import * as MathUtils from './MathUtils'; import {Matrix3} from './Matrix3'; class Vector2 { x: number; y: number; static isVector2 = true; constructor(x = 0, y = 0) { this.x = x; this.y = y; } get width() { return this.x; } set width(value) { this.x = value; } get height() { return this.y; } set height(value) { this.y = value; } set(x: number, y: number) { this.x = x; this.y = y; return this; } setScalar(scalar: number) { this.x = scalar; this.y = scalar; return this; } setX(x: number) { this.x = x; return this; } setY(y: number) { this.y = y; return this; } setComponent(index: number, value: number) { switch (index) { case 0: this.x = value; break; case 1: this.y = value; break; default: throw new Error('index is out of range: ' + index); } return this; } getComponent(index: number) { switch (index) { case 0: return this.x; case 1: return this.y; default: throw new Error('index is out of range: ' + index); } } clone() { return new Vector2(this.x, this.y); } copy(v: Vector2) { this.x = v.x; this.y = v.y; return this; } add(v: Vector2) { this.x += v.x; this.y += v.y; return this; } addScalar(s: number) { this.x += s; this.y += s; return this; } addVectors(a: Vector2, b: Vector2) { this.x = a.x + b.x; this.y = a.y + b.y; return this; } addScaledVector(v: Vector2, s: number) { this.x += v.x * s; this.y += v.y * s; return this; } sub(v: Vector2) { this.x -= v.x; this.y -= v.y; return this; } subScalar(s: number) { this.x -= s; this.y -= s; return this; } subVectors(a: Vector2, b: Vector2) { this.x = a.x - b.x; this.y = a.y - b.y; return this; } multiply(v: Vector2) { this.x *= v.x; this.y *= v.y; return this; } multiplyScalar(scalar: number) { this.x *= scalar; this.y *= scalar; return this; } divide(v: Vector2) { this.x /= v.x; this.y /= v.y; return this; } divideScalar(scalar: number) { return this.multiplyScalar(1 / scalar); } applyMatrix3(m: Matrix3) { const x = this.x, y = this.y; const e = m.elements; this.x = e[0] * x + e[3] * y + e[6]; this.y = e[1] * x + e[4] * y + e[7]; return this; } min(v: Vector2) { this.x = Math.min(this.x, v.x); this.y = Math.min(this.y, v.y); return this; } max(v: Vector2) { this.x = Math.max(this.x, v.x); this.y = Math.max(this.y, v.y); return this; } clamp(min: Vector2, max: Vector2) { // assumes min < max, componentwise this.x = Math.max(min.x, Math.min(max.x, this.x)); this.y = Math.max(min.y, Math.min(max.y, this.y)); return this; } clampScalar(minVal: number, maxVal: number) { this.x = Math.max(minVal, Math.min(maxVal, this.x)); this.y = Math.max(minVal, Math.min(maxVal, this.y)); return this; } clampLength(min: number, max: number) { const length = this.length(); return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); } floor() { this.x = Math.floor(this.x); this.y = Math.floor(this.y); return this; } ceil() { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); return this; } round() { this.x = Math.round(this.x); this.y = Math.round(this.y); return this; } roundToZero() { this.x = Math.trunc(this.x); this.y = Math.trunc(this.y); return this; } negate() { this.x = -this.x; this.y = -this.y; return this; } dot(v: Vector2) { return this.x * v.x + this.y * v.y; } cross(v: Vector2) { return this.x * v.y - this.y * v.x; } lengthSq() { return this.x * this.x + this.y * this.y; } length() { return Math.sqrt(this.x * this.x + this.y * this.y); } manhattanLength() { return Math.abs(this.x) + Math.abs(this.y); } normalize() { return this.divideScalar(this.length() || 1); } angle() { // computes the angle in radians with respect to the positive x-axis const angle = Math.atan2(-this.y, -this.x) + Math.PI; return angle; } angleTo(v: Vector2) { const denominator = Math.sqrt(this.lengthSq() * v.lengthSq()); if (denominator === 0) return Math.PI / 2; const theta = this.dot(v) / denominator; // clamp, to handle numerical problems return Math.acos(MathUtils.clamp(theta, -1, 1)); } distanceTo(v: Vector2) { return Math.sqrt(this.distanceToSquared(v)); } distanceToSquared(v: Vector2) { const dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; } manhattanDistanceTo(v: Vector2) { return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); } setLength(length: number) { return this.normalize().multiplyScalar(length); } lerp(v: Vector2, alpha: number) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; return this; } lerpVectors(v1: Vector2, v2: Vector2, alpha: number) { this.x = v1.x + (v2.x - v1.x) * alpha; this.y = v1.y + (v2.y - v1.y) * alpha; return this; } equals(v: Vector2) { return v.x === this.x && v.y === this.y; } fromArray(array: number[], offset = 0) { this.x = array[offset]; this.y = array[offset + 1]; return this; } toArray(array: number[] = [], offset = 0) { array[offset] = this.x; array[offset + 1] = this.y; return array; } /*fromBufferAttribute(attribute, index: number) { this.x = attribute.getX(index); this.y = attribute.getY(index); return this; }*/ rotateAround(center: Vector2, angle: number) { const c = Math.cos(angle), s = Math.sin(angle); const x = this.x - center.x; const y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; return this; } random() { this.x = Math.random(); this.y = Math.random(); return this; } *[Symbol.iterator]() { yield this.x; yield this.y; } } export {Vector2};