JSDoc: Source: vec2.js

# Source: vec2.js

    import * as glMatrix from "./common.js";

    /**
     * 2 Dimensional Vector
     * @module vec2
     */

    /**
     * Creates a new, empty vec2
     *
     * @returns {vec2} a new 2D vector
     */
    export function create() {
      let out = new glMatrix.ARRAY_TYPE(2);
      if(glMatrix.ARRAY_TYPE != Float32Array) {
        out[0] = 0;
        out[1] = 0;
      }
      return out;
    }

    /**
     * Creates a new vec2 initialized with values from an existing vector
     *
     * @param {vec2} a vector to clone
     * @returns {vec2} a new 2D vector
     */
    export function clone(a) {
      let out = new glMatrix.ARRAY_TYPE(2);
      out[0] = a[0];
      out[1] = a[1];
      return out;
    }

    /**
     * Creates a new vec2 initialized with the given values
     *
     * @param {Number} x X component
     * @param {Number} y Y component
     * @returns {vec2} a new 2D vector
     */
    export function fromValues(x, y) {
      let out = new glMatrix.ARRAY_TYPE(2);
      out[0] = x;
      out[1] = y;
      return out;
    }

    /**
     * Copy the values from one vec2 to another
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the source vector
     * @returns {vec2} out
     */
    export function copy(out, a) {
      out[0] = a[0];
      out[1] = a[1];
      return out;
    }

    /**
     * Set the components of a vec2 to the given values
     *
     * @param {vec2} out the receiving vector
     * @param {Number} x X component
     * @param {Number} y Y component
     * @returns {vec2} out
     */
    export function set(out, x, y) {
      out[0] = x;
      out[1] = y;
      return out;
    }

    /**
     * Adds two vec2's
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {vec2} out
     */
    export function add(out, a, b) {
      out[0] = a[0] + b[0];
      out[1] = a[1] + b[1];
      return out;
    }

    /**
     * Subtracts vector b from vector a
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {vec2} out
     */
    export function subtract(out, a, b) {
      out[0] = a[0] - b[0];
      out[1] = a[1] - b[1];
      return out;
    }

    /**
     * Multiplies two vec2's
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {vec2} out
     */
    export function multiply(out, a, b) {
      out[0] = a[0] * b[0];
      out[1] = a[1] * b[1];
      return out;
    }

    /**
     * Divides two vec2's
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {vec2} out
     */
    export function divide(out, a, b) {
      out[0] = a[0] / b[0];
      out[1] = a[1] / b[1];
      return out;
    }

    /**
     * Math.ceil the components of a vec2
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a vector to ceil
     * @returns {vec2} out
     */
    export function ceil(out, a) {
      out[0] = Math.ceil(a[0]);
      out[1] = Math.ceil(a[1]);
      return out;
    }

    /**
     * Math.floor the components of a vec2
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a vector to floor
     * @returns {vec2} out
     */
    export function floor(out, a) {
      out[0] = Math.floor(a[0]);
      out[1] = Math.floor(a[1]);
      return out;
    }

    /**
     * Returns the minimum of two vec2's
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {vec2} out
     */
    export function min(out, a, b) {
      out[0] = Math.min(a[0], b[0]);
      out[1] = Math.min(a[1], b[1]);
      return out;
    }

    /**
     * Returns the maximum of two vec2's
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {vec2} out
     */
    export function max(out, a, b) {
      out[0] = Math.max(a[0], b[0]);
      out[1] = Math.max(a[1], b[1]);
      return out;
    }

    /**
     * Math.round the components of a vec2
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a vector to round
     * @returns {vec2} out
     */
    export function round (out, a) {
      out[0] = Math.round(a[0]);
      out[1] = Math.round(a[1]);
      return out;
    }

    /**
     * Scales a vec2 by a scalar number
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the vector to scale
     * @param {Number} b amount to scale the vector by
     * @returns {vec2} out
     */
    export function scale(out, a, b) {
      out[0] = a[0] * b;
      out[1] = a[1] * b;
      return out;
    }

