/** * Class representing a 2D vector. A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to represent points in space, directions, etc. * * @class * @param {number} x X value. * @param {number} y Y value. */ function Vector2(x, y) { this.x = x || 0; this.y = y || 0; } /** * Set vector x and y values. * * @param {number} x X value. * @param {number} y Y value. */ Vector2.prototype.set = function(x, y) { this.x = x; this.y = y; }; /** * Set a scalar value into the x and y values. * * @param {number} scalar Scalar value. */ Vector2.prototype.setScalar = function(scalar) { this.x = scalar; this.y = scalar; }; /** * Create a clone of this vector object. * * @return {Vector2} A new vector with the same values as this one. */ Vector2.prototype.clone = function() { return new Vector2(this.x, this.y); }; /** * Copy the content of another vector into this one. * * @param {Vector2} v */ Vector2.prototype.copy = function(v) { this.x = v.x; this.y = v.y; }; /** * Add the content of another vector to this one. * * @param {Vector2} v The other vector. */ Vector2.prototype.add = function(v) { this.x += v.x; this.y += v.y; }; /** * Add a scalar value to booth vector components. * * @param {number} s Scalar value. */ Vector2.prototype.addScalar = function(s) { this.x += s; this.y += s; }; /** * Add two vectors and store the result in this vector. * * @param {Vector2} a The first vector. * @param {Vector2} b The second vector. */ Vector2.prototype.addVectors = function(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; }; /** * Scale a vector components and add the result to this vector. * * @param {Vector2} v The other vector. * @param {number} s Scalar value. */ Vector2.prototype.addScaledVector = function(v, s) { this.x += v.x * s; this.y += v.y * s; }; /** * Subtract the content of another vector to this one. * * @param {Vector2} v The other vector. */ Vector2.prototype.sub = function(v) { this.x -= v.x; this.y -= v.y; }; /** * Subtract a scalar value to booth vector components. * * @param {number} s Scalar value. */ Vector2.prototype.subScalar = function(s) { this.x -= s; this.y -= s; }; /** * Subtract two vectors and store the result in this vector. * * @param {Vector2} a The first vector. * @param {Vector2} b The second vector. */ Vector2.prototype.subVectors = function(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; }; /** * Multiply the content of another vector to this one. * * @param {Vector2} v The other vector. */ Vector2.prototype.multiply = function(v) { this.x *= v.x; this.y *= v.y; }; /** * Multiply a scalar value by booth vector components. * * @param {number} scalar Scalar value. */ Vector2.prototype.multiplyScalar = function(scalar) { this.x *= scalar; this.y *= scalar; }; /** * Divide the content of another vector from this one. * * @param {Vector2} v */ Vector2.prototype.divide = function(v) { this.x /= v.x; this.y /= v.y; }; /** * Divide a scalar value by booth vector components. * * @param {number} s */ Vector2.prototype.divideScalar = function(scalar) { return this.multiplyScalar(1 / scalar); }; /** * Set the minimum of x and y coordinates between two vectors. * * X is set as the min between this vector and the other vector. * * @param {Vector2} v */ Vector2.prototype.min = function(v) { this.x = Math.min(this.x, v.x); this.y = Math.min(this.y, v.y); }; /** * Set the maximum of x and y coordinates between two vectors. * * X is set as the max between this vector and the other vector. * * @param {Vector2} v */ Vector2.prototype.max = function(v) { this.x = Math.max(this.x, v.x); this.y = Math.max(this.y, v.y); }; /** * Clamp the vector coordinates to the range defined by two vectors. * * Applied to x and y independently. * * @param {Vector2} min Minimum value. * @param {Vector2} max Maximum value. */ Vector2.prototype.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)); }; /** * Clamp the vector coordinates to the range defined by two scalars. * * @param {number} minVal Minimum value. * @param {number} maxVal Maximum value. */ Vector2.prototype.clampScalar = function(minVal, maxVal) { this.x = Math.max(minVal, Math.min(maxVal, this.x)); this.y = Math.max(minVal, Math.min(maxVal, this.y)); }; Vector2.prototype.clampLength = function(min, max) { var length = this.length(); return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); }; /** * Round the vector coordinates to integer by flooring to the smaller integer. */ Vector2.prototype.floor = function() { this.x = Math.floor(this.x); this.y = Math.floor(this.y); }; /** * Round the vector coordinates to integer by ceiling to the bigger integer. */ Vector2.prototype.ceil = function() { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); }; /** * Round the vector coordinates to their closest integer. */ Vector2.prototype.round = function() { this.x = Math.round(this.x); this.y = Math.round(this.y); }; /** * Negate the coordinates of this vector. */ Vector2.prototype.negate = function() { this.x = -this.x; this.y = -this.y; return this; }; /** * Dot multiplication between this vector and another vector. * * @param {Vector2} vector * @return {number} Result of the dot multiplication. */ Vector2.prototype.dot = function(v) { return this.x * v.x + this.y * v.y; }; /** * Cross multiplication between this vector and another vector. * * @param {Vector2} vector * @return {number} Result of the cross multiplication. */ Vector2.prototype.cross = function(v) { return this.x * v.y - this.y * v.x; }; /** * Squared length of the vector. * * Faster for comparions. * * @return {number} Squared length of the vector. */ Vector2.prototype.lengthSq = function() { return this.x * this.x + this.y * this.y; }; /** * Length of the vector. * * @return {number} Length of the vector. */ Vector2.prototype.length = function() { return Math.sqrt(this.x * this.x + this.y * this.y); }; /** * Manhattan length of the vector. * * @return {number} Manhattan length of the vector. */ Vector2.prototype.manhattanLength = function() { return Math.abs(this.x) + Math.abs(this.y); }; /** * Normalize the vector (make it length one). * * @return {Vector2} This vector. */ Vector2.prototype.normalize = function() { return this.divideScalar(this.length() || 1); }; /** * Computes the angle in radians with respect to the positive x-axis. * * @param {boolean} forcePositive If true, the angle will be forced to be positive. * @return {number} Angle in radians. */ Vector2.prototype.angle = function(forcePositive) { var angle = Math.atan2(this.y, this.x); if(forcePositive && angle < 0) { angle += 2 * Math.PI; } return angle; }; /** * Distance between two vector positions. * * @param {Vector2} v Vector to compute the distance to. * @return {number} Distance between the two vectors. */ Vector2.prototype.distanceTo = function(v) { return Math.sqrt(this.distanceToSquared(v)); }; /** * Distance between two vector positions squared. * * Faster for comparisons. * * @param {Vector2} v Vector to compute the distance to. * @return {number} Distance between the two vectors squared. */ Vector2.prototype.distanceToSquared = function(v) { var dx = this.x - v.x; var dy = this.y - v.y; return dx * dx + dy * dy; }; /** * Manhattan distance between two vector positions. * * @param {Vector2} v Vector to compute the distance to. * @return {number} Manhattan distance between the two vectors. */ Vector2.prototype.manhattanDistanceTo = function(v) { return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); }; /** * Scale the vector to have a defined length value. * * @param {number} length Length to scale the vector to. * @return {Vector2} This vector. */ Vector2.prototype.setLength = function(length) { return this.normalize().multiplyScalar(length); }; /** * Lerp this vector to another vector. * * @param {Vector2} v Vector to lerp to. * @param {number} alpha Lerp factor. */ Vector2.prototype.lerp = function(v, alpha) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; }; /** * Lerp between this vector and another vector. * * @param {Vector2} v1 Vector to lerp from. * @param {Vector2} v2 Vector to lerp to. * @param {number} alpha Lerp factor. * @return {Vector2} This vector. * Vector2.prototype.lerpVectors = function(v1, v2, alpha) { return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1); }; /** * Check if two vectors are equal. * * @param {Vector2} v Vector to compare with. */ Vector2.prototype.equals = function(v) { return ((v.x === this.x) && (v.y === this.y)); }; /** * Set vector value from array [x, y]. * * The vector can be converted to array using the toArray() method. * * @param {number[]} array Array to set the vector value from. */ Vector2.prototype.fromArray = function(array) { this.set(array[0], array[1]); }; /** * Convert this vector to an array. Useful for serialization and storage. * * Values stored as [x, y]. * * @return {number[]} Array containing the values of the vector. */ Vector2.prototype.toArray = function() { return [this.x, this.y]; }; /** * Rotate the vector around a central point. * * @param {Vector2} center Point to rotate around. * @param {number} angle Angle in radians. */ Vector2.prototype.rotateAround = function(center, angle) { var c = Math.cos(angle); var 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};