phaser/Phaser/geom/Vector2.ts

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/// <reference path="../Game.ts" />
/**
* Phaser - Vector2
*
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* A two dimensional vector.
* Contains methods and ideas from verlet-js by Sub Protocol, SAT.js by Jim Riecken and N by Metanet Software.
*/
module Phaser {
export class Vector2 {
/**
* Creates a new Vector2 object.
* @class Vector2
* @constructor
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* @param {Number} x The x position of the vector
* @param {Number} y The y position of the vector
* @return {Vector2} This object
**/
constructor(x: number = 0, y: number = 0) {
this.x = x;
this.y = y;
}
public x: number;
public y: number;
public setTo(x: number, y: number): Vector2 {
this.x = x;
this.y = y;
return this;
}
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/**
* Add this vector to the given one and return the result.
*
* @param {Vector2} v The other Vector.
* @param {Vector2} The output Vector.
* @return {Vector2} The new Vector
*/
public add(v: Vector2, output?:Vector2 = new Vector2): Vector2 {
return output.setTo(this.x + v.x, this.y + v.y);
}
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/**
* Subtract this vector to the given one and return the result.
*
* @param {Vector2} v The other Vector.
* @param {Vector2} The output Vector.
* @return {Vector2} The new Vector
*/
public sub(v: Vector2, output?:Vector2 = new Vector2): Vector2 {
return output.setTo(this.x - v.x, this.y - v.y);
}
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/**
* Multiply this vector with the given one and return the result.
*
* @param {Vector2} v The other Vector.
* @param {Vector2} The output Vector.
* @return {Vector2} The new Vector
*/
public mul(v: Vector2, output?:Vector2 = new Vector2): Vector2 {
return output.setTo(this.x * v.x, this.y * v.y);
}
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/**
* Divide this vector by the given one and return the result.
*
* @param {Vector2} v The other Vector.
* @param {Vector2} The output Vector.
* @return {Vector2} The new Vector
*/
public div(v: Vector2, output?:Vector2 = new Vector2): Vector2 {
return output.setTo(this.x / v.x, this.y / v.y);
}
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/**
* Scale this vector by the given values and return the result.
*
* @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 {Vector} The new Vector
*/
public scale(x: number, y?:number = null, output?:Vector2 = new Vector2): Vector2 {
if (y === null)
{
y = x;
}
return output.setTo(this.x * x, this.y * y);
}
/**
* Rotate this vector by 90 degrees
*
* @return {Vector} This for chaining.
*/
public perp(output?: Vector2 = this): Vector2 {
var x = this.x;
return output.setTo(this.y, -x);
}
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// Same as copyFrom, used by VerletManager
public mutableSet(v: Vector2): Vector2 {
this.x = v.x;
this.y = v.y;
return this;
}
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/**
* Add another vector to this one.
*
* @param {Vector} other The other Vector.
* @return {Vector} This for chaining.
*/
public mutableAdd(v: Vector2): Vector2 {
this.x += v.x;
this.y += v.y;
return this;
}
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/**
* Subtract another vector from this one.
*
* @param {Vector} other The other Vector.
* @return {Vector} This for chaining.
*/
public mutableSub(v: Vector2): Vector2 {
this.x -= v.x;
this.y -= v.y;
return this;
}
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/**
* Multiply another vector with this one.
*
* @param {Vector} other The other Vector.
* @return {Vector} This for chaining.
*/
public mutableMul(v: Vector2): Vector2 {
this.x *= v.x;
this.y *= v.y;
return this;
}
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/**
* Divide this vector by another one.
*
* @param {Vector} other The other Vector.
* @return {Vector} This for chaining.
*/
public mutableDiv(v: Vector2): Vector2 {
this.x /= v.x;
this.y /= v.y;
return this;
}
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/**
* Scale this vector.
*
* @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 {Vector} This for chaining.
*/
public mutableScale(x: number, y?:number): Vector2 {
this.x *= x;
this.y *= y || x;
return this;
}
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/**
* Multiply this vector by the given scalar.
*
* @param {number} scalar
* @return {Vector2} This for chaining.
*/
public mutableMultiplyByScalar(scalar: number): Vector2 {
this.x *= scalar;
this.y *= scalar;
return this;
}
/**
* Divide this vector by the given scalar.
*
* @param {number} scalar
* @return {Vector2} This for chaining.
*/
public mutableDivideByScalar(scalar: number): Vector2 {
this.x /= scalar;
this.y /= scalar;
return this;
}
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/**
* Reverse this vector.
*
* @return {Vector} This for chaining.
*/
public reverse(): Vector2 {
this.x = -this.x;
this.y = -this.y;
return this;
}
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public edge(v: Vector2, output?: Vector2 = new Vector2): Vector2 {
return this.sub(v, output);
}
public equals(v: Vector2): bool {
return this.x == v.x && this.y == v.y;
}
public epsilonEquals(v: Vector2, epsilon:number): bool {
return Math.abs(this.x - v.x) <= epsilon && Math.abs(this.y - v.y) <= epsilon;
}
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/**
* Get the length of this vector.
