@xtor/cga.js
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
390 lines (290 loc) • 7.22 kB
text/typescript
import { Mat3 } from './Mat3';
import { EventHandler } from '../render/eventhandler';
import { buildAccessors } from '../render/thing';
export class Vec2 extends EventHandler {
isVec2: boolean = true;
x!: number;
y!: number;
constructor(private _x: number = 0, private _y: number = 0) {
super();
buildAccessors(['x', 'y'], this);
}
static isVec2(v: any): boolean {
return !isNaN(v.x) && !isNaN(v.y) && isNaN(v.z) && isNaN(v.w);
}
get width(): number {
return this.x;
}
set width(value: number) {
this.x = value;
}
get height(): number {
return this.y;
}
set height(value: number) {
this.y = value;
}
static get UnitX(): Vec2 {
return new Vec2(1, 0);
}
static get UnitY(): Vec2 {
return new Vec2(0, 1);
}
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(): Vec2 {
return new Vec2(this.x, this.y);
}
copy(v: Vec2): Vec2 {
this.x = v.x;
this.y = v.y;
return this;
}
add(v: Vec2, w?: Vec2) {
if (w !== undefined) {
console.warn(
"Vec2: .add() now only accepts one argument. Use .addVecs( a, b ) instead."
);
return this.addVecs(v, w);
}
this.x += v.x;
this.y += v.y;
return this;
}
addScalar(s: number) {
this.x += s;
this.y += s;
return this;
}
addVecs(a: Vec2, b: Vec2) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
}
addScaledVec(v: Vec2, s: number) {
this.x += v.x * s;
this.y += v.y * s;
return this;
}
sub(v: Vec2, w: Vec2) {
if (w !== undefined) {
console.warn(
"Vec2: .sub() now only accepts one argument. Use .subVecs( a, b ) instead."
);
return this.subVecs(v, w);
}
this.x -= v.x;
this.y -= v.y;
return this;
}
subScalar(s: number) {
this.x -= s;
this.y -= s;
return this;
}
subVecs(a: Vec2, b: Vec2) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
}
multiply(v: Vec2) {
this.x *= v.x;
this.y *= v.y;
return this;
}
multiplyScalar(scalar: number) {
this.x *= scalar;
this.y *= scalar;
return this;
}
divide(v: Vec2) {
this.x /= v.x;
this.y /= v.y;
return this;
}
divideScalar(scalar: number) {
return this.multiplyScalar(1 / scalar);
}
applyMat3(m: Mat3) {
var x = this.x,
y = this.y;
var 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: Vec2) {
this.x = Math.min(this.x, v.x);
this.y = Math.min(this.y, v.y);
return this;
}
max(v: Vec2) {
this.x = Math.max(this.x, v.x);
this.y = Math.max(this.y, v.y);
return this;
}
clamp(min: Vec2, max: Vec2) {
// 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) {
var 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: Vec2) {
return this.x * v.x + this.y * v.y;
}
cross(v: Vec2) {
return this.x * v.y - this.y * v.x;
}
lengthSq() {
return this.x * this.x + this.y * this.y;
}
length() {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
manhattanLength() {
return Math.abs(this.x) + Math.abs(this.y);
}
normalize() {
return this.divideScalar(this.length() || 1);
}
angle() {
// computes the angle in radians with respect to the positive x-axis
var angle = Math.atan2(this.y, this.x);
if (angle < 0) angle += 2 * Math.PI;
return angle;
}
distanceTo(v: Vec2) {
return Math.sqrt(this.distanceToSquared(v));
}
distanceToSquared(v: Vec2) {
var dx = this.x - v.x,
dy = this.y - v.y;
return dx * dx + dy * dy;
}
manhattanDistanceTo(v: Vec2) {
return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
}
setLength(length: number) {
return this.normalize().multiplyScalar(length);
}
lerp(v: Vec2, alpha: number) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
return this;
}
lerpVecs(v1: Vec2, v2: Vec2, alpha: number) {
return this.subVecs(v2, v1)
.multiplyScalar(alpha)
.add(v1);
}
equals(v: Vec2) {
return v.x === this.x && v.y === this.y;
}
fromArray(array: number[], offset: number = 0) {
this.x = array[offset];
this.y = array[offset + 1];
return this;
}
toArray(array: number[] = [], offset: number = 0) {
array[offset] = this.x;
array[offset + 1] = this.y;
return array;
}
fromBufferAttribute(attribute: any, index: number, offset: any) {
if (offset !== undefined) {
console.warn(
"Vec2: offset has been removed from .fromBufferAttribute()."
);
}
this.x = attribute.getX(index);
this.y = attribute.getY(index);
return this;
}
rotateAround(center: Vec2, angle: number) {
var c = Math.cos(angle),
s = Math.sin(angle);
var x = this.x - center.x;
var y = this.y - center.y;
this.x = x * c - y * s + center.x;
this.y = x * s + y * c + center.y;
return this;
}
}
export function v2() {
return new Vec2();
}