v.x;
this.y /= v.y;
return this;
};
Vec2.prototype.length = /**
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* Get the length of this vector.
*
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* @return {number} The length of this vector.
*/
function () {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Vec2.prototype.lengthSq = /**
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* Get the length squared of this vector.
*
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* @return {number} The length^2 of this vector.
*/
function () {
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return (this.x * this.x) + (this.y * this.y);
};
Vec2.prototype.normalize = /**
* Normalize this vector.
*
* @return {Vec2} This for chaining.
*/
function () {
var inv = (this.x != 0 || this.y != 0) ? 1 / Math.sqrt(this.x * this.x + this.y * this.y) : 0;
this.x *= inv;
this.y *= inv;
return this;
};
Vec2.prototype.dot = /**
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* The dot product of two 2D vectors.
*
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* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
function (a) {
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return ((this.x * a.x) + (this.y * a.y));
};
Vec2.prototype.cross = /**
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* The cross product of two 2D vectors.
*
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* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
function (a) {
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return ((this.x * a.y) - (this.y * a.x));
};
Vec2.prototype.projectionLength = /**
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* The projection magnitude of two 2D vectors.
*
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* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
function (a) {
var den = a.dot(a);
if(den == 0) {
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return 0;
} else {
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return Math.abs(this.dot(a) / den);
}
};
Vec2.prototype.angle = /**
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* The angle between two 2D vectors.
*
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* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
function (a) {
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return Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y);
};
Vec2.prototype.scale = /**
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* Scale this vector.
*
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* @param {number} x The scaling factor in the x direction.
* @param {?number=} y The scaling factor in the y direction. If this is not specified, the x scaling factor will be used.
* @return {Vec2} This for chaining.
*/
function (x, y) {
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this.x *= x;
this.y *= y || x;
return this;
};
Vec2.prototype.multiplyByScalar = /**
* Multiply this vector by the given scalar.
*
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
function (scalar) {
this.x *= scalar;
this.y *= scalar;
return this;
};
Vec2.prototype.multiplyAddByScalar = /**
* Adds the given vector to this vector then multiplies by the given scalar.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
function (a, scalar) {
this.x += a.x * scalar;
this.y += a.y * scalar;
return this;
};
Vec2.prototype.divideByScalar = /**
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* Divide this vector by the given scalar.
*
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* @param {number} scalar
* @return {Vec2} This for chaining.
*/
function (scalar) {
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this.x /= scalar;
this.y /= scalar;
return this;
};
Vec2.prototype.reverse = /**
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* Reverse this vector.
*
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* @return {Vec2} This for chaining.
*/
function () {
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this.x = -this.x;
this.y = -this.y;
return this;
};
Vec2.prototype.equals = /**
* Check if both the x and y of this vector equal the given value.
*
* @return {bool}
*/
function (value) {
return (this.x == value && this.y == value);
};
Vec2.prototype.toString = /**
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* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the object.
**/
function () {
return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]";
};
return Vec2;
})();
Phaser.Vec2 = Vec2;
})(Phaser || (Phaser = {}));