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| class Vector2 { | |
| 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, 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, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.'); | |
| return this.addVectors(v, w); | |
| } | |
| 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, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.'); | |
| return this.subVectors(v, w); | |
| } | |
| 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 = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); | |
| this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(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; | |
| } | |
| 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, offset) { | |
| if (offset !== undefined) { | |
| console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().'); | |
| } | |
| 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; | |
| } | |
| } | |
| Vector2.prototype.isVector2 = true; | |
| export { Vector2 }; | |