Add back vector to for capitilization change
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469
src/helpers/Vector2.js
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469
src/helpers/Vector2.js
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@ -0,0 +1,469 @@
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import {
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toRadians,
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roundTo as roundToNumber,
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lerp as lerpNumber,
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} from "./shared";
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/**
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* Vector class with x, y and static helper methods
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*/
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class Vector2 {
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/**
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* @type {number} x - X component of the vector
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*/
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x;
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/**
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* @type {number} y - Y component of the vector
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*/
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y;
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/**
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* @param {Vector2} p
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* @returns {number} Length squared of `p`
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*/
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static lengthSquared(p) {
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return p.x * p.x + p.y * p.y;
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}
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/**
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* @param {Vector2} p
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* @returns {number} Length of `p`
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*/
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static length(p) {
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return Math.sqrt(this.lengthSquared(p));
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}
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/**
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* @param {Vector2} p
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* @returns {Vector2} `p` normalized, if length of `p` is 0 `{x: 0, y: 0}` is returned
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*/
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static normalize(p) {
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const l = this.length(p);
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if (l === 0) {
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return { x: 0, y: 0 };
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}
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return this.divide(p, l);
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}
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/**
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* @param {Vector2} a
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* @param {Vector2} b
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* @returns {number} Dot product between `a` and `b`
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*/
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static dot(a, b) {
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return a.x * b.x + a.y * b.y;
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}
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/**
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* @param {Vector2} a
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* @param {(Vector2 | number)} b
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* @returns {Vector2} a - b
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*/
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static subtract(a, b) {
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if (typeof b === "number") {
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return { x: a.x - b, y: a.y - b };
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} else {
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return { x: a.x - b.x, y: a.y - b.y };
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}
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}
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/**
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* @param {Vector2} a
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* @param {(Vector2 | number)} b
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* @returns {Vector2} a + b
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*/
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static add(a, b) {
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if (typeof b === "number") {
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return { x: a.x + b, y: a.y + b };
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} else {
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return { x: a.x + b.x, y: a.y + b.y };
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}
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}
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/**
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* @param {Vector2} a
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* @param {(Vector2 | number)} b
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* @returns {Vector2} a * b
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*/
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static multiply(a, b) {
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if (typeof b === "number") {
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return { x: a.x * b, y: a.y * b };
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} else {
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return { x: a.x * b.x, y: a.y * b.y };
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}
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}
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/**
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* @param {Vector2} a
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* @param {(Vector2 | number)} b
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* @returns {Vector2} a / b
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*/
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static divide(a, b) {
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if (typeof b === "number") {
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return { x: a.x / b, y: a.y / b };
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} else {
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return { x: a.x / b.x, y: a.y / b.y };
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}
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}
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/**
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* Rotates a point around a given origin by an angle in degrees
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* @param {Vector2} point Point to rotate
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* @param {Vector2} origin Origin of the rotation
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* @param {number} angle Angle of rotation in degrees
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* @returns {Vector2} Rotated point
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*/
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static rotate(point, origin, angle) {
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const cos = Math.cos(toRadians(angle));
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const sin = Math.sin(toRadians(angle));
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const dif = this.subtract(point, origin);
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return {
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x: origin.x + cos * dif.x - sin * dif.y,
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y: origin.y + sin * dif.x + cos * dif.y,
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};
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}
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/**
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* Rotates a direction by a given angle in degrees
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* @param {Vector2} direction Direction to rotate
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* @param {number} angle Angle of rotation in degrees
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* @returns {Vector2} Rotated direction
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*/
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static rotateDirection(direction, angle) {
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return this.rotate(direction, { x: 0, y: 0 }, angle);
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}
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/**
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* Returns the min of `value` and `minimum`, if `minimum` is undefined component wise min is returned instead
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* @param {Vector2} a
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* @param {(Vector2 | number)} [minimum] Value to compare
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* @returns {(Vector2 | number)}
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*/
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static min(a, minimum) {
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if (minimum === undefined) {
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return a.x < a.y ? a.x : a.y;
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} else if (typeof minimum === "number") {
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return { x: Math.min(a.x, minimum), y: Math.min(a.y, minimum) };
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} else {
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return { x: Math.min(a.x, minimum.x), y: Math.min(a.y, minimum.y) };
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}
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}
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/**
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* Returns the max of `a` and `maximum`, if `maximum` is undefined component wise max is returned instead
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* @param {Vector2} a
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* @param {(Vector2 | number)} [maximum] Value to compare
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* @returns {(Vector2 | number)}
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*/
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static max(a, maximum) {
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if (maximum === undefined) {
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return a.x > a.y ? a.x : a.y;
