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@types/three

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import { BufferAttribute } from "../core/BufferAttribute.js"; import { Matrix3 } from "./Matrix3.js"; export type Vector2Tuple = [x: number, y: number]; export interface Vector2Like { readonly x: number; readonly y: number; } /** * 2D vector. */ export class Vector2 { constructor(x?: number, y?: number); /** * @default 0 */ x: number; /** * @default 0 */ y: number; width: number; height: number; readonly isVector2: true; /** * Sets value of this vector. */ set(x: number, y: number): this; /** * Sets the x and y values of this vector both equal to scalar. */ setScalar(scalar: number): this; /** * Sets X component of this vector. */ setX(x: number): this; /** * Sets Y component of this vector. */ setY(y: number): this; /** * Sets a component of this vector. */ setComponent(index: number, value: number): this; /** * Gets a component of this vector. */ getComponent(index: number): number; /** * Returns a new Vector2 instance with the same `x` and `y` values. */ clone(): this; /** * Copies value of v to this vector. */ copy(v: Vector2Like): this; /** * Adds v to this vector. */ add(v: Vector2Like): this; /** * Adds the scalar value s to this vector's x and y values. */ addScalar(s: number): this; /** * Sets this vector to a + b. */ addVectors(a: Vector2Like, b: Vector2Like): this; /** * Adds the multiple of v and s to this vector. */ addScaledVector(v: Vector2Like, s: number): this; /** * Subtracts v from this vector. */ sub(v: Vector2Like): this; /** * Subtracts s from this vector's x and y components. */ subScalar(s: number): this; /** * Sets this vector to a - b. */ subVectors(a: Vector2Like, b: Vector2Like): this; /** * Multiplies this vector by v. */ multiply(v: Vector2Like): this; /** * Multiplies this vector by scalar s. */ multiplyScalar(scalar: number): this; /** * Divides this vector by v. */ divide(v: Vector2Like): this; /** * Divides this vector by scalar s. * Set vector to ( 0, 0 ) if s == 0. */ divideScalar(s: number): this; /** * Multiplies this vector (with an implicit 1 as the 3rd component) by m. */ applyMatrix3(m: Matrix3): this; /** * If this vector's x or y value is greater than v's x or y value, replace that value with the corresponding min value. */ min(v: Vector2Like): this; /** * If this vector's x or y value is less than v's x or y value, replace that value with the corresponding max value. */ max(v: Vector2Like): this; /** * If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value. * If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value. * @param min the minimum x and y values. * @param max the maximum x and y values in the desired range. */ clamp(min: Vector2Like, max: Vector2Like): this; /** * If this vector's x or y values are greater than the max value, they are replaced by the max value. * If this vector's x or y values are less than the min value, they are replaced by the min value. * @param min the minimum value the components will be clamped to. * @param max the maximum value the components will be clamped to. */ clampScalar(min: number, max: number): this; /** * If this vector's length is greater than the max value, it is replaced by the max value. * If this vector's length is less than the min value, it is replaced by the min value. * @param min the minimum value the length will be clamped to. * @param max the maximum value the length will be clamped to. */ clampLength(min: number, max: number): this; /** * The components of the vector are rounded down to the nearest integer value. */ floor(): this; /** * The x and y components of the vector are rounded up to the nearest integer value. */ ceil(): this; /** * The components of the vector are rounded to the nearest integer value. */ round(): this; /** * The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value. */ roundToZero(): this; /** * Inverts this vector. */ negate(): this; /** * Computes dot product of this vector and v. */ dot(v: Vector2Like): number; /** * Computes cross product of this vector and v. */ cross(v: Vector2Like): number; /** * Computes squared length of this vector. */ lengthSq(): number; /** * Computes length of this vector. */ length(): number; /** * Computes the Manhattan length of this vector. * * see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry} */ manhattanLength(): number; /** * Normalizes this vector. */ normalize(): this; /** * computes the angle in radians with respect to the positive x-axis */ angle(): number; /** * Returns the angle between this vector and vector {@link Vector2 | v} in radians. */ angleTo(v: Vector2): number; /** * Computes distance of this vector to v. */ distanceTo(v: Vector2Like): number; /** * Computes squared distance of this vector to v. */ distanceToSquared(v: Vector2Like): number; /** * Computes the Manhattan length (distance) from this vector to the given vector v * * see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry} */ manhattanDistanceTo(v: Vector2Like): number; /** * Normalizes this vector and multiplies it by l. */ setLength(length: number): this; /** * Linearly interpolates between this vector and v, where alpha is the distance along the line - alpha = 0 will be this vector, and alpha = 1 will be v. * @param v vector to interpolate towards. * @param alpha interpolation factor in the closed interval [0, 1]. */ lerp(v: Vector2Like, alpha: number): this; /** * Sets this vector to be the vector linearly interpolated between v1 and v2 where alpha is the distance along the line connecting the two vectors - alpha = 0 will be v1, and alpha = 1 will be v2. * @param v1 the starting vector. * @param v2 vector to interpolate towards. * @param alpha interpolation factor in the closed interval [0, 1]. */ lerpVectors(v1: Vector2Like, v2: Vector2Like, alpha: number): this; /** * Checks for strict equality of this vector and v. */ equals(v: Vector2Like): boolean; /** * Sets this vector's x and y value from the provided array or array-like. * @param array the source array or array-like. * @param offset (optional) offset into the array. Default is 0. */ fromArray(array: number[] | ArrayLike<number>, offset?: number): this; /** * Returns an array [x, y], or copies x and y into the provided array. * @param array (optional) array to store the vector to. If this is not provided, a new array will be created. * @param offset (optional) optional offset into the array. * @return The created or provided array. */ toArray(array?: number[], offset?: number): number[]; toArray(array?: Vector2Tuple, offset?: 0): Vector2Tuple; /** * Copies x and y into the provided array-like. * @param array array-like to store the vector to. * @param offset (optional) optional offset into the array. * @return The provided array-like. */ toArray(array: ArrayLike<number>, offset?: number): ArrayLike<number>; /** * Sets this vector's x and y values from the attribute. * @param attribute the source attribute. * @param index index in the attribute. */ fromBufferAttribute(attribute: BufferAttribute, index: number): this; /** * Rotates the vector around center by angle radians. * @param center the point around which to rotate. * @param angle the angle to rotate, in radians. */ rotateAround(center: Vector2Like, angle: number): this; /** * Sets this vector's x and y from Math.random */ random(): this; /** * Iterating through a Vector2 instance will yield its components (x, y) in the corresponding order. */ [Symbol.iterator](): Iterator<number>; }