phaser/src/math/Vector2.js
2024-02-19 17:12:24 +00:00

787 lines
18 KiB
JavaScript

/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// 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 FuzzyEqual = require('../math/fuzzy/Equal');
/**
* @classdesc
* A representation of a vector in 2D space.
*
* A two-component vector.
*
* @class Vector2
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number|Phaser.Types.Math.Vector2Like} [x=0] - The x component, or an object with `x` and `y` properties.
* @param {number} [y=x] - The y component.
*/
var Vector2 = new Class({
initialize:
function Vector2 (x, y)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector2#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector2#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
}
else
{
if (y === undefined) { y = x; }
this.x = x || 0;
this.y = y || 0;
}
},
/**
* Make a clone of this Vector2.
*
* @method Phaser.Math.Vector2#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} A clone of this Vector2.
*/
clone: function ()
{
return new Vector2(this.x, this.y);
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector2#copy
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
copy: function (src)
{
this.x = src.x || 0;
this.y = src.y || 0;
return this;
},
/**
* Set the component values of this Vector from a given Vector2Like object.
*
* @method Phaser.Math.Vector2#setFromObject
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} obj - The object containing the component values to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setFromObject: function (obj)
{
this.x = obj.x || 0;
this.y = obj.y || 0;
return this;
},
/**
* Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
*
* @method Phaser.Math.Vector2#set
* @since 3.0.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
set: function (x, y)
{
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
},
/**
* This method is an alias for `Vector2.set`.
*
* @method Phaser.Math.Vector2#setTo
* @since 3.4.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setTo: function (x, y)
{
return this.set(x, y);
},
/**
* Sets the `x` and `y` values of this object from a given polar coordinate.
*
* @method Phaser.Math.Vector2#setToPolar
* @since 3.0.0
*
* @param {number} azimuth - The angular coordinate, in radians.
* @param {number} [radius=1] - The radial coordinate (length).
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setToPolar: function (azimuth, radius)
{
if (radius == null) { radius = 1; }
this.x = Math.cos(azimuth) * radius;
this.y = Math.sin(azimuth) * radius;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector2#equals
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} v - The vector to compare with this Vector.
*
* @return {boolean} Whether the given Vector is equal to this Vector.
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y));
},
/**
* Check whether this Vector is approximately equal to a given Vector.
*
* @method Phaser.Math.Vector2#fuzzyEquals
* @since 3.23.0
*
* @param {Phaser.Types.Math.Vector2Like} v - The vector to compare with this Vector.
* @param {number} [epsilon=0.0001] - The tolerance value.
*
* @return {boolean} Whether both absolute differences of the x and y components are smaller than `epsilon`.
*/
fuzzyEquals: function (v, epsilon)
{
return (FuzzyEqual(this.x, v.x, epsilon) && FuzzyEqual(this.y, v.y, epsilon));
},
/**
* Calculate the angle between this Vector and the positive x-axis, in radians.
*
* @method Phaser.Math.Vector2#angle
* @since 3.0.0
*
* @return {number} The angle between this Vector, and the positive x-axis, given in radians.
*/
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;
},
/**
* Set the angle of this Vector.
*
* @method Phaser.Math.Vector2#setAngle
* @since 3.23.0
*
* @param {number} angle - The angle, in radians.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setAngle: function (angle)
{
return this.setToPolar(angle, this.length());
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector2#add
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
add: function (src)
{
this.x += src.x;
this.y += src.y;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector2#subtract
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
subtract: function (src)
{
this.x -= src.x;
this.y -= src.y;
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#multiply
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
multiply: function (src)
{
this.x *= src.x;
this.y *= src.y;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector2#scale
* @since 3.0.0
*
* @param {number} value - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
scale: function (value)
{
if (isFinite(value))
{
this.x *= value;
this.y *= value;
}
else
{
this.x = 0;
this.y = 0;
}
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#divide
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
divide: function (src)
{
this.x /= src.x;
this.y /= src.y;
return this;
},
/**
* Negate the `x` and `y` components of this Vector.
*
* @method Phaser.Math.Vector2#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#distance
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector2#distanceSq
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return dx * dx + dy * dy;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
return Math.sqrt(x * x + y * y);
},
/**
* Set the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#setLength
* @since 3.23.0
*
* @param {number} length
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setLength: function (length)
{
return this.normalize().scale(length);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector2#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
return x * x + y * y;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector2#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
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;
},
/**
* Rotate this Vector to its perpendicular, in the positive direction.
*
* @method Phaser.Math.Vector2#normalizeRightHand
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalizeRightHand: function ()
{
var x = this.x;
this.x = this.y * -1;
this.y = x;
return this;
},
/**
* Rotate this Vector to its perpendicular, in the negative direction.
*
* @method Phaser.Math.Vector2#normalizeLeftHand
* @since 3.23.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalizeLeftHand: function ()
{
var x = this.x;
this.x = this.y;
this.y = x * -1;
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#dot
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector2 to dot product with this Vector2.
*
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (src)
{
return this.x * src.x + this.y * src.y;
},
/**
* Calculate the cross product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#cross
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector2 to cross with this Vector2.
*
* @return {number} The cross product of this Vector and the given Vector.
*/
cross: function (src)
{
return this.x * src.y - this.y * src.x;
},
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector2#lerp
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector2 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
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;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
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;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
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;
},
/**
* Make this Vector the zero vector (0, 0).
*
* @method Phaser.Math.Vector2#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
reset: function ()
{
this.x = 0;
this.y = 0;
return this;
},
/**
* Limit the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#limit
* @since 3.23.0
*
* @param {number} max - The maximum length.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
limit: function (max)
{
var len = this.length();
if (len && len > max)
{
this.scale(max / len);
}
return this;
},
/**
* Reflect this Vector off a line defined by a normal.
*
* @method Phaser.Math.Vector2#reflect
* @since 3.23.0
*
* @param {Phaser.Math.Vector2} normal - A vector perpendicular to the line.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
reflect: function (normal)
{
normal = normal.clone().normalize();
return this.subtract(normal.scale(2 * this.dot(normal)));
},
/**
* Reflect this Vector across another.
*
* @method Phaser.Math.Vector2#mirror
* @since 3.23.0
*
* @param {Phaser.Math.Vector2} axis - A vector to reflect across.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
mirror: function (axis)
{
return this.reflect(axis).negate();
},
/**
* Rotate this Vector by an angle amount.
*
* @method Phaser.Math.Vector2#rotate
* @since 3.23.0
*
* @param {number} delta - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
rotate: function (delta)
{
var cos = Math.cos(delta);
var sin = Math.sin(delta);
return this.set(cos * this.x - sin * this.y, sin * this.x + cos * this.y);
},
/**
* Project this Vector onto another.
*
* @method Phaser.Math.Vector2#project
* @since 3.60.0
*
* @param {Phaser.Math.Vector2} src - The vector to project onto.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
project: function (src)
{
var scalar = this.dot(src) / src.dot(src);
return this.copy(src).scale(scalar);
}
});
/**
* A static zero Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.ZERO
* @type {Phaser.Math.Vector2}
* @since 3.1.0
*/
Vector2.ZERO = new Vector2();
/**
* A static right Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.RIGHT
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.RIGHT = new Vector2(1, 0);
/**
* A static left Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.LEFT
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.LEFT = new Vector2(-1, 0);
/**
* A static up Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.UP
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.UP = new Vector2(0, -1);
/**
* A static down Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.DOWN
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.DOWN = new Vector2(0, 1);
/**
* A static one Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.ONE
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.ONE = new Vector2(1, 1);
module.exports = Vector2;