phaser/Phaser/utils/PointUtils.ts

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/// <reference path="../Game.ts" />
/// <reference path="../geom/Point.ts" />
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/**
* Phaser - PointUtils
*
* A collection of methods useful for manipulating and comparing Point objects.
*
* TODO: interpolate & polar
*/
module Phaser {
export class PointUtils {
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/**
* Adds the coordinates of two points together to create a new point.
* @method add
* @param {Point} a - The first Point object.
* @param {Point} b - The second Point object.
* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Point} The new Point object.
**/
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static add(a: Point, b: Point, out: Point = new Point): Point {
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return out.setTo(a.x + b.x, a.y + b.y);
}
/**
* Subtracts the coordinates of two points to create a new point.
* @method subtract
* @param {Point} a - The first Point object.
* @param {Point} b - The second Point object.
* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Point} The new Point object.
**/
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static subtract(a: Point, b: Point, out: Point = new Point): Point {
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return out.setTo(a.x - b.x, a.y - b.y);
}
/**
* Multiplies the coordinates of two points to create a new point.
* @method subtract
* @param {Point} a - The first Point object.
* @param {Point} b - The second Point object.
* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Point} The new Point object.
**/
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static multiply(a: Point, b: Point, out: Point = new Point): Point {
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return out.setTo(a.x * b.x, a.y * b.y);
}
/**
* Divides the coordinates of two points to create a new point.
* @method subtract
* @param {Point} a - The first Point object.
* @param {Point} b - The second Point object.
* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Point} The new Point object.
**/
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static divide(a: Point, b: Point, out: Point = new Point): Point {
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return out.setTo(a.x / b.x, a.y / b.y);
}
/**
* Clamps the Point object values to be between the given min and max
* @method clamp
* @param {Point} a - The point.
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
static clamp(a: Point, min: number, max: number): Point {
PointUtils.clampX(a, min, max);
PointUtils.clampY(a, min, max);
return a;
}
/**
* Clamps the x value of the given Point object to be between the min and max values.
* @method clampX
* @param {Point} a - The point.
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
static clampX(a: Point, min: number, max: number): Point {
a.x = Math.max(Math.min(a.x, max), min);
return a;
}
/**
* Clamps the y value of the given Point object to be between the min and max values.
* @method clampY
* @param {Point} a - The point.
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
static clampY(a: Point, min: number, max: number): Point {
a.y = Math.max(Math.min(a.y, max), min);
return a;
}
/**
* Creates a copy of the given Point.
* @method clone
* @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Point} The new Point object.
**/
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static clone(a: Point, output: Point = new Point): Point {
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return output.setTo(a.x, a.y);
}
/**
* Returns the distance between the two given Point objects.
* @method distanceBetween
* @param {Point} a - The first Point object.
* @param {Point} b - The second Point object.
* @param {Boolean} round - Round the distance to the nearest integer (default false)
* @return {Number} The distance between the two Point objects.
**/
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static distanceBetween(a: Point, b: Point, round: boolean = false): number {
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var dx = a.x - b.x;
var dy = a.y - b.y;
if (round === true)
{
return Math.round(Math.sqrt(dx * dx + dy * dy));
}
else
{
return Math.sqrt(dx * dx + dy * dy);
}
}
/**
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
* @method equals
* @param {Point} a - The first Point object.
* @param {Point} b - The second Point object.
* @return {Boolean} A value of true if the Points are equal, otherwise false.
**/
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static equals(a: Point, b: Point): boolean {
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return (a.x == b.x && a.y == b.y);
}
/**
* Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2.
* The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2).
* @method interpolate
* @param {Point} pointA - The first Point object.
* @param {Point} pointB - The second Point object.
* @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
* @return {Point} The new interpolated Point object.
**/
//static interpolate(pointA, pointB, f) {
//}
/**
* Converts a pair of polar coordinates to a Cartesian point coordinate.
* @method polar
* @param {Number} length - The length coordinate of the polar pair.
* @param {Number} angle - The angle, in radians, of the polar pair.
* @return {Point} The new Cartesian Point object.
**/
//static polar(length, angle) {
//}
/**
* Rotates a Point around the x/y coordinates given to the desired angle.
* @param a {Point} The Point object to rotate.
* @param x {number} The x coordinate of the anchor point
* @param y {number} The y coordinate of the anchor point
* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
* @param {Boolean} asDegrees Is the given rotation in radians (false) or degrees (true)?
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* @param {Number} distance An optional distance constraint between the Point and the anchor.
* @return The modified point object
*/
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static rotate(a: Point, x: number, y: number, angle: number, asDegrees: boolean = false, distance: number = null): Point {
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if (asDegrees)
{
angle = angle * GameMath.DEG_TO_RAD;
}
// Get distance from origin (cx/cy) to this point
if (distance === null)
{
distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
}
return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
}
/**
* Rotates a Point around the given Point to the desired angle.
* @param a {Point} The Point object to rotate.
* @param b {Point} The Point object to serve as point of rotation.
* @param x {number} The x coordinate of the anchor point
* @param y {number} The y coordinate of the anchor point
* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
* @param {Boolean} asDegrees Is the given rotation in radians (false) or degrees (true)?
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* @param {Number} distance An optional distance constraint between the Point and the anchor.
* @return The modified point object
*/
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static rotateAroundPoint(a: Point, b: Point, angle: number, asDegrees: boolean = false, distance: number = null): Point {
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return PointUtils.rotate(a, b.x, b.y, angle, asDegrees, distance);
}
}
}