phaser/Phaser/math/Vec2.js

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/// <reference path="../_definitions.ts" />
/**
* Phaser - Vec2
*
* A Vector 2
*/
var Phaser;
(function (Phaser) {
var Vec2 = (function () {
/**
* 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; }
this.x = x;
this.y = y;
return this;
}
/**
* 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.
**/
Vec2.prototype.copyFrom = function (source) {
return this.setTo(source.x, source.y);
};
/**
* 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
**/
Vec2.prototype.setTo = function (x, y) {
this.x = x;
this.y = y;
return this;
};
/**
* Add another vector to this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.add = function (a) {
this.x += a.x;
this.y += a.y;
return this;
};
/**
* Subtract another vector from this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.subtract = function (v) {
this.x -= v.x;
this.y -= v.y;
return this;
};
/**
* Multiply another vector with this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.multiply = function (v) {
this.x *= v.x;
this.y *= v.y;
return this;
};
/**
* Divide this vector by another one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.divide = function (v) {
this.x /= v.x;
this.y /= v.y;
return this;
};
/**
* Get the length of this vector.
*
* @return {number} The length of this vector.
*/
Vec2.prototype.length = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
/**
* Get the length squared of this vector.
*
* @return {number} The length^2 of this vector.
*/
Vec2.prototype.lengthSq = function () {
return (this.x * this.x) + (this.y * this.y);
};
/**
* Normalize this vector.
*
* @return {Vec2} This for chaining.
*/
Vec2.prototype.normalize = 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;
};
/**
* The dot product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.dot = function (a) {
return ((this.x * a.x) + (this.y * a.y));
};
/**
* The cross product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.cross = function (a) {
return ((this.x * a.y) - (this.y * a.x));
};
/**
* The projection magnitude of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.projectionLength = function (a) {
var den = a.dot(a);
if (den == 0) {
return 0;
} else {
return Math.abs(this.dot(a) / den);
}
};
/**
* The angle between two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.angle = function (a) {
return Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y);
};
/**
* 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 {Vec2} This for chaining.
*/
Vec2.prototype.scale = function (x, y) {
this.x *= x;
this.y *= y || x;
return this;
};
/**
* Multiply this vector by the given scalar.
*
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
Vec2.prototype.multiplyByScalar = function (scalar) {
this.x *= scalar;
this.y *= scalar;
return this;
};
/**
* 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.
*/
Vec2.prototype.multiplyAddByScalar = function (a, scalar) {
this.x += a.x * scalar;
this.y += a.y * scalar;
return this;
};
/**
* Divide this vector by the given scalar.
*
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
Vec2.prototype.divideByScalar = function (scalar) {
this.x /= scalar;
this.y /= scalar;
return this;
};
/**
* Reverse this vector.
*
* @return {Vec2} This for chaining.
*/
Vec2.prototype.reverse = function () {
this.x = -this.x;
this.y = -this.y;
return this;
};
/**
* Check if both the x and y of this vector equal the given value.
*
* @return {Boolean}
*/
Vec2.prototype.equals = function (value) {
return (this.x == value && this.y == value);
};
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the object.
**/
Vec2.prototype.toString = function () {
return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]";
};
return Vec2;
})();
Phaser.Vec2 = Vec2;
})(Phaser || (Phaser = {}));