@turbox3d/math
Version:
Large-scale graphics application math library
484 lines (374 loc) • 10.1 kB
text/typescript
import { MathUtils } from '../MathUtils';
import { Matrix3 } from './Matrix3';
import { Tolerance } from './Tolerance';
import { Vector3 } from './Vector3';
class Vector2 {
static fromObject(obj: { x: number; y: number }) {
return new Vector2(obj.x, obj.y);
}
readonly isVector2: boolean;
x: number;
y: number;
constructor(x = 0, y = 0) {
this.isVector2 = true;
this.x = x;
this.y = y;
}
get width() {
return this.x;
}
set width(value) {
this.x = value;
}
get height() {
return this.y;
}
set height(value) {
this.y = value;
}
set(x: number, y: number) {
this.x = x;
this.y = y;
return this;
}
setScalar(scalar: number) {
this.x = scalar;
this.y = scalar;
return this;
}
setX(x: number) {
this.x = x;
return this;
}
setY(y: number) {
this.y = y;
return this;
}
setComponent(index: number, value: number) {
switch (index) {
case 0: this.x = value; break;
case 1: this.y = value; break;
default: throw new Error(`index is out of range: ${index}`);
}
return this;
}
getComponent(index: number) {
switch (index) {
case 0: return this.x;
case 1: return this.y;
default: throw new Error(`index is out of range: ${index}`);
}
}
clone() {
return new Vector2(this.x, this.y);
}
copy(v: Vector2) {
this.x = v.x;
this.y = v.y;
return this;
}
add(v: Vector2) {
this.x += v.x;
this.y += v.y;
return this;
}
added(v: Vector2) {
return new Vector2(this.x + v.x, this.y + v.y);
}
addScalar(s: number) {
this.x += s;
this.y += s;
return this;
}
addVectors(a: Vector2, b: Vector2) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
}
addScaledVector(v: Vector2, s: number) {
this.x += v.x * s;
this.y += v.y * s;
return this;
}
sub(v: Vector2) {
this.x -= v.x;
this.y -= v.y;
return this;
}
subtracted(v: Vector2) {
return new Vector2(this.x - v.x, this.y - v.y);
}
subScalar(s: number) {
this.x -= s;
this.y -= s;
return this;
}
subVectors(a: Vector2, b: Vector2) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
}
reverse() {
this.x = -this.x;
this.y = -this.y;
return this;
}
reversed() {
return new Vector2(-this.x, -this.y);
}
multiply(v: Vector2) {
this.x *= v.x;
this.y *= v.y;
return this;
}
/**
* Return a new vector which is the scaler result of this vector.
* @param scale
*/
multiplied(scale: number) {
return new Vector2(this.x * scale, this.y * scale);
}
multiplyScalar(scalar: number) {
this.x *= scalar;
this.y *= scalar;
return this;
}
divide(v: Vector2) {
this.x /= v.x;
this.y /= v.y;
return this;
}
divideScalar(scalar: number) {
return this.multiplyScalar(1 / scalar);
}
applyMatrix3(m: Matrix3) {
const x = this.x;
const y = this.y;
const e = m.elements;
this.x = e[0] * x + e[3] * y + e[6];
this.y = e[1] * x + e[4] * y + e[7];
return this;
}
min(v: Vector2) {
this.x = Math.min(this.x, v.x);
this.y = Math.min(this.y, v.y);
return this;
}
max(v: Vector2) {
this.x = Math.max(this.x, v.x);
this.y = Math.max(this.y, v.y);
return this;
}
clamp(min: Vector2, max: Vector2) {
// 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));
return this;
}
clampScalar(minVal: number, maxVal: number) {
this.x = Math.max(minVal, Math.min(maxVal, this.x));
this.y = Math.max(minVal, Math.min(maxVal, this.y));
return this;
}
clampLength(min: number, max: number) {
const length = this.length;
return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
}
floor() {
this.x = Math.floor(this.x);
this.y = Math.floor(this.y);
return this;
}
ceil() {
this.x = Math.ceil(this.x);
this.y = Math.ceil(this.y);
return this;
}
round() {
this.x = Math.round(this.x);
this.y = Math.round(this.y);
return this;
}
roundToZero() {
this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
return this;
}
negate() {
this.x = -this.x;
this.y = -this.y;
return this;
}
dot(v: Vector2) {
return this.x * v.x + this.y * v.y;
}
cross(v: Vector2) {
return this.x * v.y - this.y * v.x;
}
get lengthSq() {
return this.x * this.x + this.y * this.y;
}
