223 lines
5.8 KiB
Markdown
223 lines
5.8 KiB
Markdown
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# gl-vec2
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[](http://github.com/badges/stability-badges)
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Part of a fork of [@toji](http://github.com/toji)'s
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[gl-matrix](http://github.com/toji/gl-matrix) split into smaller pieces: this
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package contains `glMatrix.vec2`.
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## Usage
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[](https://nodei.co/npm/gl-vec2/)
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### `vec2 = require('gl-vec2')`
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Will load all of the module's functionality and expose it on a single
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object. Note that any of the methods may also be required directly
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from their files.
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For example, the following are equivalent:
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``` javascript
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var scale = require('gl-vec2').scale
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var scale = require('gl-vec2/scale')
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```
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## API
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- [add()](#addoutvec2-avec2-bvec2)
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- [ceil()](#ceiloutvec2-avec2)
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- [clone()](#cloneavec2)
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- [copy()](#copyoutvec2-avec2)
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- [create()](#create)
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- [cross()](#crossoutvec3-avec2-bvec2)
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- [distance()](#distanceavec2-bvec2)
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- [dist()](#distanceavec2-bvec2)
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- [divide()](#divideoutvec2-avec2-bvec2)
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- [div()](#divideoutvec2-avec2-bvec2)
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- [dot()](#dotavec2-bvec2)
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- [equals()](#equalsavec2-bvec2)
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- [exactEquals()](#exactequalsavec2-bvec2)
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- [floor()](#flooroutvec2-avec2)
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- [forEach()](#foreachaarray-stridenumber-offsetnumber-countnumber-fnfunction-argobject)
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- [fromValues()](#fromvaluesxnumber-ynumber)
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- [inverse()](#inverseoutvec2-avec2)
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- [length()](#lengthavec2)
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- [len()](#lengthavec2)
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- [lerp()](#lerpoutvec2-avec2-bvec2-tnumber)
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- [limit()](#limitoutvec2-avec2-maxnumber)
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- [max()](#maxoutvec2-avec2-bvec2)
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- [min()](#minoutvec2-avec2-bvec2)
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- [multiply()](#multiplyoutvec2-avec2-bvec2)
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- [mul()](#multiplyoutvec2-avec2-bvec2)
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- [negate()](#negateoutvec2-avec2)
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- [normalize()](#normalizeoutvec2-avec2)
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- [random()](#randomoutvec2-scalenumber)
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- [rotate()](#rotateoutvec2-avec2-anglenumber)
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- [round()](#roundoutvec2-avec2)
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- [scale()](#scaleoutvec2-avec2-bnumber)
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- [scaleAndAdd()](#scaleandaddoutvec2-avec2-bvec2-scalenumber)
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- [set()](#setoutvec2-xnumber-ynumber)
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- [squaredDistance()](#squareddistanceavec2-bvec2)
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- [sqrDist()](#squareddistanceavec2-bvec2)
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- [squaredLength()](#squaredlengthavec2)
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- [sqrLen()](#squaredlengthavec2)
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- [subtract()](#subtractoutvec2-avec2-bvec2)
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- [sub()](#subtractoutvec2-avec2-bvec2)
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- [transformMat2()](#transformmat2outvec2-avec2-mmat2)
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- [transformMat2d()](#transformmat2doutvec2-avec2-mmat2d)
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- [transformMat3()](#transformmat3outvec2-avec2-mmat3)
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- [transformMat4()](#transformmat4outvec2-avec2-mmat4)
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## add(out:vec2, a:vec2, b:vec2)
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Adds two vec2's
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## ceil(out:vec2, a:vec2)
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`Math.ceil` the components of a vec2
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## clone(a:vec2)
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Creates a new vec2 initialized with values from an existing vector
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## copy(out:vec2, a:vec2)
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Copy the values from one vec2 to another
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## create()
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Creates a new, empty vec2
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## cross(out:vec3, a:vec2, b:vec2)
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Computes the cross product of two vec2's
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Note that the cross product must by definition produce a 3D vector
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## distance(a:vec2, b:vec2)
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Calculates the euclidian distance between two vec2's. Aliased as `dist`.
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## divide(out:vec2, a:vec2, b:vec2)
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Divides two vec2's. Aliased as `div`.
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## dot(a:vec2, b:vec2)
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Calculates the dot product of two vec2's
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## equals(a:vec2, b:vec2)
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Returns whether or not the vectors have approximately the same elements in the same position.
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## exactEquals(a:vec2, b:vec2)
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Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
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## floor(out:vec2, a:vec2)
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`Math.floor` the components of a vec2
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## forEach(a:Array, stride:Number, offset:Number, count:Number, fn:Function, [arg]:Object)
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Perform some operation over an array of vec2s.
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## fromValues(x:Number, y:Number)
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Creates a new vec2 initialized with the given values
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## inverse(out:vec2, a:vec2)
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Returns the inverse of the components of a vec2
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## length(a:vec2)
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Calculates the length of a vec2. Aliased as `len`.
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## lerp(out:vec2, a:vec2, b:vec2, t:Number)
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Performs a linear interpolation between two vec2's
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## limit(out:vec2, a:vec2, max:Number)
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Limit the magnitude of this vector to the value used for the `max` parameter
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## max(out:vec2, a:vec2, b:vec2)
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Returns the maximum of two vec2's
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## min(out:vec2, a:vec2, b:vec2)
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Returns the minimum of two vec2's
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## multiply(out:vec2, a:vec2, b:vec2)
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Multiplies two vec2's. Aliased as `mul`.
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## negate(out:vec2, a:vec2)
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Negates the components of a vec2
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## normalize(out:vec2, a:vec2)
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Normalize a vec2
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## random(out:vec2, [scale]:Number)
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Generates a random vector with the given scale
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## round(out:vec2, a:vec2)
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`Math.round` the components of a vec2
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## rotate(out:vec2, a:vec2, angle:Number)
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Rotates a vec2 by an angle (in radians)
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## scale(out:vec2, a:vec2, b:Number)
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Scales a vec2 by a scalar number
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## scaleAndAdd(out:vec2, a:vec2, b:vec2, scale:Number)
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Adds two vec2's after scaling the second operand by a scalar value
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## set(out:vec2, x:Number, y:Number)
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Set the components of a vec2 to the given values
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## squaredDistance(a:vec2, b:vec2)
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Calculates the squared euclidian distance between two vec2's. Aliased as `sqrDist`.
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## squaredLength(a:vec2)
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Calculates the squared length of a vec2. Aliased as `sqrLen`.
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## subtract(out:vec2, a:vec2, b:vec2)
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Subtracts vector b from vector a. Aliased as `sub`.
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## transformMat2(out:vec2, a:vec2, m:mat2)
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Transforms the vec2 with a mat2
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## transformMat2d(out:vec2, a:vec2, m:mat2d)
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Transforms the vec2 with a mat2d
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## transformMat3(out:vec2, a:vec2, m:mat3)
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Transforms the vec2 with a mat3
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3rd vector component is implicitly '1'
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## transformMat4(out:vec2, a:vec2, m:mat4)
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Transforms the vec2 with a mat4
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3rd vector component is implicitly '0'
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4th vector component is implicitly '1'
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## License
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[zlib](http://en.wikipedia.org/wiki/Zlib_License). See [LICENSE.md](https://github.com/stackgl/gl-vec2/blob/master/LICENSE.md) for details.
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