    /**
     * Adds two vec2's after scaling the second operand by a scalar value
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @param {Number} scale the amount to scale b by before adding
     * @returns {vec2} out
     */
    export function scaleAndAdd(out, a, b, scale) {
      out[0] = a[0] + (b[0] * scale);
      out[1] = a[1] + (b[1] * scale);
      return out;
    }

    /**
     * Calculates the euclidian distance between two vec2's
     *
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {Number} distance between a and b
     */
    export function distance(a, b) {
      var x = b[0] - a[0],
        y = b[1] - a[1];
      return Math.sqrt(x*x + y*y);
    }

    /**
     * Calculates the squared euclidian distance between two vec2's
     *
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {Number} squared distance between a and b
     */
    export function squaredDistance(a, b) {
      var x = b[0] - a[0],
        y = b[1] - a[1];
      return x*x + y*y;
    }

    /**
     * Calculates the length of a vec2
     *
     * @param {vec2} a vector to calculate length of
     * @returns {Number} length of a
     */
    export function length(a) {
      var x = a[0],
        y = a[1];
      return Math.sqrt(x*x + y*y);
    }

    /**
     * Calculates the squared length of a vec2
     *
     * @param {vec2} a vector to calculate squared length of
     * @returns {Number} squared length of a
     */
    export function squaredLength (a) {
      var x = a[0],
        y = a[1];
      return x*x + y*y;
    }

    /**
     * Negates the components of a vec2
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a vector to negate
     * @returns {vec2} out
     */
    export function negate(out, a) {
      out[0] = -a[0];
      out[1] = -a[1];
      return out;
    }

    /**
     * Returns the inverse of the components of a vec2
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a vector to invert
     * @returns {vec2} out
     */
    export function inverse(out, a) {
      out[0] = 1.0 / a[0];
      out[1] = 1.0 / a[1];
      return out;
    }

    /**
     * Normalize a vec2
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a vector to normalize
     * @returns {vec2} out
     */
    export function normalize(out, a) {
      var x = a[0],
        y = a[1];
      var len = x*x + y*y;
      if (len > 0) {
        //TODO: evaluate use of glm_invsqrt here?
        len = 1 / Math.sqrt(len);
        out[0] = a[0] * len;
        out[1] = a[1] * len;
      }
      return out;
    }

    /**
     * Calculates the dot product of two vec2's
     *
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {Number} dot product of a and b
     */
    export function dot(a, b) {
      return a[0] * b[0] + a[1] * b[1];
    }

    /**
     * Computes the cross product of two vec2's
     * Note that the cross product must by definition produce a 3D vector
     *
     * @param {vec3} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @returns {vec3} out
     */
    export function cross(out, a, b) {
      var z = a[0] * b[1] - a[1] * b[0];
      out[0] = out[1] = 0;
      out[2] = z;
      return out;
    }

    /**
     * Performs a linear interpolation between two vec2's
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the first operand
     * @param {vec2} b the second operand
     * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
     * @returns {vec2} out
     */
    export function lerp(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;
    }

    /**
     * Generates a random vector with the given scale
     *
     * @param {vec2} out the receiving vector
     * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
     * @returns {vec2} out
     */
    export function random(out, scale) {
      scale = scale || 1.0;
      var r = glMatrix.RANDOM() * 2.0 * Math.PI;
      out[0] = Math.cos(r) * scale;
      out[1] = Math.sin(r) * scale;
      return out;
    }

    /**
     * Transforms the vec2 with a mat2
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the vector to transform
     * @param {mat2} m matrix to transform with
     * @returns {vec2} out
     */
    export function transformMat2(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;
    }

    /**
     * Transforms the vec2 with a mat2d
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the vector to transform
     * @param {mat2d} m matrix to transform with
     * @returns {vec2} out
     */
    export function transformMat2d(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;
    }

    /**
     * Transforms the vec2 with a mat3
     * 3rd vector component is implicitly '1'
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the vector to transform
     * @param {mat3} m matrix to transform with
     * @returns {vec2} out
     */
    export function transformMat3(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;
    }

