Spaces:
Sleeping
Sleeping
File size: 6,883 Bytes
cd6720a | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 | /**
* A standalone point geometry with useful accessor, comparison, and
* modification methods.
*
* @class
* @param {number} x the x-coordinate. This could be longitude or screen pixels, or any other sort of unit.
* @param {number} y the y-coordinate. This could be latitude or screen pixels, or any other sort of unit.
*
* @example
* const point = new Point(-77, 38);
*/
declare function Point(x: number, y: number): void;
declare class Point {
/**
* A standalone point geometry with useful accessor, comparison, and
* modification methods.
*
* @class
* @param {number} x the x-coordinate. This could be longitude or screen pixels, or any other sort of unit.
* @param {number} y the y-coordinate. This could be latitude or screen pixels, or any other sort of unit.
*
* @example
* const point = new Point(-77, 38);
*/
constructor(x: number, y: number);
x: number;
y: number;
/**
* Clone this point, returning a new point that can be modified
* without affecting the old one.
* @return {Point} the clone
*/
clone(): Point;
/**
* Add this point's x & y coordinates to another point,
* yielding a new point.
* @param {Point} p the other point
* @return {Point} output point
*/
add(p: Point): Point;
/**
* Subtract this point's x & y coordinates to from point,
* yielding a new point.
* @param {Point} p the other point
* @return {Point} output point
*/
sub(p: Point): Point;
/**
* Multiply this point's x & y coordinates by point,
* yielding a new point.
* @param {Point} p the other point
* @return {Point} output point
*/
multByPoint(p: Point): Point;
/**
* Divide this point's x & y coordinates by point,
* yielding a new point.
* @param {Point} p the other point
* @return {Point} output point
*/
divByPoint(p: Point): Point;
/**
* Multiply this point's x & y coordinates by a factor,
* yielding a new point.
* @param {number} k factor
* @return {Point} output point
*/
mult(k: number): Point;
/**
* Divide this point's x & y coordinates by a factor,
* yielding a new point.
* @param {number} k factor
* @return {Point} output point
*/
div(k: number): Point;
/**
* Rotate this point around the 0, 0 origin by an angle a,
* given in radians
* @param {number} a angle to rotate around, in radians
* @return {Point} output point
*/
rotate(a: number): Point;
/**
* Rotate this point around p point by an angle a,
* given in radians
* @param {number} a angle to rotate around, in radians
* @param {Point} p Point to rotate around
* @return {Point} output point
*/
rotateAround(a: number, p: Point): Point;
/**
* Multiply this point by a 4x1 transformation matrix
* @param {[number, number, number, number]} m transformation matrix
* @return {Point} output point
*/
matMult(m: [number, number, number, number]): Point;
/**
* Calculate this point but as a unit vector from 0, 0, meaning
* that the distance from the resulting point to the 0, 0
* coordinate will be equal to 1 and the angle from the resulting
* point to the 0, 0 coordinate will be the same as before.
* @return {Point} unit vector point
*/
unit(): Point;
/**
* Compute a perpendicular point, where the new y coordinate
* is the old x coordinate and the new x coordinate is the old y
* coordinate multiplied by -1
* @return {Point} perpendicular point
*/
perp(): Point;
/**
* Return a version of this point with the x & y coordinates
* rounded to integers.
* @return {Point} rounded point
*/
round(): Point;
/**
* Return the magnitude of this point: this is the Euclidean
* distance from the 0, 0 coordinate to this point's x and y
* coordinates.
* @return {number} magnitude
*/
mag(): number;
/**
* Judge whether this point is equal to another point, returning
* true or false.
* @param {Point} other the other point
* @return {boolean} whether the points are equal
*/
equals(other: Point): boolean;
/**
* Calculate the distance from this point to another point
* @param {Point} p the other point
* @return {number} distance
*/
dist(p: Point): number;
/**
* Calculate the distance from this point to another point,
* without the square root step. Useful if you're comparing
* relative distances.
* @param {Point} p the other point
* @return {number} distance
*/
distSqr(p: Point): number;
/**
* Get the angle from the 0, 0 coordinate to this point, in radians
* coordinates.
* @return {number} angle
*/
angle(): number;
/**
* Get the angle from this point to another point, in radians
* @param {Point} b the other point
* @return {number} angle
*/
angleTo(b: Point): number;
/**
* Get the angle between this point and another point, in radians
* @param {Point} b the other point
* @return {number} angle
*/
angleWith(b: Point): number;
/**
* Find the angle of the two vectors, solving the formula for
* the cross product a x b = |a||b|sin(θ) for θ.
* @param {number} x the x-coordinate
* @param {number} y the y-coordinate
* @return {number} the angle in radians
*/
angleWithSep(x: number, y: number): number;
/** @param {[number, number, number, number]} m */
_matMult(m: [number, number, number, number]): this;
/** @param {Point} p */
_add(p: Point): this;
/** @param {Point} p */
_sub(p: Point): this;
/** @param {number} k */
_mult(k: number): this;
/** @param {number} k */
_div(k: number): this;
/** @param {Point} p */
_multByPoint(p: Point): this;
/** @param {Point} p */
_divByPoint(p: Point): this;
_unit(): this;
_perp(): this;
/** @param {number} angle */
_rotate(angle: number): this;
/**
* @param {number} angle
* @param {Point} p
*/
_rotateAround(angle: number, p: Point): this;
_round(): this;
}
declare namespace Point {
/**
* Construct a point from an array if necessary, otherwise if the input
* is already a Point, return it unchanged.
* @param {Point | [number, number] | {x: number, y: number}} p input value
* @return {Point} constructed point.
* @example
* // this
* var point = Point.convert([0, 1]);
* // is equivalent to
* var point = new Point(0, 1);
*/
function convert(p: Point | [number, number] | {
x: number;
y: number;
}): Point;
}
export default Point;
|