arcade-physics
Version:
Use Arcade Physics without Phaser.
402 lines • 12 kB
TypeScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @classdesc
* A representation of a vector in 2D space.
*
* A two-component vector.
*
* @class Vector2
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number|Phaser.Types.Math.Vector2Like} [x] - The x component, or an object with `x` and `y` properties.
* @param {number} [y] - The y component.
*/
export declare class Vector2 {
x: number;
y: number;
static ZERO: Vector2;
static RIGHT: Vector2;
static LEFT: Vector2;
static UP: Vector2;
static DOWN: Vector2;
static ONE: Vector2;
constructor(x?: any, y?: any);
/**
* Make a clone of this Vector2.
*
* @method Phaser.Math.Vector2#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} A clone of this Vector2.
*/
clone(): Vector2;
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector2#copy
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
copy(src: any): this;
/**
* Set the component values of this Vector from a given Vector2Like object.
*
* @method Phaser.Math.Vector2#setFromObject
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} obj - The object containing the component values to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setFromObject(obj: any): this;
/**
* Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
*
* @method Phaser.Math.Vector2#set
* @since 3.0.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
set(x: any, y?: any): this;
/**
* This method is an alias for `Vector2.set`.
*
* @method Phaser.Math.Vector2#setTo
* @since 3.4.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setTo(x: any, y: any): this;
/**
* Sets the `x` and `y` values of this object from a given polar coordinate.
*
* @method Phaser.Math.Vector2#setToPolar
* @since 3.0.0
*
* @param {number} azimuth - The angular coordinate, in radians.
* @param {number} [radius=1] - The radial coordinate (length).
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setToPolar(azimuth: any, radius: any): this;
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector2#equals
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} v - The vector to compare with this Vector.
*
* @return {boolean} Whether the given Vector is equal to this Vector.
*/
equals(v: any): boolean;
/**
* Check whether this Vector is approximately equal to a given Vector.
*
* @method Phaser.Math.Vector2#fuzzyEquals
* @since 3.23.0
*
* @param {Phaser.Types.Math.Vector2Like} v - The vector to compare with this Vector.
* @param {number} [epsilon=0.0001] - The tolerance value.
*
* @return {boolean} Whether both absolute differences of the x and y components are smaller than `epsilon`.
*/
fuzzyEquals(v: any, epsilon: any): any;
/**
* Calculate the angle between this Vector and the positive x-axis, in radians.
*
* @method Phaser.Math.Vector2#angle
* @since 3.0.0
*
* @return {number} The angle between this Vector, and the positive x-axis, given in radians.
*/
angle(): number;
/**
* Set the angle of this Vector.
*
* @method Phaser.Math.Vector2#setAngle
* @since 3.23.0
*
* @param {number} angle - The angle, in radians.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setAngle(angle: any): this;
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector2#add
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
add(src: Vector2): this;
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector2#subtract
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
subtract(src: Vector2): this;
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#multiply
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
multiply(src: any): this;
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector2#scale
* @since 3.0.0
*
* @param {number} value - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
scale(value: any): this;
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#divide
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
divide(src: any): this;
/**
* Negate the `x` and `y` components of this Vector.
*
* @method Phaser.Math.Vector2#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
negate(): this;
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#distance
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance(src: any): number;
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector2#distanceSq
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq(src: any): number;
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length(): number;
/**
* Set the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#setLength
* @since 3.23.0
*
* @param {number} length
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setLength(length: any): this;
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector2#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq(): number;
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector2#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalize(): this;
/**
* Rotate this Vector to its perpendicular, in the positive direction.
*
* @method Phaser.Math.Vector2#normalizeRightHand
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalizeRightHand(): this;
/**
* Rotate this Vector to its perpendicular, in the negative direction.
*
* @method Phaser.Math.Vector2#normalizeLeftHand
* @since 3.23.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalizeLeftHand(): this;
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#dot
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector2 to dot product with this Vector2.
*
* @return {number} The dot product of this Vector and the given Vector.
*/
dot(src: any): number;
/**
* Calculate the cross product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#cross
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector2 to cross with this Vector2.
*
* @return {number} The cross product of this Vector and the given Vector.
*/
cross(src: any): number;
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector2#lerp
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} src - The Vector2 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
lerp(src: any, t: any): this;
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
transformMat3(mat: any): this;
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
transformMat4(mat: any): this;
/**
* Make this Vector the zero vector (0, 0).
*
* @method Phaser.Math.Vector2#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
reset(): this;
/**
* Limit the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#limit
* @since 3.23.0
*
* @param {number} max - The maximum length.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
limit(max: any): this;
/**
* Reflect this Vector off a line defined by a normal.
*
* @method Phaser.Math.Vector2#reflect
* @since 3.23.0
*
* @param {Phaser.Math.Vector2} normal - A vector perpendicular to the line.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
reflect(normal: any): this;
/**
* Reflect this Vector across another.
*
* @method Phaser.Math.Vector2#mirror
* @since 3.23.0
*
* @param {Phaser.Math.Vector2} axis - A vector to reflect across.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
mirror(axis: any): this;
/**
* Rotate this Vector by an angle amount.
*
* @method Phaser.Math.Vector2#rotate
* @since 3.23.0
*
* @param {number} delta - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
rotate(delta: any): this;
}
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