    /**
     * Transforms the vec2 with a mat4
     * 3rd vector component is implicitly '0'
     * 4th vector component is implicitly '1'
     *
     * @param {vec2} out the receiving vector
     * @param {vec2} a the vector to transform
     * @param {mat4} m matrix to transform with
     * @returns {vec2} out
     */
    export function transformMat4(out, a, m) {
      let x = a[0];
      let 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;
    }

    /**
     * Rotate a 2D vector
     * @param {vec2} out The receiving vec2
     * @param {vec2} a The vec2 point to rotate
     * @param {vec2} b The origin of the rotation
     * @param {Number} c The angle of rotation
     * @returns {vec2} out
     */
    export function rotate(out, a, b, c) {
      //Translate point to the origin
      let p0 = a[0] - b[0],
      p1 = a[1] - b[1],
      sinC = Math.sin(c),
      cosC = Math.cos(c);

      //perform rotation and translate to correct position
      out[0] = p0*cosC - p1*sinC + b[0];
      out[1] = p0*sinC + p1*cosC + b[1];

      return out;
    }

    /**
     * Get the angle between two 2D vectors
     * @param {vec2} a The first operand
     * @param {vec2} b The second operand
     * @returns {Number} The angle in radians
     */
    export function angle(a, b) {
      let x1 = a[0],
        y1 = a[1],
        x2 = b[0],
        y2 = b[1];

      let len1 = x1*x1 + y1*y1;
      if (len1 > 0) {
        //TODO: evaluate use of glm_invsqrt here?
        len1 = 1 / Math.sqrt(len1);
      }

      let len2 = x2*x2 + y2*y2;
      if (len2 > 0) {
        //TODO: evaluate use of glm_invsqrt here?
        len2 = 1 / Math.sqrt(len2);
      }

      let cosine = (x1 * x2 + y1 * y2) * len1 * len2;

      if(cosine > 1.0) {
        return 0;
      }
      else if(cosine < -1.0) {
        return Math.PI;
      } else {
        return Math.acos(cosine);
      }
    }

    /**
     * Returns a string representation of a vector
     *
     * @param {vec2} a vector to represent as a string
     * @returns {String} string representation of the vector
     */
    export function str(a) {
      return 'vec2(' + a[0] + ', ' + a[1] + ')';
    }

    /**
     * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
     *
     * @param {vec2} a The first vector.
     * @param {vec2} b The second vector.
     * @returns {Boolean} True if the vectors are equal, false otherwise.
     */
    export function exactEquals(a, b) {
      return a[0] === b[0] && a[1] === b[1];
    }

    /**
     * Returns whether or not the vectors have approximately the same elements in the same position.
     *
     * @param {vec2} a The first vector.
     * @param {vec2} b The second vector.
     * @returns {Boolean} True if the vectors are equal, false otherwise.
     */
    export function equals(a, b) {
      let a0 = a[0], a1 = a[1];
      let b0 = b[0], b1 = b[1];
      return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
              Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)));
    }

    /**
     * Alias for {@link vec2.length}
     * @function
     */
    export const len = length;

    /**
     * Alias for {@link vec2.subtract}
     * @function
     */
    export const sub = subtract;

    /**
     * Alias for {@link vec2.multiply}
     * @function
     */
    export const mul = multiply;

    /**
     * Alias for {@link vec2.divide}
     * @function
     */
    export const div = divide;

    /**
     * Alias for {@link vec2.distance}
     * @function
     */
    export const dist = distance;

    /**
     * Alias for {@link vec2.squaredDistance}
     * @function
     */
    export const sqrDist = squaredDistance;

    /**
     * Alias for {@link vec2.squaredLength}
     * @function
     */
    export const sqrLen = squaredLength;

    /**
     * Perform some operation over an array of vec2s.
     *
     * @param {Array} a the array of vectors to iterate over
     * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
     * @param {Number} offset Number of elements to skip at the beginning of the array
     * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
     * @param {Function} fn Function to call for each vector in the array
     * @param {Object} [arg] additional argument to pass to fn
     * @returns {Array} a
     * @function
     */
    export const forEach = (function() {
      let vec = create();

      return function(a, stride, offset, count, fn, arg) {
        let 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;
      };
    })();