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@turbox3d/math

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Large-scale graphics application math library

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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 };