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- <h1 class="page-title">Source: vec2.js</h1>
-
-
- <section>
- <article>
- <pre class="prettyprint source linenums"><code>import * as glMatrix from "./common.js";
- /**
- * 2 Dimensional Vector
- * @module vec2
- */
- /**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
- export function create() {
- let out = new glMatrix.ARRAY_TYPE(2);
- if(glMatrix.ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- }
- return out;
- }
- /**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
- export function clone(a) {
- let out = new glMatrix.ARRAY_TYPE(2);
- out[0] = a[0];
- out[1] = a[1];
- return out;
- }
- /**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
- export function fromValues(x, y) {
- let out = new glMatrix.ARRAY_TYPE(2);
- out[0] = x;
- out[1] = y;
- return out;
- }
- /**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
- export function copy(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- return out;
- }
- /**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
- export function set(out, x, y) {
- out[0] = x;
- out[1] = y;
- return out;
- }
- /**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
- export function add(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- return out;
- }
- /**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
- export function subtract(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- return out;
- }
- /**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
- export function multiply(out, a, b) {
- out[0] = a[0] * b[0];
- out[1] = a[1] * b[1];
- return out;
- }
- /**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
- export function divide(out, a, b) {
- out[0] = a[0] / b[0];
- out[1] = a[1] / b[1];
- return out;
- }
- /**
- * Math.ceil the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to ceil
- * @returns {vec2} out
- */
- export function ceil(out, a) {
- out[0] = Math.ceil(a[0]);
- out[1] = Math.ceil(a[1]);
- return out;
- }
- /**
- * Math.floor the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to floor
- * @returns {vec2} out
- */
- export function floor(out, a) {
- out[0] = Math.floor(a[0]);
- out[1] = Math.floor(a[1]);
- return out;
- }
- /**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
- export function min(out, a, b) {
- out[0] = Math.min(a[0], b[0]);
- out[1] = Math.min(a[1], b[1]);
- return out;
- }
- /**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
- export function max(out, a, b) {
- out[0] = Math.max(a[0], b[0]);
- out[1] = Math.max(a[1], b[1]);
- return out;
- }
- /**
- * Math.round the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to round
- * @returns {vec2} out
- */
- export function round (out, a) {
- out[0] = Math.round(a[0]);
- out[1] = Math.round(a[1]);
- return out;
- }
- /**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
- export function scale(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- return out;
- }
- /**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
- export function scaleAndAdd(out, a, b, scale) {
- out[0] = a[0] + (b[0] * scale);
- out[1] = a[1] + (b[1] * scale);
- return out;
- }
- /**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
- export function distance(a, b) {
- var x = b[0] - a[0],
- y = b[1] - a[1];
- return Math.sqrt(x*x + y*y);
- }
- /**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
- export function squaredDistance(a, b) {
- var x = b[0] - a[0],
- y = b[1] - a[1];
- return x*x + y*y;
- }
- /**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
- export function length(a) {
- var x = a[0],
- y = a[1];
- return Math.sqrt(x*x + y*y);
- }
- /**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
- export function squaredLength (a) {
- var x = a[0],
- y = a[1];
- return x*x + y*y;
- }
- /**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
- export function negate(out, a) {
- out[0] = -a[0];
- out[1] = -a[1];
- return out;
- }
- /**
- * Returns the inverse of the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to invert
- * @returns {vec2} out
- */
- export function inverse(out, a) {
- out[0] = 1.0 / a[0];
- out[1] = 1.0 / a[1];
- return out;
- }
- /**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
- export function normalize(out, a) {
- var x = a[0],
- y = a[1];
- var len = x*x + y*y;
- if (len > 0) {
- //TODO: evaluate use of glm_invsqrt here?
