cione-comp-lib
Version:
`$ yarn add cione-comp-lib` 或者 `$ npm i cione-comp-lib -S`
187 lines (186 loc) • 4.13 kB
JavaScript
import { GLMAT_ARRAY_TYPE } from "./common.mjs";
var vec2 = {};
vec2.create = function() {
var out = new GLMAT_ARRAY_TYPE(2);
out[0] = 0;
out[1] = 0;
return out;
};
vec2.clone = function(a) {
var out = new GLMAT_ARRAY_TYPE(2);
out[0] = a[0];
out[1] = a[1];
return out;
};
vec2.fromValues = function(x, y) {
var out = new GLMAT_ARRAY_TYPE(2);
out[0] = x;
out[1] = y;
return out;
};
vec2.copy = function(out, a) {
out[0] = a[0];
out[1] = a[1];
return out;
};
vec2.set = function(out, x, y) {
out[0] = x;
out[1] = y;
return out;
};
vec2.add = function(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
return out;
};
vec2.subtract = function(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
return out;
};
vec2.sub = vec2.subtract;
vec2.multiply = function(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
return out;
};
vec2.mul = vec2.multiply;
vec2.divide = function(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
return out;
};
vec2.div = vec2.divide;
vec2.min = function(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
return out;
};
vec2.max = function(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
return out;
};
vec2.scale = function(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
return out;
};
vec2.scaleAndAdd = function(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
return out;
};
vec2.distance = function(a, b) {
var x = b[0] - a[0], y = b[1] - a[1];
return Math.sqrt(x * x + y * y);
};
vec2.dist = vec2.distance;
vec2.squaredDistance = function(a, b) {
var x = b[0] - a[0], y = b[1] - a[1];
return x * x + y * y;
};
vec2.sqrDist = vec2.squaredDistance;
vec2.length = function(a) {
var x = a[0], y = a[1];
return Math.sqrt(x * x + y * y);
};
vec2.len = vec2.length;
vec2.squaredLength = function(a) {
var x = a[0], y = a[1];
return x * x + y * y;
};
vec2.sqrLen = vec2.squaredLength;
vec2.negate = function(out, a) {
out[0] = -a[0];
out[1] = -a[1];
return out;
};
vec2.inverse = function(out, a) {
out[0] = 1 / a[0];
out[1] = 1 / a[1];
return out;
};
vec2.normalize = function(out, a) {
var x = a[0], y = a[1];
var len = x * x + y * y;
if (len > 0) {
len = 1 / Math.sqrt(len);
out[0] = a[0] * len;
out[1] = a[1] * len;
}
return out;
};
vec2.dot = function(a, b) {
return a[0] * b[0] + a[1] * b[1];
};
vec2.cross = function(out, a, b) {
var z = a[0] * b[1] - a[1] * b[0];
out[0] = out[1] = 0;
out[2] = z;
return out;
};
vec2.lerp = function(out, a, b, t) {
var ax = a[0], ay = a[1];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
return out;
};
vec2.random = function(out, scale) {
scale = scale || 1;
var r = GLMAT_RANDOM() * 2 * Math.PI;
out[0] = Math.cos(r) * scale;
out[1] = Math.sin(r) * scale;
return out;
};
vec2.transformMat2 = function(out, a, m) {
var x = a[0], y = a[1];
out[0] = m[0] * x + m[2] * y;
out[1] = m[1] * x + m[3] * y;
return out;
};
vec2.transformMat2d = function(out, a, m) {
var x = a[0], y = a[1];
out[0] = m[0] * x + m[2] * y + m[4];
out[1] = m[1] * x + m[3] * y + m[5];
return out;
};
vec2.transformMat3 = function(out, a, m) {
var x = a[0], y = a[1];
out[0] = m[0] * x + m[3] * y + m[6];
out[1] = m[1] * x + m[4] * y + m[7];
return out;
};
vec2.transformMat4 = function(out, a, m) {
var x = a[0], y = a[1];
out[0] = m[0] * x + m[4] * y + m[12];
out[1] = m[1] * x + m[5] * y + m[13];
return out;
};
vec2.forEach = function() {
var vec = vec2.create();
return function(a, stride, offset, count, fn, arg) {
var i, l;
if (!stride) {
stride = 2;
}
if (!offset) {
offset = 0;
}
if (count) {
l = Math.min(count * stride + offset, a.length);
} else {
l = a.length;
}
for (i = offset; i < l; i += stride) {
vec[0] = a[i];
vec[1] = a[i + 1];
fn(vec, vec, arg);
a[i] = vec[0];
a[i + 1] = vec[1];
}
return a;
};
}();
var vec2$1 = vec2;
export { vec2$1 as default };