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arcade-physics

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export default RotateAroundDistance; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Rotate a `point` around `x` and `y` by the given `angle` and `distance`. * * In polar notation, this maps a point from (r, t) to (distance, t + angle), vs. the origin (x, y). * * @function Phaser.Math.RotateAroundDistance * @since 3.0.0 * * @generic {Phaser.Types.Math.Vector2Like} T - [point,$return] * * @param {(Phaser.Geom.Point|object)} point - The point to be rotated. * @param {number} x - The horizontal coordinate to rotate around. * @param {number} y - The vertical coordinate to rotate around. * @param {number} angle - The angle of rotation in radians. * @param {number} distance - The distance from (x, y) to place the point at. * * @return {Phaser.Types.Math.Vector2Like} The given point. */ declare function RotateAroundDistance(point: (Phaser.Geom.Point | object), x: number, y: number, angle: number, distance: number): Phaser.Types.Math.Vector2Like; //# sourceMappingURL=RotateAroundDistance.d.ts.map