*
* @return {number} The length of this vector.
*/
public length(): number {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
}
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/**
* Get the length^2 of this vector.
*
* @return {number} The length^2 of this vector.
*/
public length2(): number {
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return (this.x * this.x) + (this.y * this.y);
}
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/**
* Get the distance between this vector and the given vector.
*
* @return {Vector2} v The vector to check
*/
public distance(v: Vector2): number {
return Math.sqrt(this.distance2(v));
}
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/**
* Get the distance^2 between this vector and the given vector.
*
* @return {Vector2} v The vector to check
*/
public distance2(v: Vector2): number {
return ((v.x - this.x) * (v.x - this.x)) + ((v.y - this.y) * (v.y - this.y));
}
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/**
* Project this vector on to another vector.
*
* @param {Vector} other The vector to project onto.
* @return {Vector} This for chaining.
*/
public project(other: Vector2): Vector2 {
var amt = this.dot(other) / other.length2();
if (amt != 0)
{
this.x = amt * other.x;
this.y = amt * other.y;
}
return this;
}
/**
* Project this vector onto a vector of unit length.
*
* @param {Vector} other The unit vector to project onto.
* @return {Vector} This for chaining.
*/
public projectN(other: Vector2): Vector2 {
var amt = this.dot(other);
if (amt != 0)
{
this.x = amt * other.x;
this.y = amt * other.y;
}
return this;
}
/**
* Reflect this vector on an arbitrary axis.
*
* @param {Vector} axis The vector representing the axis.
* @return {Vector} This for chaining.
*/
public reflect(axis): Vector2 {
var x = this.x;
var y = this.y;
this.project(axis).scale(2);
this.x -= x;
this.y -= y;
return this;
}
/**
* Reflect this vector on an arbitrary axis (represented by a unit vector)
*
* @param {Vector} axis The unit vector representing the axis.
* @return {Vector} This for chaining.
*/
public reflectN(axis): Vector2 {
var x = this.x;
var y = this.y;
this.projectN(axis).scale(2);
this.x -= x;
this.y -= y;
return this;
}
public getProjectionMagnitude(v: Vector2): number {
var den = v.dot(v);
if (den == 0)
{
return 0;
}
else
{
return Math.abs(this.dot(v) / den);
}
}
public direction(output?: Vector2 = new Vector2): Vector2 {
output.copyFrom(this);
return this.normalize(output);
}
public normalRightHand(output?: Vector2 = this): Vector2 {
return output.setTo(this.y * -1, this.x);
}
/**
* Normalize (make unit length) this vector.
*
* @return {Vector} This for chaining.
*/
public normalize(output?: Vector2 = this): Vector2 {
var m = this.length();
if (m != 0)
{
output.setTo(this.x / m, this.y / m);
}
return output;
}
public getMagnitude(): number {
return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2));
}
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/**
* Get the dot product of this vector against another.
*
* @param {Vector} other The vector to dot this one against.
* @return {number} The dot product.
*/
public dot(v: Vector2): number {
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return ((this.x * v.x) + (this.y * v.y));
}
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/**
* Get the cross product of this vector against another.
*
* @param {Vector} other The vector to cross this one against.
* @return {number} The cross product.
*/
public cross(v: Vector2): number {
return ((this.x * v.y) - (this.y * v.x));
}
/**
* Get the angle between this vector and the given vector.
*
* @return {Vector2} v The vector to check
*/
public angle(v: Vector2): number {
return Math.atan2(this.x * v.y - this.y * v.x, this.x * v.x + this.y * v.y);
}
public angle2(vLeft: Vector2, vRight: Vector2): number {
return vLeft.sub(this).angle(vRight.sub(this));
}
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/**
* Rotate this vector around the origin to the given angle (theta) and return the result in a new Vector
*
* @return {Vector2} v The vector to check
*/
public rotate(origin, theta, output?: Vector2 = new Vector2): Vector2 {
var x = this.x - origin.x;
var y = this.y - origin.y;
return output.setTo(x * Math.cos(theta) - y * Math.sin(theta) + origin.x, x * Math.sin(theta) + y * Math.cos(theta) + origin.y);
}
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public clone(output?: Vector2 = new Vector2): Vector2 {
return output.setTo(this.x, this.y);
}
public copyFrom(v: Vector2): Vector2 {
this.x = v.x;
this.y = v.y;
return this;
}
public copyTo(v: Vector2): Vector2 {
return v.setTo(this.x, this.y);
}
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the object.
**/
public toString(): string {
return "[{Vector2 (x=" + this.x + " y=" + this.y + ")}]";
}
}
}