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toosoon-utils

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import { EPSILON, PI } from '../../constants'; import { clamp, lerp } from '../../maths'; /** * Utility class for manipulating a 2D vectors * * @exports * @class Vector2 * @implements Vector */ export default class Vector2 { isVector2 = true; type = 'Vector2'; /** * X-axis value of this vector */ x; /** * Y-axis value of this vector */ y; *[Symbol.iterator]() { yield this.x; yield this.y; } /** * @param {number} [x=0] X-axis value * @param {number} [y=0] Y-axis value */ constructor(x = 0, y = 0) { this.x = x; this.y = y; } /** * Set this vector values * * @param {number} x X-axis value * @param {number} y Y-axis value * @returns {this} */ set(x, y) { this.x = x; this.y = y; return this; } /** * Set a given scalar value to all values of this vector * * @param {number} scalar Value to set for all values * @returns {this} */ setScalar(scalar) { this.x = scalar; this.y = scalar; return this; } /** * Set this vector X-axis value * * @param {number} x X-axis value to set * @returns {this} */ setX(x) { this.x = x; return this; } /** * Set this vector Y-axis value * * @param {number} y Y-axis value to set * @returns {this} */ setY(y) { this.y = y; return this; } /** * Set a given value of this vector * * @param {string|number} index `0` equals to `x`, `1` equals to `y` * @param {number} value Value to set * @returns {this} */ setValue(index, value) { switch (index) { case 'x': case 0: this.x = value; break; case 'y': case 1: this.y = value; break; } return this; } /** * Return a value from this vector * * @param {string|number} index `0` equals to `x`, `1` equals to `y` * @returns {number} */ getValue(index) { switch (index) { case 'x': case 0: return this.x; case 'y': case 1: return this.y; default: return NaN; } } /** * Add a given vector to this vector * * @param {Vector2|Point2} vector Vector to add * @returns {this} */ add([x, y]) { this.x += x; this.y += y; return this; } /** * Add a given scalar value to all values of this vector * * @param {number} scalar Scalar value to add * @returns {this} */ addScalar(scalar) { this.x += scalar; this.y += scalar; return this; } /** * Subtract a given vector to this vector * * @param {Vector2|Point2} vector Vector to subtract * @returns {this} */ sub([x, y]) { this.x -= x; this.y -= y; return this; } /** * Subtract a given scalar value to all values of this vector * * @param {number} scalar Scalar value to subtract * @returns {this} */ subScalar(scalar) { this.x -= scalar; this.y -= scalar; return this; } /** * Multiply a given vector to this vector * * @param {Vector2|Point2} vector Vector to multiply * @returns {this} */ multiply([x, y]) { this.x *= x; this.y *= y; return this; } /** * Multiply a given scalar value to all values of this vector * * @param {number} scalar Scalar value to multiply * @returns {this} */ multiplyScalar(scalar) { this.x *= scalar; this.y *= scalar; return this; } /** * Divide a given vector to this vector * * @param {Vector2|Point2} vector Vector to divide * @returns {this} */ divide([x, y]) { this.x /= x; this.y /= y; return this; } /** * Divide a given scalar value to all values of this vector * * @param {number} scalar Scalar value to multiply * @returns {this} */ divideScalar(scalar) { this.x /= scalar; this.y /= scalar; return this; } /** * Set this vector values to the min values compared to a given vector * * @param {Vector2|Point2} vector Vector to compare values with * @returns {this} */ min([x, y]) { this.x = Math.min(this.x, x); this.y = Math.min(this.y, y); return this; } /** * Set this vector values to the max values compared to a given vector * * @param {Vector2|Point2} vector Vector to compare values with * @returns {this} */ max([x, y]) { this.x = Math.max(this.x, x); this.y = Math.max(this.y, y); return this; } /** * Clamp this vector values to given boundaries * * @param {Vector2|Point2} min Minimum boundaries * @param {Vector2|Point2} max Maximum boundaries * @returns {this} */ clamp([minX, minY], [maxX, maxY]) { this.x = clamp(this.x, minX, maxX); this.y = clamp(this.y, minY, maxY); return this; } /** * Clamp this vector values to given scalar values * * @param {Vector2|Point2} min Minimum scalar boundary * @param {Vector2|Point2} max Maximum scalar boundary * @returns {this} */ clampScalar(min, max) { this.x = clamp(this.x, min, max); this.y = clamp(this.y, min, max); return this; } // public clampLength(min: number, max: number) { // const length = this.length(); // return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max)); // } /** * Round down to the nearest integer value this vector values * * @returns {this} */ floor() { this.x = Math.floor(this.x); this.y = Math.floor(this.y); return this; } /** * Round up to the nearest integer value this vector values * * @returns {this} */ ceil() { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); return this; } /** * Round to the nearest integer value this vector values * * @returns {this} */ round() { this.x = Math.round(this.x); this.y = Math.round(this.y); return this; } /** * Remove any fractional digits of this vector values * * @returns {this} */ trunc() { this.x = Math.trunc(this.x); this.y = Math.trunc(this.y); return this; } /** * Set this vector values to their negative values * * @returns {this} */ negate() { this.x = -this.x; this.y = -this.y; return this; } /** * Rotate this vector around a given center by the given angle * * @param {Vector2|Point2} center Vector around which to rotate * @param {number} angle Angle to rotate (in radians) * @returns {this} */ rotateAround(center, angle) { return this.set(...Vector2.rotate(this, center, angle)); } /** * Linearly interpolate this vector values towards a given vector values * * @param {number} t Normalized time value to interpolate * @param {Vector2|Point2} vector Vector to interpolate values towards * @returns {this} */ lerp(t, [x, y]) { this.x += (x - this.x) * t; this.y += (y - this.y) * t; return this; } /** * Convert this vector to a unit vector * * @returns {this} */ normalize() { return this.divideScalar(this.length() || 1); } /** * Transform this vector by a given matrix * * @param {DOMMatrix} matrix Matrix to apply * @returns {this} */ applyMatrix(matrix) { const { x, y } = matrix.transformPoint({ x: this.x, y: this.y }); this.x = x; this.y = y; return this; } /** * Set this vector values to the same direction but with a given length * * @param {number} length Length value * @returns {this} */ setLength(length) { return this.normalize().multiplyScalar(length); } /** * Calculate the Euclidean length of this vector * * @returns {number} Computed Euclidean length */ length() { return Vector2.length(this); } /** * Calculate the squared length of this vector * * @return {number} Computed squared length */ squaredLength() { return Vector2.squaredLength(this); } /** * Calculate the Manhattan length of this vector * * @return {number} Computed Manhattan length */ manhattanLength() { return Vector2.manhattanLength(this); } /** * Check if this vector is equal with a given vector * * @param {Vector2|Point2} vector Vector to check * @returns {boolean} True if this vector is equal with the given vector, false otherwise */ equals(vector) { return Vector2.equals(this, vector); } /** * Check if this vector is collinear with given vectors * * @param {Vector2|Point2} vector1 First vector to check * @param {Vector2|Point2} vector2 Second vector to check * @returns {boolean} True if this vector is collinear with the given vectors, false otherwise */ collinear(vector1, vector2) { return Vector2.collinear(this, vector1, vector2); } /** * Calculate the dot product of a given vector with this vector * * @param {Vector2|Point2} vector Vector to compute the dot product with * @returns {number} Computed dot product */ dot(vector) { return Vector2.dot(this, vector); } /** * Calculate the cross product of a given vector with this vector * * @param {Vector2|Point2} vector Vector to compute the cross product with * @returns {number} Computed cross product */ cross(vector) { return Vector2.cross(this, vector); } /** * Calculate the angle of this vector with respect to the positive X-axis * * @returns {number} Computed angle (in radians) */ angle() { return Vector2.angle(this); } /** * Calculate the angle between a given vector and this vector * * @param {Vector2|Point2} vector Vector to compute the angle with * @returns {number} Computed angle (in radians) */ angleTo(vector) { const denominator = Math.sqrt(this.squaredLength() * Vector2.squaredLength(vector)); if (denominator === 0) return PI / 2; const theta = this.dot(vector) / denominator; return Math.acos(clamp(theta, -1, 1)); } /** * Calculate the Euclidean distance from a given vector to this vector * * @param {Vector2|Point2} vector Vector to compute the distance to * @returns {number} Computed Euclidean distance */ distanceTo(vector) { return Vector2.distance(this, vector); } /** * Calculate the squared distance from a given vector to this vector * * @param {Vector2|Point2} vector Vector to compute the squared distance to * @returns {number} Computed squared distance */ squaredDistanceTo(vector) { return Vector2.squaredDistance(this, vector); } /** * Calculate the Manhattan distance from a given vector to this vector * * @param {Vector2|Point2} vector Vector to compute the Manhattan distance to * @returns {number} Computed Manhattan distance */ manhattanDistanceTo(vector) { return Vector2.manhattanDistance(this, vector); } /** * Return this vector values into an array * * @returns {Point2} */ toArray() { return [this.x, this.y]; } /** * Set this vector values from a given array * * @param {number[]} values Values to set * @returns {this} */ fromArray([x, y]) { this.x = x; this.y = y; return this; } /** * Set this vector values from given circular coordinates * * @param {number} angle Angle (in radians) * @param {number} [radius] Radius of the circle * @returns {this} */ fromCircularCoords(angle, radius) { return this.set(...Vector2.fromCircularCoords(angle, radius)); } /** * Copy the values of a given vector to this vector * * @param {Vector2|Point2} vector Vector to copy values from * @returns {this} */ copy([x, y]) { this.x = x; this.y = y; return this; } /** * Create a new 2D vector with copied values from this vector * * @returns {Vector2} */ clone() { return new Vector2(this.x, this.y); } /** * X-axis value of this vector */ set width(width) { this.x = width; } get width() { return this.x; } /** * Y-axis value of this vector */ set height(height) { this.y = height; } get height() { return this.y; } /** * Add two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {Point2} */ static add([x1, y1], [x2, y2]) { const x = x1 + x2; const y = y1 + y2; return [x, y]; } /** * Subtract two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {Point2} */ static sub([x1, y1], [x2, y2]) { const x = x1 - x2; const y = y1 - y2; return [x, y]; } /** * Multiply two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {Point2} */ static multiply([x1, y1], [x2, y2]) { const x = x1 * x2; const y = y1 * y2; return [x, y]; } /** * Divide two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {Point2} */ static divide([x1, y1], [x2, y2]) { const x = x1 / x2; const y = y1 / y2; return [x, y]; } /** * Rotate a vector around a given center by a given angle * * @param {Vector2|Point2} vector Vector to rotate * @param {Vector2|Point2} center Vector around which to rotate * @param {number} angle Angle to rotate (in radians) * @returns {Point2} */ static rotate([vx, vy], [cx, cy], angle) { const cos = Math.cos(angle); const sin = Math.sin(angle); const ox = vx - cx; const oy = vy - cy; const x = cx + ox * cos - oy * sin; const y = cy + ox * sin + oy * cos; return [x, y]; } /** * Linearly interpolate a point between two vectors * * @param {number} t Normalized time value to interpolate * @param {Vector2|Point2} min Minimum boundaries * @param {Vector2|Point2} max Maximum boundaries * @returns {Point2} */ static lerp(t, [x1, y1], [x2, y2]) { const x = lerp(t, x1, x2); const y = lerp(t, y1, y2); return [x, y]; } /** * Check if two vectors are equal to each other * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {boolean} True if the given vectors are equal, false otherwise */ static equals([x1, y1], [x2, y2]) { return x1 === x2 && y1 === y2; } /** * Check if three vectors are collinear (aligned on the same line) * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @param {Vector2|Point2} vector3 Third vector * @returns {boolean} True if the given vectors are collinear, false otherwise */ static collinear([x1, y1], [x2, y2], [x3, y3]) { return Math.abs((x2 - x1) * (y3 - y2) - (y2 - y1) * (x3 - x2)) <= EPSILON; } /** * Calculate the dot product of two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {number} Computed dot product */ static dot([x1, y1], [x2, y2]) { return x1 * x2 + y1 * y2; } /** * Calculate the cross product of two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {number} Computed cross product */ static cross([x1, y1], [x2, y2]) { return x1 * x2 - y1 * y2; } /** * Calculate the angle of a given vector with respect to the positive X-axis * * @param {Vector2|Point2} vector Vector to compute angle from * @returns {number} Computed angle (in radians) */ static angle([x, y]) { return PI + Math.atan2(-y, -x); } /** * Calculate the Euclidean distance between two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {number} Computed Euclidean distance */ static distance(vector1, vector2) { return Math.sqrt(this.squaredDistance(vector1, vector2)); } /** * Calculate the squared distance between two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @returns {number} Computed squared distance */ static squaredDistance([x1, y1], [x2, y2]) { const dx = x1 - x2; const dy = y1 - y2; return dx * dx + dy * dy; } /** * Calculate the Manhattan distance between two vectors * * @param {Vector2|Point2} vector1 First vector * @param {Vector2|Point2} vector2 Second vector * @return {number} Computed Manhattan distance */ static manhattanDistance([x1, y1], [x2, y2]) { return Math.abs(x1 - x2) + Math.abs(y1 - y2); } /** * Calculate the Euclidean length of a vector * * @param {Vector2|Point2} vector Vector to compute Euclidean length from * @returns {number} Computed Euclidean length */ static length(vector) { return Math.sqrt(Vector2.squaredLength(vector)); } /** * Calculate the squared length of a vector * * @param {Vector2|Point2} vector Vector to compute squared length from * @returns {number} Computed squared length */ static squaredLength([x, y]) { return x * x + y * y; } /** * Calculate the Manhattan length of a vector * * @param {Vector2|Point2} vector Vector to compute Manhattan length from * @return {number} Computed Manhattan length */ static manhattanLength([x, y]) { return Math.abs(x) + Math.abs(y); } /** * Convert circular coordinates to a 2D point on the surface of a circle * * @param {number} angle Angle (in radians) * @param {number} [radius=1] Radius of the circle * @returns {Point2} */ static fromCircularCoords(angle, radius = 1) { const x = radius * Math.cos(angle); const y = radius * Math.sin(angle); return [x, y]; } }