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@awayfl/awayfl-player

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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

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import { b2Math } from '../Math'; /** * A 2D column vector. */ var b2Vec2 = /** @class */ (function () { function b2Vec2(x_, y_) { if (x_ === void 0) { x_ = 0; } if (y_ === void 0) { y_ = 0; } this.__fast__ = true; this.x = x_; this.y = y_; } b2Vec2.prototype.SetZero = function () { this.x = 0.0; this.y = 0.0; }; b2Vec2.prototype.Set = function (x_, y_) { if (x_ === void 0) { x_ = 0; } if (y_ === void 0) { y_ = 0; } this.x = x_; this.y = y_; }; b2Vec2.prototype.SetV = function (v) { this.x = v.x; this.y = v.y; }; b2Vec2.prototype.GetNegative = function () { return new b2Vec2(-this.x, -this.y); }; b2Vec2.prototype.NegativeSelf = function () { this.x = -this.x; this.y = -this.y; }; b2Vec2.Make = function (x_, y_) { return new b2Vec2(x_, y_); }; b2Vec2.prototype.Copy = function () { return new b2Vec2(this.x, this.y); }; b2Vec2.prototype.Add = function (v) { this.x += v.x; this.y += v.y; }; b2Vec2.prototype.Subtract = function (v) { this.x -= v.x; this.y -= v.y; }; b2Vec2.prototype.Multiply = function (a) { this.x *= a; this.y *= a; }; b2Vec2.prototype.Division = function (a) { this.x /= a; this.y /= a; }; b2Vec2.prototype.MulM = function (A) { var tX = this.x; this.x = A.col1.x * tX + A.col2.x * this.y; this.y = A.col1.y * tX + A.col2.y * this.y; }; b2Vec2.prototype.MulTM = function (A) { var tX = b2Math.Dot(this, A.col1); this.y = b2Math.Dot(this, A.col2); this.x = tX; }; b2Vec2.prototype.CrossVF = function (s) { var tX = this.x; this.x = s * this.y; this.y = -s * tX; }; b2Vec2.prototype.CrossFV = function (s) { var tX = this.x; this.x = -s * this.y; this.y = s * tX; }; b2Vec2.prototype.MinV = function (b) { this.x = this.x < b.x ? this.x : b.x; this.y = this.y < b.y ? this.y : b.y; }; b2Vec2.prototype.MaxV = function (b) { this.x = this.x > b.x ? this.x : b.x; this.y = this.y > b.y ? this.y : b.y; }; b2Vec2.prototype.Abs = function () { if (this.x < 0) this.x = -this.x; if (this.y < 0) this.y = -this.y; }; b2Vec2.prototype.Length = function () { return Math.sqrt(this.x * this.x + this.y * this.y); }; b2Vec2.prototype.LengthSquared = function () { return (this.x * this.x + this.y * this.y); }; b2Vec2.prototype.DistanceTo = function (param1) { var _loc2_ = new b2Vec2(); _loc2_.SetV(param1); _loc2_.x -= this.x; _loc2_.y -= this.y; return _loc2_.Length(); }; b2Vec2.prototype.Normalize = function () { var length = Math.sqrt(this.x * this.x + this.y * this.y); if (length < Number.MIN_VALUE) { return 0.0; } var invLength = 1.0 / length; this.x *= invLength; this.y *= invLength; return length; }; b2Vec2.prototype.IsValid = function () { return b2Math.IsValid(this.x) && b2Math.IsValid(this.y); }; b2Vec2.prototype.getAngle = function () { var _loc2_; var _loc1_ = new b2Vec2(this.x, this.y); _loc1_.Normalize(); _loc2_ = Math.acos(_loc1_.x) * 180 / Math.PI; if (_loc1_.y > 0) { _loc2_ = 360 - _loc2_; } return _loc2_; }; b2Vec2.prototype.setAngle = function (param1) { this.x = Math.cos(param1 / 180 * Math.PI); this.y = -Math.sin(param1 / 180 * Math.PI); }; b2Vec2.prototype.isEqual = function (param1) { if (this.x == param1.x && this.y == param1.y) { return true; } return false; }; return b2Vec2; }()); export { b2Vec2 };