(function(window){ // A Javascript 2D vector library // conventions : // method that returns a float value do not modify the vector // method that implement operators return a new vector with the modifications without // modifying the calling vector or the parameters. // // v3 = v1.add(v2); // v3 is set to v1 + v2, v1, v2 are not modified // // methods that take a single vector as a parameter are usually also available with // q '_xy' suffix. Those method takes two floats representing the x,y coordinates of // the vector parameter and allow you to avoid to needlessly create a vector object : // // v2 = v1.add(new Vec2(3,4)); // v2 = v1.add_xy(3,4); //equivalent to previous line // // angles are in radians by default but method that takes angle as parameters // or return angle values usually have a variant with a '_deg' suffix that works in degrees // // The 2D vector object function Vec2(x,y){ this.x = x; this.y = y; } window.Vec2 = Vec2; // Multiply a number expressed in radiant by rad2deg to convert it in degrees var rad2deg = 57.29577951308232; // Multiply a number expressed in degrees by deg2rad to convert it to radiant var deg2rad = 0.017453292519943295; // The numerical precision used to compare vector equality var epsilon = 0.0000001; // This static method creates a new vector from polar coordinates with the angle expressed // in degrees Vec2.new_polar_deg = function(len,angle){ var v = new Vec2(len,0); return v.rotate_deg(angle); }; // This static method creates a new vector from polar coordinates with the angle expressed in // radians Vec2.new_polar = function(len,angle){ var v = new Vec2(len,0); v.rotate(angle); return v; }; // returns the length or modulus or magnitude of the vector Vec2.prototype.len = function(){ return Math.sqrt(this.x*this.x + this.y*this.y); }; // returns the squared length of the vector, this method is much faster than len() Vec2.prototype.len_sq = function(){ return this.x*this.x + this.y*this.y; }; // return the distance between this vector and the vector v Vec2.prototype.dist = function(v){ var dx = this.x - v.x; var dy = this.y - v.y; return Math.sqrt(dx*dx + dy*dy); }; // return the distance between this vector and the vector of coordinates (x,y) Vec2.prototype.dist_xy = function(x,y){ var dx = this.x - x; var dy = this.y - y; return Math.sqrt(dx*dx + dy*dy); }; // return the squared distance between this vector and the vector and the vector v Vec2.prototype.dist_sq = function(v){ var dx = this.x - v.x; var dy = this.y - v.y; return dx*dx + dy*dy; }; // return the squared distance between this vector and the vector of coordinates (x,y) Vec2.prototype.dist_sq_xy = function(x,y){ var dx = this.x - x; var dy = this.y - y; return dx*dx + dy*dy; }; // return the dot product between this vector and the vector v Vec2.prototype.dot = function(v){ return this.x*v.x + this.y*v.y; }; // return the dot product between this vector and the vector of coordinate (x,y) Vec2.prototype.dot_xy = function(x,y){ return this.x*x + this.y*y; }; // return a new vector with the same coordinates as this Vec2.prototype.clone = function(){ return new Vec2(this.x,this.y); }; // return the sum of this and vector v as a new vector Vec2.prototype.add = function(v){ return new Vec2(this.x+v.x,this.y+v.y); }; // return the sum of this and vector (x,y) as a new vector Vec2.prototype.add_xy = function(x,y){ return new Vec2(this.x+x,this.y+y); }; // returns (this - v) as a new vector where v is a vector and - is the vector substraction Vec2.prototype.sub = function(v){ return new Vec2(this.x-v.x,this.y-v.y); }; // returns (this - (x,y)) as a new vector where - is vector substraction Vec2.prototype.sub_xy = function(x,y){ return new Vec2(this.x-x,this.y-y); }; // return (this * v) as a new vector where v is a vector and * is the by component product Vec2.prototype.mult = function(v){ return new Vec2(this.x*v.x,this.y*v.y); }; // return (this * (x,y)) as a new vector where * is the by component product Vec2.prototype.mult_xy = function(x,y){ return new Vec2(this.x*x,this.y*y); }; // return this scaled by float f as a new fector Vec2.prototype.scale = function(f){ return new Vec2(this.x*f, this.y*f); }; // return the negation of this vector Vec2.prototype.neg = function(f){ return new Vec2(-this.x,-this.y); }; // return this vector normalized as a new vector Vec2.prototype.normalize = function(){ var len = this.len(); if(len == 0){ return new Vec2(0,1); }else if(len != 1){ return this.scale(1.0/len); } return new Vec2(this.x,this.y); }; // return a new vector with the same direction as this vector of length float l. (negative values of l will invert direction) Vec2.prototype.set_len = function(l){ return this.normalize().scale(l); }; // return the projection of this onto the vector v as a new vector Vec2.prototype.project = function(v){ return v.set_len(this.dot(v)); }; // return a string representation of this vector Vec2.prototype.toString = function(){ var str = ""; str += "["; str += this.x; str += ","; str += this.y; str += "]"; return str; }; //return this vector counterclockwise rotated by rad radians as a new vector Vec2.prototype.rotate = function(rad){ var c = Math.cos(rad); var s = Math.sin(rad); var px = this.x * c - this.y *s; var py = this.x * s + this.y *c; return new Vec2(px,py); }; //return this vector counterclockwise rotated by deg degrees as a new vector Vec2.prototype.rotate_deg = function(deg){ return this.rotate(deg * deg2rad); }; //linearly interpolate this vector towards the vector v by float factor alpha. // alpha == 0 : does nothing // alpha == 1 : sets this to v Vec2.prototype.lerp = function(v,alpha){ var inv_alpha = 1 - alpha; return new Vec2( this.x * inv_alpha + v.x * alpha, this.y * inv_alpha + v.y * alpha ); }; // returns the angle between this vector and the vector (1,0) in radians Vec2.prototype.angle = function(){ return Math.atan2(this.y,this.x); } // returns the angle between this vector and the vector (1,0) in degrees Vec2.prototype.angle_deg = function(){ return Math.atan2(this.y,this.x) * rad2deg; }; // returns true if this vector is equal to the vector v, with a tolerance defined by the epsilon module constant Vec2.prototype.equals = function(v){ if(Math.abs(this.x-v.x) > epsilon){ return false; }else if(Math.abs(this.y-v.y) > epsilon){ return false; } return true; }; // returns true if this vector is equal to the vector (x,y) with a tolerance defined by the epsilon module constant Vec2.prototype.equals_xy = function(x,y){ if(Math.abs(this.x-x) > epsilon){ return false; }else if(Math.abs(this.y-y) > epsilon){ return false; } return true; }; })(window); (function(window){ // A Bounding Shapes Library // A Bounding Ellipse // cx,cy : center of the ellipse // rx,ry : radius of the ellipse function BEllipse(cx,cy,rx,ry){ this.type = 'ellipse'; this.x = cx-rx; // minimum x coordinate contained in the ellipse this.y = cy-ry; // minimum y coordinate contained in the ellipse this.sx = 2*rx; // width of the ellipse on the x axis this.sy = 2*ry; // width of the ellipse on the y axis this.hx = rx; // half of the ellipse width on the x axis this.hy = ry; // half of the ellipse width on the y axis this.cx = cx; // x coordinate of the ellipse center this.cy = cy; // y coordinqte of the ellipse center this.mx = cx + rx; // maximum x coordinate contained in the ellipse this.my = cy + ry; // maximum x coordinate contained in the ellipse } window.BEllipse = BEllipse; // returns an unordered list of vector defining the positions of the intersections between the ellipse's // boundary and a line segment defined by the start and end vectors a,b BEllipse.prototype.collide_segment = function(a,b){ // http://paulbourke.net/geometry/sphereline/ collisions = [] if(a.equals(b)){ //we do not compute the intersection in this case. TODO ? return collisions; } // make