phaser/v3/src/math/Vector2.js

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// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
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var Class = require('../utils/Class');
var Vector2 = new Class({
initialize:
function Vector2 (x, y)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
}
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},
clone: function ()
{
return new Vector2(this.x, this.y);
},
copy: function (src)
{
this.x = src.x || 0;
this.y = src.y || 0;
return this;
},
set: function (x, y)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
}
else
{
this.x = x;
this.y = y;
}
return this;
},
add: function (src)
{
this.x += src.x;
this.y += src.y;
return this;
},
subtract: function (src)
{
this.x -= src.x;
this.y -= src.y;
return this;
},
multiply: function (src)
{
this.x *= src.x;
this.y *= src.y;
return this;
},
scale: function (value)
{
this.x *= value;
this.y *= value;
return this;
},
divide: function (src)
{
this.x /= src.x;
this.y /= src.y;
return this;
},
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
return this;
},
distance: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
},
distanceSq: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return dx * dx + dy * dy;
},
length: function ()
{
var x = this.x;
var y = this.y;
return Math.sqrt(x * x + y * y);
},
lengthSq: function ()
{
var x = this.x;
var y = this.y;
return x * x + y * y;
},
normalize: function ()
{
var x = this.x;
var y = this.y;
var len = x * x + y * y;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
}
return this;
},
dot: function (src)
{
return this.x * src.x + this.y * src.y;
},
cross: function (src)
{
return this.x * src.y - this.y * src.x;
},
lerp: function (src, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
this.x = ax + t * (src.x - ax);
this.y = ay + t * (src.y - ay);
return this;
},
transformMat3: function (mat)
{
var x = this.x;
var y = this.y;
var m = mat.val;
this.x = m[0] * x + m[3] * y + m[6];
this.y = m[1] * x + m[4] * y + m[7];
return this;
},
transformMat4: function (mat)
{
var x = this.x;
var y = this.y;
var m = mat.val;
this.x = m[0] * x + m[4] * y + m[12];
this.y = m[1] * x + m[5] * y + m[13];
return this;
},
reset: function ()
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{
this.x = 0;
this.y = 0;
return this;
},
random: function (scale)
{
if (scale === undefined) { scale = 1; }
var r = Math.random() * 2 * Math.PI;
this.x = Math.cos(r) * scale;
this.y = Math.sin(r) * scale;
return this;
}
});
Vector2.sub = Vector2.subtract;
Vector2.mul = Vector2.multiply;
Vector2.div = Vector2.divide;
Vector2.dist = Vector2.distance;
Vector2.distSq = Vector2.distanceSq;
Vector2.len = Vector2.length;
Vector2.lenSq = Vector2.lengthSq;
module.exports = Vector2;