@turbox3d/math
Version:
Large-scale graphics application math library
99 lines (98 loc) • 3.14 kB
TypeScript
import { Matrix3 } from './Matrix3';
import { Tolerance } from './Tolerance';
import { Vector3 } from './Vector3';
declare class Vector2 {
static fromObject(obj: {
x: number;
y: number;
}): Vector2;
readonly isVector2: boolean;
x: number;
y: number;
constructor(x?: number, y?: number);
get width(): number;
set width(value: number);
get height(): number;
set height(value: number);
set(x: number, y: number): this;
setScalar(scalar: number): this;
setX(x: number): this;
setY(y: number): this;
setComponent(index: number, value: number): this;
getComponent(index: number): number;
clone(): Vector2;
copy(v: Vector2): this;
add(v: Vector2): this;
added(v: Vector2): Vector2;
addScalar(s: number): this;
addVectors(a: Vector2, b: Vector2): this;
addScaledVector(v: Vector2, s: number): this;
sub(v: Vector2): this;
subtracted(v: Vector2): Vector2;
subScalar(s: number): this;
subVectors(a: Vector2, b: Vector2): this;
reverse(): this;
reversed(): Vector2;
multiply(v: Vector2): this;
/**
* Return a new vector which is the scaler result of this vector.
* @param scale
*/
multiplied(scale: number): Vector2;
multiplyScalar(scalar: number): this;
divide(v: Vector2): this;
divideScalar(scalar: number): this;
applyMatrix3(m: Matrix3): this;
min(v: Vector2): this;
max(v: Vector2): this;
clamp(min: Vector2, max: Vector2): this;
clampScalar(minVal: number, maxVal: number): this;
clampLength(min: number, max: number): this;
floor(): this;
ceil(): this;
round(): this;
roundToZero(): this;
negate(): this;
dot(v: Vector2): number;
cross(v: Vector2): number;
get lengthSq(): number;
get length(): number;
get manhattanLength(): number;
normalize(): this;
/**
* The angle in [0, PI]
*/
angle(v?: Vector2): number;
/**
* The angle in [0, 2PI)
*/
angleTo(v: Vector2): number;
/**
* 返回单位向量
*/
normalized(): Vector2;
distanceTo(v: Vector2): number;
distanceToSquared(v: Vector2): number;
manhattanDistanceTo(v: Vector2): number;
setLength(length: number): this;
lerp(v: Vector2, alpha: number): this;
lerpVectors(v1: Vector2, v2: Vector2, alpha: number): this;
equals(v: Vector2, distTol?: number, cosTol?: number): boolean;
isZero(distTol?: number): boolean;
/**
* 是否平行
*/
isParallel(vec: Vector2, tol?: Tolerance, checkZeroVec?: boolean): boolean;
/**
* 是否垂直
*/
isPerpendicular(vec: Vector2, tol?: Tolerance, checkZeroVec?: boolean): boolean;
isSameDirection(v: Vector2, tol?: Tolerance, checkZeroVec?: boolean): boolean;
isOpposite(vec: Vector2, tol?: Tolerance, checkZeroVec?: boolean): boolean;
fromArray(array: number[] | ArrayLike<number>, offset?: number): this;
toArray(array?: number[], offset?: number): number[];
toVector3(): Vector3;
rotateAround(center: Vector2, angle: number): this;
random(): this;
}
export { Vector2 };