@awayfl/awayfl-player
Version:
Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
119 lines (96 loc) • 3.2 kB
text/typescript
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
import { b2Math, b2Mat22 } from '../Math';
/// A 2D column vector.
export class b2Vec2 {
__fast__ = true;
constructor(x_: number = 0, y_: number = 0) {this.x = x_; this.y = y_;}
public toString():String { return "(" + this.x + "," + this.y + ")"; }
public SetZero(): void { this.x = 0.0; this.y = 0.0; }
public Set(x_: number = 0, y_: number = 0): void {this.x = x_; this.y = y_;}
public SetV(v: b2Vec2): void {this.x = v.x; this.y = v.y;}
public Negative(): b2Vec2 { return new b2Vec2(-this.x, -this.y); }
public static Make(x_: number, y_: number): b2Vec2 {
return new b2Vec2(x_, y_);
}
public Copy(): b2Vec2 {
return new b2Vec2(this.x,this.y);
}
public Add(v: b2Vec2): void {
this.x += v.x; this.y += v.y;
}
public Subtract(v: b2Vec2): void {
this.x -= v.x; this.y -= v.y;
}
public Multiply(a: number): void {
this.x *= a; this.y *= a;
}
public MulM(A: b2Mat22): void {
const tX: number = this.x;
this.x = A.col1.x * tX + A.col2.x * this.y;
this.y = A.col1.y * tX + A.col2.y * this.y;
}
public MulTM(A: b2Mat22): void {
const tX: number = b2Math.b2Dot(this, A.col1);
this.y = b2Math.b2Dot(this, A.col2);
this.x = tX;
}
public CrossVF(s: number): void {
const tX: number = this.x;
this.x = s * this.y;
this.y = -s * tX;
}
public CrossFV(s: number): void {
const tX: number = this.x;
this.x = -s * this.y;
this.y = s * tX;
}
public MinV(b: b2Vec2): void {
this.x = this.x < b.x ? this.x : b.x;
this.y = this.y < b.y ? this.y : b.y;
}
public MaxV(b: b2Vec2): void {
this.x = this.x > b.x ? this.x : b.x;
this.y = this.y > b.y ? this.y : b.y;
}
public Abs(): void {
if (this.x < 0) this.x = -this.x;
if (this.y < 0) this.y = -this.y;
}
public Length(): number {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
public LengthSquared(): number {
return (this.x * this.x + this.y * this.y);
}
public Normalize(): number {
const length: number = Math.sqrt(this.x * this.x + this.y * this.y);
if (length < Number.MIN_VALUE) {
return 0.0;
}
const invLength: number = 1.0 / length;
this.x *= invLength;
this.y *= invLength;
return length;
}
public IsValid(): boolean {
return b2Math.b2IsValid(this.x) && b2Math.b2IsValid(this.y);
}
public x: number;
public y: number;
}