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-     <title>JSDoc: Source: vec2.js</title>
 
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- <div id="main">
 
-     <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>
 
- </div>
 
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