- len = 1 / Math.sqrt(len);
- out[0] = a[0] * len;
- out[1] = a[1] * len;
- }
- return out;
- }
- /**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
- export function dot(a, b) {
- return a[0] * b[0] + a[1] * b[1];
- }
- /**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
- export function cross(out, a, b) {
- var z = a[0] * b[1] - a[1] * b[0];
- out[0] = out[1] = 0;
- out[2] = z;
- return out;
- }
- /**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec2} out
- */
- export function lerp(out, a, b, t) {
- var ax = a[0],
- ay = a[1];
- out[0] = ax + t * (b[0] - ax);
- out[1] = ay + t * (b[1] - ay);
- return out;
- }
- /**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
- export function random(out, scale) {
- scale = scale || 1.0;
- var r = glMatrix.RANDOM() * 2.0 * Math.PI;
- out[0] = Math.cos(r) * scale;
- out[1] = Math.sin(r) * scale;
- return out;
- }
- /**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
- export function transformMat2(out, a, m) {
- var x = a[0],
- y = a[1];
- out[0] = m[0] * x + m[2] * y;
- out[1] = m[1] * x + m[3] * y;
- return out;
- }
- /**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
- export function transformMat2d(out, a, m) {
- var x = a[0],
- y = a[1];
- out[0] = m[0] * x + m[2] * y + m[4];
- out[1] = m[1] * x + m[3] * y + m[5];
- return out;
- }
- /**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
- export function transformMat3(out, a, m) {
- var x = a[0],
- y = a[1];
- out[0] = m[0] * x + m[3] * y + m[6];
- out[1] = m[1] * x + m[4] * y + m[7];
- return out;
- }
- /**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
- export function transformMat4(out, a, m) {
- let x = a[0];
- let y = a[1];
- out[0] = m[0] * x + m[4] * y + m[12];
- out[1] = m[1] * x + m[5] * y + m[13];
- return out;
- }
- /**
- * Rotate a 2D vector
- * @param {vec2} out The receiving vec2
- * @param {vec2} a The vec2 point to rotate
- * @param {vec2} b The origin of the rotation
- * @param {Number} c The angle of rotation
- * @returns {vec2} out
- */
- export function rotate(out, a, b, c) {
- //Translate point to the origin
- let p0 = a[0] - b[0],
- p1 = a[1] - b[1],
- sinC = Math.sin(c),
- cosC = Math.cos(c);
-
- //perform rotation and translate to correct position
- out[0] = p0*cosC - p1*sinC + b[0];
- out[1] = p0*sinC + p1*cosC + b[1];
- return out;
- }
- /**
- * Get the angle between two 2D vectors
- * @param {vec2} a The first operand
- * @param {vec2} b The second operand
- * @returns {Number} The angle in radians
- */
- export function angle(a, b) {
- let x1 = a[0],
- y1 = a[1],
- x2 = b[0],
- y2 = b[1];
-
- let len1 = x1*x1 + y1*y1;
- if (len1 > 0) {
- //TODO: evaluate use of glm_invsqrt here?
- len1 = 1 / Math.sqrt(len1);
- }
-
- let len2 = x2*x2 + y2*y2;
- if (len2 > 0) {
- //TODO: evaluate use of glm_invsqrt here?
- len2 = 1 / Math.sqrt(len2);
- }
-
- let cosine = (x1 * x2 + y1 * y2) * len1 * len2;
-
-
- if(cosine > 1.0) {
- return 0;
- }
- else if(cosine < -1.0) {
- return Math.PI;
- } else {
- return Math.acos(cosine);
- }
- }
- /**
- * Returns a string representation of a vector
- *
- * @param {vec2} a vector to represent as a string
- * @returns {String} string representation of the vector
- */
- export function str(a) {
- return 'vec2(' + a[0] + ', ' + a[1] + ')';
- }
- /**
- * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
- *
- * @param {vec2} a The first vector.
- * @param {vec2} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
- export function exactEquals(a, b) {
- return a[0] === b[0] && a[1] === b[1];
- }
- /**
- * Returns whether or not the vectors have approximately the same elements in the same position.
- *
- * @param {vec2} a The first vector.
- * @param {vec2} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
- export function equals(a, b) {
- let a0 = a[0], a1 = a[1];
- let b0 = b[0], b1 = b[1];
- return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
- Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)));
- }
- /**
- * Alias for {@link vec2.length}
- * @function
- */
- export const len = length;
- /**
- * Alias for {@link vec2.subtract}
- * @function
- */
- export const sub = subtract;
- /**
- * Alias for {@link vec2.multiply}
- * @function
- */
- export const mul = multiply;
- /**
- * Alias for {@link vec2.divide}
- * @function
- */
- export const div = divide;
- /**
- * Alias for {@link vec2.distance}
- * @function
- */
- export const dist = distance;
- /**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
- export const sqrDist = squaredDistance;
- /**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
- export const sqrLen = squaredLength;
- /**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
- export const forEach = (function() {
- let vec = create();
- return function(a, stride, offset, count, fn, arg) {
- let i, l;
- if(!stride) {
- stride = 2;
- }
- if(!offset) {
- offset = 0;
- }
- if(count) {
- l = Math.min((count * stride) + offset, a.length);
- } else {
- l = a.length;
- }
- for(i = offset; i < l; i += stride) {
- vec[0] = a[i]; vec[1] = a[i+1];
- fn(vec, vec, arg);
- a[i] = vec[0]; a[i+1] = vec[1];
- }
- return a;
- };
- })();
- </code></pre>
- </article>
- </section>
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