Buckets:
| import * as MathUtils from './MathUtils.js'; | |
| class Vector2 { | |
| constructor( x = 0, y = 0 ) { | |
| Vector2.prototype.isVector2 = true; | |
| 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, y ) { | |
| this.x = x; | |
| this.y = y; | |
| return this; | |
| } | |
| setScalar( scalar ) { | |
| this.x = scalar; | |
| this.y = scalar; | |
| return this; | |
| } | |
| setX( x ) { | |
| this.x = x; | |
| return this; | |
| } | |
| setY( y ) { | |
| this.y = y; | |
| return this; | |
| } | |
| setComponent( index, value ) { | |
| 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 ) { | |
| 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 this.constructor( this.x, this.y ); | |
| } | |
| copy( v ) { | |
| this.x = v.x; | |
| this.y = v.y; | |
| return this; | |
| } | |
| add( v ) { | |
| this.x += v.x; | |
| this.y += v.y; | |
| return this; | |
| } | |
| addScalar( s ) { | |
| this.x += s; | |
| this.y += s; | |
| return this; | |
| } | |
| addVectors( a, b ) { | |
| this.x = a.x + b.x; | |
| this.y = a.y + b.y; | |
| return this; | |
| } | |
| addScaledVector( v, s ) { | |
| this.x += v.x * s; | |
| this.y += v.y * s; | |
| return this; | |
| } | |
| sub( v ) { | |
| this.x -= v.x; | |
| this.y -= v.y; | |
| return this; | |
| } | |
| subScalar( s ) { | |
| this.x -= s; | |
| this.y -= s; | |
| return this; | |
| } | |
| subVectors( a, b ) { | |
| this.x = a.x - b.x; | |
| this.y = a.y - b.y; | |
| return this; | |
| } | |
| multiply( v ) { | |
| this.x *= v.x; | |
| this.y *= v.y; | |
| return this; | |
| } | |
| multiplyScalar( scalar ) { | |
| this.x *= scalar; | |
| this.y *= scalar; | |
| return this; | |
| } | |
| divide( v ) { | |
| this.x /= v.x; | |
| this.y /= v.y; | |
| return this; | |
| } | |
| divideScalar( scalar ) { | |
| return this.multiplyScalar( 1 / scalar ); | |
| } | |
| applyMatrix3( m ) { | |
| 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 ) { | |
| this.x = Math.min( this.x, v.x ); | |
| this.y = Math.min( this.y, v.y ); | |
| return this; | |
| } | |
| max( v ) { | |
| this.x = Math.max( this.x, v.x ); | |
| this.y = Math.max( this.y, v.y ); | |
| return this; | |
| } | |
| clamp( min, max ) { | |
| // 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, maxVal ) { | |
| this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); | |
| this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); | |
| return this; | |
| } | |
| clampLength( min, max ) { | |
| 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 ) { | |
| return this.x * v.x + this.y * v.y; | |
| } | |
| cross( v ) { | |
| 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 ) { | |
| 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 ) { | |
| return Math.sqrt( this.distanceToSquared( v ) ); | |
| } | |
| distanceToSquared( v ) { | |
| const dx = this.x - v.x, dy = this.y - v.y; | |
| return dx * dx + dy * dy; | |
| } | |
| manhattanDistanceTo( v ) { | |
| return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); | |
| } | |
| setLength( length ) { | |
| return this.normalize().multiplyScalar( length ); | |
| } | |
| lerp( v, alpha ) { | |
| this.x += ( v.x - this.x ) * alpha; | |
| this.y += ( v.y - this.y ) * alpha; | |
| return this; | |
| } | |
| lerpVectors( v1, v2, alpha ) { | |
| this.x = v1.x + ( v2.x - v1.x ) * alpha; | |
| this.y = v1.y + ( v2.y - v1.y ) * alpha; | |
| return this; | |
| } | |
| equals( v ) { | |
| return ( ( v.x === this.x ) && ( v.y === this.y ) ); | |
| } | |
| fromArray( array, offset = 0 ) { | |
| this.x = array[ offset ]; | |
| this.y = array[ offset + 1 ]; | |
| return this; | |
| } | |
| toArray( array = [], offset = 0 ) { | |
| array[ offset ] = this.x; | |
| array[ offset + 1 ] = this.y; | |
| return array; | |
| } | |
| fromBufferAttribute( attribute, index ) { | |
| this.x = attribute.getX( index ); | |
| this.y = attribute.getY( index ); | |
| return this; | |
| } | |
| rotateAround( center, angle ) { | |
| 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 }; | |
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