"use strict"; function Vector2(x, y) { this.x = x || 0; this.y = y || 0; } Object.assign(Vector2.prototype, { set: function(x, y) { this.x = x; this.y = y; }, setScalar: function(scalar) { this.x = scalar; this.y = scalar; }, clone: function() { return new Vector2(this.x, this.y); }, copy: function(v) { this.x = v.x; this.y = v.y; }, add: function(v, w) { this.x += v.x; this.y += v.y; }, addScalar: function(s) { this.x += s; this.y += s; }, addVectors: function(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; }, addScaledVector: function(v, s) { this.x += v.x * s; this.y += v.y * s; }, sub: function(v, w) { this.x -= v.x; this.y -= v.y; }, subScalar: function(s) { this.x -= s; this.y -= s; }, subVectors: function(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; }, multiply: function(v) { this.x *= v.x; this.y *= v.y; }, multiplyScalar: function(scalar) { this.x *= scalar; this.y *= scalar; }, divide: function(v) { this.x /= v.x; this.y /= v.y; }, divideScalar: function(scalar) { return this.multiplyScalar(1 / scalar); }, applyMatrix3: function(m) { var x = this.x, y = this.y; var e = m.elements; this.x = e[0] * x + e[3] * y + e[6]; this.y = e[1] * x + e[4] * y + e[7]; }, min: function(v) { this.x = Math.min(this.x, v.x); this.y = Math.min(this.y, v.y); }, max: function(v) { this.x = Math.max(this.x, v.x); this.y = Math.max(this.y, v.y); }, clamp: function(min, max) { // assumes min < max, componentwise this.x = Math.max(min.x, Math.min(max.x, this.x)); this.y = Math.max(min.y, Math.min(max.y, this.y)); }, clampScalar: function(minVal, maxVal) { this.x = Math.max(minVal, Math.min(maxVal, this.x)); this.y = Math.max(minVal, Math.min(maxVal, this.y)); }, clampLength: function(min, max) { var length = this.length(); return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); }, floor: function() { this.x = Math.floor(this.x); this.y = Math.floor(this.y); }, ceil: function() { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); }, round: function() { this.x = Math.round(this.x); this.y = Math.round(this.y); }, roundToZero: function() { this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x); this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y); }, negate: function() { this.x = -this.x; this.y = -this.y; return this; }, dot: function(v) { return this.x * v.x + this.y * v.y; }, cross: function(v) { return this.x * v.y - this.y * v.x; }, lengthSq: function() { return this.x * this.x + this.y * this.y; }, length: function() { return Math.sqrt(this.x * this.x + this.y * this.y); }, manhattanLength: function() { return Math.abs(this.x) + Math.abs(this.y); }, normalize: function() { return this.divideScalar(this.length() || 1); }, /** * Computes the angle in radians with respect to the positive x-axis */ angle: function() { var angle = Math.atan2(this.y, this.x); if(angle < 0) angle += 2 * Math.PI; return angle; }, distanceTo: function(v) { return Math.sqrt(this.distanceToSquared(v)); }, distanceToSquared: function(v) { var dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; }, manhattanDistanceTo: function(v) { return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); }, setLength: function(length) { return this.normalize().multiplyScalar(length); }, lerp: function(v, alpha) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; }, lerpVectors: function(v1, v2, alpha) { return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1); }, equals: function(v) { return ((v.x === this.x) && (v.y === this.y)); }, fromArray: function(array, offset) { if(offset === undefined) offset = 0; this.x = array[offset]; this.y = array[offset + 1]; }, toArray: function(array, offset) { if(array === undefined) array = []; if(offset === undefined) offset = 0; array[offset] = this.x; array[offset + 1] = this.y; return array; }, rotateAround: function(center, angle) { var c = Math.cos(angle), s = Math.sin(angle); var x = this.x - center.x; var y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; } }); //export {Vector2};