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} else if (typeof maximum === "number") {
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return { x: Math.max(a.x, maximum), y: Math.max(a.y, maximum) };
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} else {
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return { x: Math.max(a.x, maximum.x), y: Math.max(a.y, maximum.y) };
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}
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}
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/**
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* Rounds `p` to the nearest value of `to`
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* @param {Vector2} p
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* @param {Vector2} to
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* @returns {Vector2}
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*/
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static roundTo(p, to) {
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return {
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x: roundToNumber(p.x, to.x),
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y: roundToNumber(p.y, to.y),
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};
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}
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/**
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* @param {Vector2} a
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* @returns {Vector2} The component wise sign of `a`
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*/
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static sign(a) {
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return { x: Math.sign(a.x), y: Math.sign(a.y) };
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}
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/**
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* @param {Vector2} a
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* @returns {Vector2} The component wise absolute of `a`
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*/
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static abs(a) {
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return { x: Math.abs(a.x), y: Math.abs(a.y) };
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}
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/**
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* @param {Vector2} a
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* @param {(Vector2 | number)} b
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* @returns {Vector2} `a` to the power of `b`
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*/
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static pow(a, b) {
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if (typeof b === "number") {
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return { x: Math.pow(a.x, b), y: Math.pow(a.y, b) };
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} else {
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return { x: Math.pow(a.x, b.x), y: Math.pow(a.y, b.y) };
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}
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}
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/**
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* @param {Vector2} a
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* @returns {number} The dot product between `a` and `a`
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*/
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static dot2(a) {
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return this.dot(a, a);
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}
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/**
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* Clamps `a` between `min` and `max`
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* @param {Vector2} a
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* @param {number} min
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* @param {number} max
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* @returns {Vector2}
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*/
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static clamp(a, min, max) {
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return {
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x: Math.min(Math.max(a.x, min), max),
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y: Math.min(Math.max(a.y, min), max),
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};
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}
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/**
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* Calculates the distance between a point and a line segment
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* See more at {@link https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm}
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* @param {Vector2} p Point
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* @param {Vector2} a Start of the line
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* @param {Vector2} b End of the line
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* @returns {Object} The distance to and the closest point on the line segment
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*/
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static distanceToLine(p, a, b) {
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const pa = this.subtract(p, a);
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const ba = this.subtract(b, a);
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const h = Math.min(Math.max(this.dot(pa, ba) / this.dot(ba, ba), 0), 1);
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const distance = this.length(this.subtract(pa, this.multiply(ba, h)));
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const point = this.add(a, this.multiply(ba, h));
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return { distance, point };
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}
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/**
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* Calculates the distance between a point and a quadratic bezier curve
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* See more at {@link https://www.shadertoy.com/view/MlKcDD}
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* @todo Fix the robustness of this to allow smoothing on fog layers
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* @param {Vector2} pos Position
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* @param {Vector2} A Start of the curve
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* @param {Vector2} B Control point of the curve
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* @param {Vector2} C End of the curve
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* @returns {Object} The distance to and the closest point on the curve
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*/
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static distanceToQuadraticBezier(pos, A, B, C) {
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let distance = 0;
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let point = { x: pos.x, y: pos.y };
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const a = this.subtract(B, A);
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const b = this.add(this.subtract(A, this.multiply(B, 2)), C);
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const c = this.multiply(a, 2);
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const d = this.subtract(A, pos);
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// Solve cubic roots to find closest points
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const kk = 1 / this.dot(b, b);
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const kx = kk * this.dot(a, b);
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const ky = (kk * (2 * this.dot(a, a) + this.dot(d, b))) / 3;
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const kz = kk * this.dot(d, a);
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const p = ky - kx * kx;
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const p3 = p * p * p;
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const q = kx * (2 * kx * kx - 3 * ky) + kz;
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let h = q * q + 4 * p3;
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if (h >= 0) {
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// 1 root
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h = Math.sqrt(h);
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const x = this.divide(this.subtract({ x: h, y: -h }, q), 2);
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const uv = this.multiply(this.sign(x), this.pow(this.abs(x), 1 / 3));
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const t = Math.min(Math.max(uv.x + uv.y - kx, 0), 1);
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point = this.add(A, this.multiply(this.add(c, this.multiply(b, t)), t));
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distance = this.dot2(
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this.add(d, this.multiply(this.add(c, this.multiply(b, t)), t))
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);
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} else {
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// 3 roots but ignore the 3rd one as it will never be closest
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// https://www.shadertoy.com/view/MdXBzB
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const z = Math.sqrt(-p);
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const v = Math.acos(q / (p * z * 2)) / 3;
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const m = Math.cos(v);
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const n = Math.sin(v) * 1.732050808;
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const t = this.clamp(
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this.subtract(this.multiply({ x: m + m, y: -n - m }, z), kx),
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0,
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1
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);
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const d1 = this.dot2(
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this.add(d, this.multiply(this.add(c, this.multiply(b, t.x)), t.x))
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);
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const d2 = this.dot2(
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this.add(d, this.multiply(this.add(c, this.multiply(b, t.y)), t.y))
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);
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distance = Math.min(d1, d2);
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if (d1 < d2) {
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point = this.add(
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d,
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this.multiply(this.add(c, this.multiply(b, t.x)), t.x)
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);
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} else {
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point = this.add(
