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arcade-physics

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"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ Object.defineProperty(exports, "__esModule", { value: true }); /** * 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. */ const RotateAroundDistance = (point, x, y, angle, distance) => { const t = angle + Math.atan2(point.y - y, point.x - x); point.x = x + distance * Math.cos(t); point.y = y + distance * Math.sin(t); return point; }; exports.default = RotateAroundDistance; //# sourceMappingURL=RotateAroundDistance.js.map