all computations in a space where the ellipse is a circle // centered on zero var c = new Vec2(this.cx,this.cy); a = a.sub(c).mult_xy(1/this.hx,1/this.hy); b = b.sub(c).mult_xy(1/this.hx,1/this.hy); if(a.len_sq() < 1 && b.len_sq() < 1){ //both points inside the ellipse return collisions; } // compute the roots of the intersection var ab = b.sub(a); var A = (ab.x*ab.x + ab.y*ab.y); var B = 2*( ab.x*a.x + ab.y*a.y); var C = a.x*a.x + a.y*a.y - 1; var u = B * B - 4*A*C; if(u < 0){ return collisions; } u = Math.sqrt(u); var u1 = (-B + u) / (2*A); var u2 = (-B - u) / (2*A); if(u1 >= 0 && u1 <= 1){ var pos = a.add(ab.scale(u1)); collisions.push(pos); } if(u1 != u2 && u2 >= 0 && u2 <= 1){ var pos = a.add(ab.scale(u2)); collisions.push(pos); } for(var i = 0; i < collisions.length; i++){ collisions[i] = collisions[i].mult_xy(this.hx,this.hy); collisions[i] = collisions[i].add_xy(this.cx,this.cy); } return collisions; }; // A bounding rectangle // x,y the minimum coordinate contained in the rectangle // sx,sy the size of the rectangle along the x,y axis function BRect(x,y,sx,sy){ this.type = 'rect'; this.x = x; // minimum x coordinate contained in the rectangle this.y = y; // minimum y coordinate contained in the rectangle this.sx = sx; // width of the rectangle on the x axis this.sy = sy; // width of the rectangle on the y axis this.hx = sx/2; // half of the rectangle width on the x axis this.hy = sy/2; // half of the rectangle width on the y axis this.cx = x + this.hx; // x coordinate of the rectangle center this.cy = y + this.hy; // y coordinate of the rectangle center this.mx = x + sx; // maximum x coordinate contained in the rectangle this.my = y + sy; // maximum x coordinate contained in the rectangle } window.BRect = BRect; // Static method creating a new bounding rectangle of size (sx,sy) centered on (cx,cy) BRect.new_centered = function(cx,cy,sx,sy){ return new BRect(cx-sx/2,cy-sy/2,sx,sy); }; //intersect line a,b with line c,d, returns null if no intersection function line_intersect(a,b,c,d){ // http://paulbourke.net/geometry/lineline2d/ var f = ((d.y - c.y)*(b.x - a.x) - (d.x - c.x)*(b.y - a.y)); if(f == 0){ return null; } f = 1 / f; var fab = ((d.x - c.x)*(a.y - c.y) - (d.y - c.y)*(a.x - c.x)) * f ; if(fab < 0 || fab > 1){ return null; } var fcd = ((b.x - a.x)*(a.y - c.y) - (b.y - a.y)*(a.x - c.x)) * f ; if(fcd < 0 || fcd > 1){ return null; } return new Vec2(a.x + fab * (b.x-a.x), a.y + fab * (b.y - a.y) ); } // returns an unordered list of vector defining the positions of the intersections between the ellipse's // boundary and a line segment defined by the start and end vectors a,b BRect.prototype.collide_segment = function(a,b){ var collisions = [] var corners = [ new Vec2(this.x,this.y), new Vec2(this.x,this.my), new Vec2(this.mx,this.my), new Vec2(this.mx,this.y) ]; var pos = line_intersect(a,b,corners[0],corners[1]); if(pos) collisions.push(pos); pos = line_intersect(a,b,corners[1],corners[2]); if(pos) collisions.push(pos); pos = line_intersect(a,b,corners[2],corners[3]); if(pos) collisions.push(pos); pos = line_intersect(a,b,corners[3],corners[0]); if(pos) collisions.push(pos); return collisions; }; // returns true if the rectangle contains the position defined by the vector 'vec' BRect.prototype.contains_vec = function(vec){ return ( vec.x >= this.x && vec.x <= this.mx && vec.y >= this.y && vec.y <= this.my ); }; // returns true if the rectangle contains the position (x,y) BRect.prototype.contains_xy = function(x,y){ return ( x >= this.x && x <= this.mx && y >= this.y && y <= this.my ); }; // returns true if the ellipse contains the position defined by the vector 'vec' BEllipse.prototype.contains_vec = function(v){ v = v.mult_xy(this.hx,this.hy); return v.len_sq() <= 1; }; // returns true if the ellipse contains the position (x,y) BEllipse.prototype.contains_xy = function(x,y){ return this.contains(new Vec2(x,y)); }; })(window);