get length() {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
get manhattanLength() {
return Math.abs(this.x) + Math.abs(this.y);
}
normalize() {
return this.divideScalar(this.length || 1);
}
/**
* The angle in [0, PI]
*/
angle(v?: Vector2) {
if (!v) {
return Math.atan2(-this.y, -this.x) + Math.PI;
}
return Math.atan2(Math.abs(this.cross(v)), this.dot(v));
}
/**
* The angle in [0, 2PI)
*/
angleTo(v: Vector2): number {
const crossed = this.cross(v);
const angle = this.angle(v);
const pi2 = Math.PI * 2;
if (crossed < 0.0 && angle < Math.PI && angle > 0) {
return pi2 - angle;
}
return angle;
}
/**
* 返回单位向量
*/
normalized() {
const tol = 1e-16;
let len = this.lengthSq;
if (len === 0 || MathUtils.isEqual(len, 1, tol)) {
return new Vector2(this.x, this.y);
}
len = Math.sqrt(len);
const newX = this.x / len;
const newY = this.y / len;
if (!Number.isFinite(newX) || !Number.isFinite(newY)) {
return new Vector2(this.x, this.y);
}
return new Vector2(newX, newY);
}
distanceTo(v: Vector2) {
return Math.sqrt(this.distanceToSquared(v));
}
distanceToSquared(v: Vector2) {
const dx = this.x - v.x;
const dy = this.y - v.y;
return dx * dx + dy * dy;
}
manhattanDistanceTo(v: Vector2) {
return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
}
setLength(length: number) {
return this.normalize().multiplyScalar(length);
}
lerp(v: Vector2, alpha: number) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
return this;
}
lerpVectors(v1: Vector2, v2: Vector2, alpha: number) {
this.x = v1.x + (v2.x - v1.x) * alpha;
this.y = v1.y + (v2.y - v1.y) * alpha;
return this;
}
equals(v: Vector2, distTol = Tolerance.global.distTol, cosTol = Tolerance.global.cosTol) {
const sLen0 = this.lengthSq;
const sLen1 = v.lengthSq;
if (MathUtils.isZero(sLen0, distTol * distTol) && MathUtils.isZero(sLen1, distTol * distTol)) {
return true;
}
// 向量距离相等并且方向相同
return MathUtils.isEqual(Math.sqrt(sLen0), Math.sqrt(sLen1), distTol)
&& this.isSameDirection(v, new Tolerance(cosTol, distTol, Tolerance.global.numTol), false);
}
isZero(distTol = Tolerance.global.distTol) {
return this.lengthSq < distTol * distTol;
}
/**
* 是否平行
*/
isParallel(vec: Vector2, tol?: Tolerance, checkZeroVec = true) {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = vec.length;
if (len1 === 0 || len2 === 0 || checkZeroVec &&
(MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return Math.abs(multiLen - Math.abs(this.dot(vec))) <= cosTol * multiLen;
}
/**
* 是否垂直
*/
isPerpendicular(vec: Vector2, tol?: Tolerance, checkZeroVec = true) {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = vec.length;
if (len1 === 0 || len2 === 0 || checkZeroVec && (MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return Math.abs(multiLen - Math.abs(this.cross(vec))) <= cosTol * multiLen;
}
isSameDirection(v: Vector2, tol?: Tolerance, checkZeroVec = true) {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = v.length;
if (len1 === 0 || len2 === 0 || checkZeroVec && (MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return Math.abs(multiLen - this.dot(v)) <= cosTol * multiLen;
}
isOpposite(vec: Vector2, tol?: Tolerance, checkZeroVec = true): boolean {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = vec.length;
if (len1 === 0 || len2 === 0 || checkZeroVec && (MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return Math.abs(multiLen + this.dot(vec)) <= cosTol * multiLen;
}
fromArray(array: number[] | ArrayLike<number>, offset = 0) {
this.x = array[offset];
this.y = array[offset + 1];
return this;
}
toArray(array: number[] = [], offset = 0) {
array[offset] = this.x;
array[offset + 1] = this.y;
return array;
}
toVector3() {
return new Vector3(this.x, this.y, 0);
}
rotateAround(center: Vector2, angle: number) {
const c = Math.cos(angle);
const s = Math.sin(angle);
const x = this.x - center.x;
const y = this.y - center.y;
this.x = x * c - y * s + center.x;
this.y = x * s + y * c + center.y;
return this;
}
random() {
this.x = Math.random();
this.y = Math.random();
return this;
}
}
export { Vector2 };