phaser/wip/vec2/Vec2.js
2018-01-09 22:12:16 +00:00

354 lines
No EOL
4.7 KiB
JavaScript

// Everything is unrolled with no method chaining (even if it means duplicate code)
var Vec2 = function (x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
// This may look ugly, but it allows for seamless exchange between
// Vec2, Float32Array and Array data types.
this[0] = x;
this[1] = y;
};
Vec2.prototype.constructor = Vec2;
Vec2.prototype = {
};
get x () {
return this[0];
}
get y () {
return this[1];
}
set x (v) {
this[0] = v;
}
set y (v) {
this[1] = v;
}
set (x, y = x) {
this[0] = x;
this[1] = y;
return this;
}
setTo (x, y = x) {
this[0] = x;
this[1] = y;
return this;
}
zero () {
this[0] = 0;
this[1] = 0;
return this;
}
add (v) {
this[0] += v[0];
this[1] += v[1];
return this;
}
addScalar (s) {
this[0] += s;
this[1] += s;
return this;
}
addVectors (a, b) {
this[0] = a[0] + b[0];
this[1] = a[1] + b[1];
return this;
}
addScaledVector (v, s) {
this[0] += v[0] * s;
this[1] += v[1] * s;
return this;
}
sub (v) {
this[0] -= v[0];
this[1] -= v[1];
return this;
}
subScalar (s) {
this[0] -= s;
this[1] -= s;
return this;
}
subVectors (a, b) {
this[0] = a[0] - b[0];
this[1] = a[1] - b[1];
return this;
}
// Same as scaleV, kept for compatibility between 3rd party libs
multiply (v) {
this[0] *= v[0];
this[1] *= v[1];
return this;
}
multiplyScalar (s) {
if (isFinite(s))
{
this[0] *= s;
this[1] *= s;
}
else
{
this[0] = 0;
this[1] = 0;
}
return this;
}
scale (x, y = x) {
this[0] *= x;
this[1] *= y;
return this;
}
scaleV (v) {
this[0] *= v[0];
this[1] *= v[1];
return this;
}
divide (n) {
this[0] /= n;
this[1] /= n;
return this;
}
divideScalar (s) {
const c = 1 / s;
if (isFinite(c))
{
this[0] *= c;
this[1] *= c;
}
else
{
this[0] = 0;
this[1] = 0;
}
return this;
}
min (v) {
this[0] = Math.min(this[0], v[0]);
this[1] = Math.min(this[1], v[1]);
return this;
}
max (v) {
this[0] = Math.max(this[0], v[0]);
this[1] = Math.max(this[1], v[1]);
return this;
}
clamp (min, max) {
// This function assumes min < max, if this assumption isn't true it will not operate correctly
this[0] = Math.max(min[0], Math.min(max[0], this[0]));
this[1] = Math.max(min[1], Math.min(max[1], this[1]));
return this;
}
floor () {
this[0] = Math.floor(this[0]);
this[1] = Math.floor(this[1]);
return this;
}
ceil () {
this[0] = Math.ceil(this[0]);
this[1] = Math.ceil(this[1]);
return this;
}
round () {
this[0] = Math.round(this[0]);
this[1] = Math.round(this[1]);
return this;
}
roundToZero () {
if (this[0] < 0)
{
this[0] = Math.ceil(this[0]);
}
else
{
this[0] = Math.floor(this[0]);
}
if (this[1] < 1)
{
this[1] = Math.ceil(this[1]);
}
else
{
this[1] = Math.floor(this[1]);
}
return this;
}
negate () {
this[0] = -this[0];
this[1] = -this[1];
return this;
}
normalize () {
let l = this.length();
if (l > 0)
{
this[0] /= l;
this[1] /= l;
}
return this;
}
perp () {
let x = this[0];
let y = this[1];
this[0] = y;
this[1] = -x;
return this;
}
dot (v) {
return this[0] * v[0] + this[1] * v[1];
}
lengthSq () {
return this[0] * this[0] + this[1] * this[1];
}
set length (v) {
const angle = Math.atan2(this[1], this[0]);
this[0] = Math.cos(angle) * v;
this[1] = Math.sin(angle) * v;
}
get length () {
return Math.sqrt(this[0] * this[0] + this[1] * this[1]);
}
lengthManhattan () {
return Math.abs(this[0]) + Math.abs(this[1]);
}
toString () {
return `[Vec2 (x=${this[0]}, y=${this[1]})]`;
}
}