// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl 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; } }, clone: function () { return new Vector2(this.x, this.y); }, copy: function (src) { this.x = src.x || 0; this.y = src.y || 0; return this; }, setFromObject: function (obj) { this.x = obj.x || 0; this.y = obj.y || 0; return this; }, set: function (x, y) { if (y === undefined) { y = x; } this.x = x; this.y = y; return this; }, equals: function (v) { return ((this.x === v.x) && (this.y === v.y)); }, angle: function () { // computes the angle in radians with respect to the positive x-axis var angle = Math.atan2(this.y, this.x); if (angle < 0) { angle += 2 * Math.PI; } return angle; }, 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) { if (isFinite(value)) { this.x *= value; this.y *= value; } else { this.x = 0; this.y = 0; } 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; }, /** * Right-hand normalize (make unit length) this Vector */ normalizeRightHand: function () { var x = this.x; this.x = this.y * -1; this.y = x; 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 () { this.x = 0; this.y = 0; return this; } }); Vector2.prototype.sub = Vector2.prototype.subtract; Vector2.prototype.mul = Vector2.prototype.multiply; Vector2.prototype.div = Vector2.prototype.divide; Vector2.prototype.dist = Vector2.prototype.distance; Vector2.prototype.distSq = Vector2.prototype.distanceSq; Vector2.prototype.len = Vector2.prototype.length; Vector2.prototype.lenSq = Vector2.prototype.lengthSq; module.exports = Vector2;