mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
372 lines
No EOL
12 KiB
TypeScript
372 lines
No EOL
12 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="Vec2.ts" />
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/**
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* Phaser - Vec2Utils
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*
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* A collection of methods useful for manipulating and performing operations on 2D vectors.
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*
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*/
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module Phaser {
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export class Vec2Utils {
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/**
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* Adds two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the sum of the two vectors.
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*/
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static add(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.x + b.x, a.y + b.y);
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}
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/**
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* Subtracts two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the difference of the two vectors.
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*/
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static subtract(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.x - b.x, a.y - b.y);
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}
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/**
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* Multiplies two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the sum of the two vectors multiplied.
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*/
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static multiply(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.x * b.x, a.y * b.y);
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}
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/**
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* Divides two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the sum of the two vectors divided.
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*/
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static divide(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.x / b.x, a.y / b.y);
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}
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/**
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* Scales a 2D vector.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {number} s Scaling value.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the scaled vector.
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*/
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static scale(a: Phaser.Vec2, s: number, out?: Phaser.Vec2 = new Phaser.Vec2): Phaser.Vec2 {
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return out.setTo(a.x * s, a.y * s);
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}
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/**
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* Adds two 2D vectors together and multiplies the result by the given scalar.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {number} s Scaling value.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the sum of the two vectors added and multiplied.
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*/
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static multiplyAdd(a: Vec2, b: Vec2, s: number, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.x + b.x * s, a.y + b.y * s);
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}
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/**
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* Return a negative vector.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the negative vector.
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*/
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static negative(a: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(-a.x, -a.y);
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}
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/**
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* Return a perpendicular vector (90 degrees rotation)
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the scaled vector.
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*/
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static perp(a: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(-a.y, a.x);
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}
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/**
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* Return a perpendicular vector (-90 degrees rotation)
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is the scaled vector.
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*/
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static rperp(a: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.y, -a.x);
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}
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/**
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* Checks if two 2D vectors are equal.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @return {Boolean}
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*/
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static equals(a: Vec2, b: Vec2): bool {
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return a.x == b.x && a.y == b.y;
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}
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/**
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*
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Vec2} epsilon
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* @return {Boolean}
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*/
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static epsilonEquals(a: Vec2, b: Vec2, epsilon: number): bool {
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return Math.abs(a.x - b.x) <= epsilon && Math.abs(a.y - b.y) <= epsilon;
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}
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/**
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* Get the distance between two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @return {Number}
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*/
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static distance(a: Vec2, b: Vec2): number {
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return Math.sqrt(Vec2Utils.distanceSq(a, b));
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}
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/**
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* Get the distance squared between two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @return {Number}
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*/
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static distanceSq(a: Vec2, b: Vec2): number {
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return ((a.x - b.x) * (a.x - b.x)) + ((a.y - b.y) * (a.y - b.y));
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}
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/**
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* Project two 2D vectors onto another vector.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2.
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*/
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static project(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 {
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var amt = a.dot(b) / b.lengthSq();
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if (amt != 0)
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{
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out.setTo(amt * b.x, amt * b.y);
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}
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return out;
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}
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/**
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* Project this vector onto a vector of unit length.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2.
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*/
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static projectUnit(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 {
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var amt = a.dot(b);
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if (amt != 0)
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{
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out.setTo(amt * b.x, amt * b.y);
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}
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return out;
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}
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/**
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* Right-hand normalize (make unit length) a 2D vector.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2.
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*/
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static normalRightHand(a: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.y * -1, a.x);
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}
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/**
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* Normalize (make unit length) a 2D vector.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2.
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*/
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static normalize(a: Vec2, out?: Vec2 = new Vec2): Vec2 {
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var m = a.length();
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if (m != 0)
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{
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out.setTo(a.x / m, a.y / m);
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}
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return out;
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}
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/**
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* The dot product of two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @return {Number}
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*/
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static dot(a: Vec2, b: Vec2): number {
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return ((a.x * b.x) + (a.y * b.y));
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}
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/**
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* The cross product of two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @return {Number}
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*/
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static cross(a: Vec2, b: Vec2): number {
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return ((a.x * b.y) - (a.y * b.x));
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}
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/**
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* The angle between two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @return {Number}
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*/
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static angle(a: Vec2, b: Vec2): number {
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return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y);
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}
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/**
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* The angle squared between two 2D vectors.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @return {Number}
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*/
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static angleSq(a: Vec2, b: Vec2): number {
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return a.subtract(b).angle(b.subtract(a));
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}
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/**
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* Rotate a 2D vector around the origin to the given angle (theta).
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Number} theta The angle of rotation in radians.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2.
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*/
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static rotateAroundOrigin(a: Vec2, b: Vec2, theta: number, out?: Vec2 = new Vec2): Vec2 {
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var x = a.x - b.x;
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var y = a.y - b.y;
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return out.setTo(x * Math.cos(theta) - y * Math.sin(theta) + b.x, x * Math.sin(theta) + y * Math.cos(theta) + b.y);
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}
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/**
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* Rotate a 2D vector to the given angle (theta).
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} b Reference to a source Vec2 object.
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* @param {Number} theta The angle of rotation in radians.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2.
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*/
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static rotate(a: Vec2, theta: number, out?: Vec2 = new Vec2): Vec2 {
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var c = Math.cos(theta);
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var s = Math.sin(theta);
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return out.setTo(a.x * c - a.y * s, a.x * s + a.y * c);
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}
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/**
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* Clone a 2D vector.
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*
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* @param {Vec2} a Reference to a source Vec2 object.
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* @param {Vec2} out The output Vec2 that is the result of the operation.
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* @return {Vec2} A Vec2 that is a copy of the source Vec2.
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*/
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static clone(a: Vec2, out?: Vec2 = new Vec2): Vec2 {
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return out.setTo(a.x, a.y);
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}
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/**
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* Reflect this vector on an arbitrary axis.
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*
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* @param {Vec2} axis The vector representing the axis.
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* @return {Vec2} This for chaining.
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*/
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/*
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static reflect(axis): Vec2 {
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var x = this.x;
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var y = this.y;
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this.project(axis).scale(2);
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this.x -= x;
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this.y -= y;
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return this;
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}
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*/
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/**
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* Reflect this vector on an arbitrary axis (represented by a unit vector)
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*
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* @param {Vec2} axis The unit vector representing the axis.
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* @return {Vec2} This for chaining.
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*/
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/*
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static reflectN(axis): Vec2 {
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var x = this.x;
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var y = this.y;
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this.projectN(axis).scale(2);
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this.x -= x;
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this.y -= y;
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return this;
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}
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static getMagnitude(): number {
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return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2));
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}
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*/
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}
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} |