phaser/wip/TS Source/math/Vec2.ts
2013-09-13 16:24:01 +01:00

298 lines
No EOL
7.1 KiB
TypeScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Vec2
*
* A Vector 2
*/
module Phaser {
export class Vec2 {
/**
* Creates a new Vec2 object.
* @class Vec2
* @constructor
* @param {Number} x The x position of the vector
* @param {Number} y The y position of the vector
* @return {Vec2} This object
**/
constructor(x: number = 0, y: number = 0) {
this.x = x;
this.y = y;
return this;
}
/**
* The x coordinate of the vector
* @property x
* @type Number
**/
public x: number;
/**
* The y coordinate of the vector
* @property y
* @type Number
**/
public y: number;
/**
* Copies the x and y properties from any given object to this Vec2.
* @method copyFrom
* @param {any} source - The object to copy from.
* @return {Vec2} This Vec2 object.
**/
public copyFrom(source: any): Phaser.Vec2 {
return this.setTo(source.x, source.y);
}
/**
* Sets the x and y properties of the Vector.
* @param {Number} x The x position of the vector
* @param {Number} y The y position of the vector
* @return {Vec2} This object
**/
public setTo(x: number, y: number): Phaser.Vec2 {
this.x = x;
this.y = y;
return this;
}
/**
* Add another vector to this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
public add(a: Phaser.Vec2): Phaser.Vec2 {
this.x += a.x;
this.y += a.y;
return this;
}
/**
* Subtract another vector from this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
public subtract(v: Phaser.Vec2): Phaser.Vec2 {
this.x -= v.x;
this.y -= v.y;
return this;
}
/**
* Multiply another vector with this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
public multiply(v: Phaser.Vec2): Phaser.Vec2 {
this.x *= v.x;
this.y *= v.y;
return this;
}
/**
* Divide this vector by another one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
public divide(v: Phaser.Vec2): Phaser.Vec2 {
this.x /= v.x;
this.y /= v.y;
return this;
}
/**
* Get the length of this vector.
*
* @return {number} The length of this vector.
*/
public length(): number {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
}
/**
* Get the length squared of this vector.
*
* @return {number} The length^2 of this vector.
*/
public lengthSq(): number {
return (this.x * this.x) + (this.y * this.y);
}
/**
* Normalize this vector.
*
* @return {Vec2} This for chaining.
*/
public normalize(): Phaser.Vec2 {
var inv = (this.x != 0 || this.y != 0) ? 1 / Math.sqrt(this.x * this.x + this.y * this.y) : 0;
this.x *= inv;
this.y *= inv;
return this;
}
/**
* The dot product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
public dot(a: Phaser.Vec2): number {
return ((this.x * a.x) + (this.y * a.y));
}
/**
* The cross product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
public cross(a: Phaser.Vec2): number {
return ((this.x * a.y) - (this.y * a.x));
}
/**
* The projection magnitude of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
public projectionLength(a: Phaser.Vec2): number {
var den: number = a.dot(a);
if (den == 0)
{
return 0;
}
else
{
return Math.abs(this.dot(a) / den);
}
}
/**
* The angle between two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
public angle(a: Phaser.Vec2): number {
return Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y);
}
/**
* Scale this vector.
*
* @param {number} x The scaling factor in the x direction.
* @param {?number=} y The scaling factor in the y direction. If this is not specified, the x scaling factor will be used.
* @return {Vec2} This for chaining.
*/
public scale(x: number, y: number): Phaser.Vec2 {
this.x *= x;
this.y *= y || x;
return this;
}
/**
* Multiply this vector by the given scalar.
*
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
public multiplyByScalar(scalar: number): Phaser.Vec2 {
this.x *= scalar;
this.y *= scalar;
return this;
}
/**
* Adds the given vector to this vector then multiplies by the given scalar.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
public multiplyAddByScalar(a: Phaser.Vec2, scalar: number): Phaser.Vec2 {
this.x += a.x * scalar;
this.y += a.y * scalar;
return this;
}
/**
* Divide this vector by the given scalar.
*
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
public divideByScalar(scalar: number): Phaser.Vec2 {
this.x /= scalar;
this.y /= scalar;
return this;
}
/**
* Reverse this vector.
*
* @return {Vec2} This for chaining.
*/
public reverse(): Phaser.Vec2 {
this.x = -this.x;
this.y = -this.y;
return this;
}
/**
* Check if both the x and y of this vector equal the given value.
*
* @return {bool}
*/
public equals(value): bool {
return (this.x == value && this.y == value);
}
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the object.
**/
public toString(): string {
return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]";
}
}
}