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d,
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this.multiply(this.add(c, this.multiply(b, t.y)), t.y)
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);
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}
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}
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return { distance: Math.sqrt(distance), point: point };
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}
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/**
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* Calculates an axis-aligned bounding box around an array of point
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* @param {Vector2[]} points
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* @returns {Object}
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*/
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static getBounds(points) {
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let minX = Number.MAX_VALUE;
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let maxX = Number.MIN_VALUE;
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let minY = Number.MAX_VALUE;
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let maxY = Number.MIN_VALUE;
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for (let point of points) {
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minX = point.x < minX ? point.x : minX;
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maxX = point.x > maxX ? point.x : maxX;
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minY = point.y < minY ? point.y : minY;
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maxY = point.y > maxY ? point.y : maxY;
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}
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return { minX, maxX, minY, maxY };
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}
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/**
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* Checks to see if a point is in a polygon using ray casting
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* See more at {@link https://en.wikipedia.org/wiki/Point_in_polygon#Ray_casting_algorithm}
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* and {@link https://stackoverflow.com/questions/217578/how-can-i-determine-whether-a-2d-point-is-within-a-polygon/2922778}
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* @param {Vector2} p
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* @param {Vector2[]} points
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* @returns {boolean}
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*/
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static pointInPolygon(p, points) {
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const { minX, maxX, minY, maxY } = this.getBounds(points);
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if (p.x < minX || p.x > maxX || p.y < minY || p.y > maxY) {
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return false;
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}
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let isInside = false;
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for (let i = 0, j = points.length - 1; i < points.length; j = i++) {
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const a = points[i].y > p.y;
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const b = points[j].y > p.y;
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if (
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a !== b &&
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p.x <
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((points[j].x - points[i].x) * (p.y - points[i].y)) /
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(points[j].y - points[i].y) +
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points[i].x
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) {
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isInside = !isInside;
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}
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}
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return isInside;
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}
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/**
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* Returns true if a the distance between `a` and `b` is under `threshold`
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* @param {Vector2} a
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* @param {Vector2} b
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* @param {number} threshold
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*/
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static compare(a, b, threshold) {
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return this.lengthSquared(this.subtract(a, b)) < threshold * threshold;
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}
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/**
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* Returns the distance between two vectors
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* @param {Vector2} a
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* @param {Vector2} b
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* @param {string?} type - `chebyshev | euclidean | manhattan | alternating`
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*/
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static distance(a, b, type = "euclidean") {
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switch (type) {
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case "chebyshev":
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return Math.max(Math.abs(a.x - b.x), Math.abs(a.y - b.y));
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case "euclidean":
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return this.length(this.subtract(a, b));
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case "manhattan":
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return Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
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case "alternating":
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// Alternating diagonal distance like D&D 3.5 and Pathfinder
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const delta = this.abs(this.subtract(a, b));
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const ma = this.max(delta);
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const mi = this.min(delta);
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return ma - mi + Math.floor(1.5 * mi);
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default:
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return this.length(this.subtract(a, b));
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}
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}
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/**
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* Linear interpolate between `a` and `b` by `alpha`
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* @param {Vector2} a
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* @param {Vector2} b
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* @param {number} alpha
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* @returns {Vector2}
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*/
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static lerp(a, b, alpha) {
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return { x: lerpNumber(a.x, b.x, alpha), y: lerpNumber(a.y, b.y, alpha) };
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}
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/**
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* Returns total length of a an array of points treated as a path
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* @param {Vector2[]} points the array of points in the path
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*/
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static pathLength(points) {
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let l = 0;
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for (let i = 1; i < points.length; i++) {
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l += this.distance(points[i - 1], points[i]);
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}
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return l;
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}
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/**
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* Resample a path to n number of evenly distributed points
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* based off of http://depts.washington.edu/acelab/proj/dollar/index.html
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* @param {Vector2[]} points the points to resample
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* @param {number} n the number of new points
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*/
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static resample(points, n) {
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if (points.length === 0 || n <= 0) {
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return [];
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}
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let localPoints = [...points];
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const intervalLength = this.pathLength(localPoints) / (n - 1);
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let resampledPoints = [localPoints[0]];
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let currentDistance = 0;
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for (let i = 1; i < localPoints.length; i++) {
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let d = this.distance(localPoints[i - 1], localPoints[i]);
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if (currentDistance + d >= intervalLength) {
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let newPoint = this.lerp(
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localPoints[i - 1],
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localPoints[i],
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(intervalLength - currentDistance) / d
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);
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resampledPoints.push(newPoint);
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localPoints.splice(i, 0, newPoint);
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currentDistance = 0;
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} else {
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currentDistance += d;
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}
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}
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if (resampledPoints.length === n - 1) {
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resampledPoints.push(localPoints[localPoints.length - 1]);
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||||
}
|
||||
|
||||
return resampledPoints;
|
||||
}
|
||||
}
|
||||
|
||||
export default Vector2;
|
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Reference in New Issue
Block a user