File: src\utils\math\class.vector2D.js
/*
* Copyright (c) 2012 Capgemini Technology Services (hereinafter “Capgemini”)
*
* License/Terms of Use
*
* Permission is hereby granted, free of charge and for the term of intellectual property rights on the Software, to any
* person obtaining a copy of this software and associated documentation files (the "Software"), to use, copy, modify
* and propagate free of charge, anywhere in the world, all or part of the Software subject to the following mandatory conditions:
*
* • The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* Any failure to comply with the above shall automatically terminate the license and be construed as a breach of these
* Terms of Use causing significant harm to Capgemini.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
* OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Except as contained in this notice, the name of Capgemini shall not be used in advertising or otherwise to promote
* the use or other dealings in this Software without prior written authorization from Capgemini.
*
* These Terms of Use are subject to French law.
*/
/**
* A 2D vector object
* @module Math
* @class CGSGVector2D
* @extends {Object}
* @constructor
* @param {Number} x
* @param {Number} y
* @type {CGSGVector2D}
* @author Gwennael Buchet (gwennael.buchet@gmail.com)
*/
var CGSGVector2D = CGSGObject.extend(
{
initialize: function (x, y) {
/**
* @property x
* @type {Number}
*/
this.x = x;
/**
* @property y
* @type {Number}
*/
this.y = y;
},
/**
* @public
* @method copy
* @return {CGSGVector2D} a new CGSGVector2D, clone of this one
*/
copy: function () {
return new CGSGVector2D(this.x, this.y);
},
/**
* add to this vector, the value passed in parameter
* @public
* @method add
* @param {CGSGVector2D} vector
*/
add: function (vector) {
this.x += vector.x;
this.y += vector.y;
},
/**
* substract to this vector, the value passed in parameter
* @public
* @method substract
* @param {CGSGVector2D} vector
*/
substract: function (vector) {
this.x -= vector.x;
this.y -= vector.y;
},
/**
* multiply to this vector, the value passed in parameter
* @public
* @method multiply
* @param {CGSGVector2D} vector
*/
multiply: function (vector) {
this.x *= vector.x;
this.y *= vector.y;
},
/**
* divide to this vector, the value passed in parameter
* @public
* @method divide
* @param {CGSGVector2D} vector
*/
divide: function (vector) {
this.x /= vector.x;
this.y /= vector.y;
},
/**
* Multiply x and y by f
* @public
* @method multiplyByFloat
* @param {Number} f
*/
multiplyByFloat: function (f) {
this.x *= f;
this.y *= f;
},
/**
* Divide x and y by f
* @public
* @method divideByFloat
* @param {Number} f
*/
divideByFloat: function (f) {
this.x /= f;
this.y /= f;
},
/**
* Compute the euclidian distance between this vector and the one passe in parameter
* @public
* @method getDistance
* @param {CGSGVector2D} vector
* @return {Number}
*/
getDistance: function (vector) {
return Math.sqrt(
Math.pow(this.x - vector.x, 2) +
Math.pow(this.y - vector.y, 2)
);
},
/**
* rotate this vector around its origin
* @public
* @method rotate
* @param {Number} angle
*/
rotate: function (angle) {
var ca = Math.cos(angle);
var sa = Math.sin(angle);
this.x = this.x * ca + this.y * sa;
this.y = this.x * sa - this.y * ca;
},
/**
* @public
* @method getLength
* @return {Number}
*/
getLength: function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
},
/**
* @public
* @method getSquaredLength
* @return {Number}
*/
getSquaredLength: function () {
return (this.x * this.x) + (this.y * this.y);
},
/**
* Normalize this vector
* @public
* @method normalize
*/
normalize: function () {
var scalefactor;
var length = this.getLength();
//return if length is 1 or 0
if (length == 1 || length == 0) {
return;
}
scalefactor = 1.0 / length;
this.x *= scalefactor;
this.y *= scalefactor;
}
}
);