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241 changes: 187 additions & 54 deletions types/global.d.ts
Original file line number Diff line number Diff line change
@@ -1,56 +1,189 @@
declare module 'vec2' {
export default class Vec2 {
public x: number
public y: number
public length: () => number
public lengthSquared: () => number
public distance: (vec: Vec2) => number
public nearest: (vecs: Vec2[]) => Vec2
public clone: () => Vec2
public set: (
((x: number, y: number) => Vec2) &
((vec: Vec2) => Vec2)
)
public zero: () => Vec2
public negate: (returnNew?: boolean) => Vec2
public normalize: (returnNew?: boolean) => Vec2
public add: addSub
public subtract: addSub
public multiply: mulDiv
public divide: mulDiv
public rotate: (radians: number, inverse?: boolean, returnNew?: boolean) => Vec2
public angleTo: (vec: Vec2) => number
public change: (fn: any) => void
public ignore: (fn: any) => void
public equal: (
((x: number, y: number) => Vec2) &
((vec: Vec2) => Vec2) &
((pos: [number, number]) => Vec2)
)
public abs: (returnNew?: boolean) => Vec2
public min: (vec: Vec2) => Vec2
public max: (vec: Vec2) => Vec2
public clamp: (low: Vec2, high: Vec2, returnNew?: boolean) => Vec2
public lerp: (vec: Vec2, amount: number, returnNew?: boolean) => Vec2
public skew: (returnNew?: boolean) => Vec2
public dot: () => number
public perpDot: () => number
public isPointOnLine: (start: {x: number, y: number}, end: {x: number, y: number}) => boolean
public toArray: () => [number, number]
public fromArray: (arr: [number, number]) => Vec2
public toJson: () => {x: number, y: number}
public toString: () => string
constructor(x?: number, y?: number)
}

type addSub = (
((x: number, y: number, returnNew?: boolean) => Vec2) &
((vec: Vec2, returnNew?: boolean) => Vec2) &
((pos: [number, number], returnNew?: boolean) => Vec2)
)

type mulDiv = (
(addSub) &
((scalar: number, returnNew?: boolean) => Vec2)
)
/**
* A generic library useful when you need to work with points/vectors in 2d space.
*/
export default class Vec2 {
public readonly x: number;
public readonly y: number;
Comment on lines +5 to +7
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Maybe, remove the readonly from x and y? It produces lint errors when I just want to change a value fast without extra function call

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I think it should stay readonly.
There are no setters implemented. The values are just simple attributes.

If you set the values directly, it would be like calling the set() function with notify = false.
From the docs:

none of the observers will be called.

Also, the internal clean() function would not be called. It validates the values.

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True. Forgot the observers.

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No problem 😅


/**
* Add an observer `fn` that will be called whenever this vector changes. Calling this method without a function causes it to notify observers.
* `fn` signature: `function(vec, prev) {}` - where `prev` is a clone of the vector before the last operation.
* this function returns the passed `fn`
*/
public change(fn?: (vec: Vec2, prev: Vec2) => any): Vec2;

/**
* Pass a `fn` to remove it from the observers list. Calling this function without a `fn` will remove all observers.
*/
public ignore(fn: Function): Vec2;

/**
* Sets the `x` and `y` coordinates of this vector. If `false` is passed for `notify`, none of the observers will be called.
*/
public set(x: number, y: number, notify?: boolean): Vec2;
public set(vec: Vec2, notify?: boolean): Vec2;

/**
* Sets the `x` and `y` of this vector to `0`
*/
public zero(): Vec2;

/**
* Returns a clone of this vector.
* _Note_: this does not clone observers
*/
public clone(): Vec2;

/**
* Negate the `x` and `y` coords of this vector. If `returnNew` is truthy, a new vector with the negated coordinates will be returned.
*/
public negate(returnNew?: boolean): Vec2;

/**
* Add the `x` and `y` to this vector's coordinates.
* If `returnNew` is truthy, return a new vector containing the resulting coordinates. Otherwise apply them to this vector and return it.
*/
public add(x: number, y: number, returnNew?: boolean): Vec2;
public add(vec: Vec2, returnNew?: boolean): Vec2;
public add(pos: [number, number], returnNew?: boolean): Vec2;

public subtract(x: number, y: number, returnNew?: boolean): Vec2;
public subtract(vec: Vec2, returnNew?: boolean): Vec2;
public subtract(pos: [number, number], returnNew?: boolean): Vec2;

/**
* Multiply this vectors components with the incoming, returning a clone if `returnNew` is truthy.
*/
public multiply(x: number, y: number, returnNew?: boolean): Vec2;
public multiply(vec: Vec2, returnNew?: boolean): Vec2;
public multiply(pos: [number, number], returnNew?: boolean): Vec2;
public multiply(scalar: number, returnNew?: boolean): Vec2;

/**
* Divide this vectors components by the incoming, returning a clone if `returnNew` is truthy.
* _note_: this method will throw if you attempt to divide by zero or pass values that cause NaNs
*/
public divide(x: number, y: number, returnNew?: boolean): Vec2;
public divide(vec: Vec2, returnNew?: boolean): Vec2;
public divide(pos: [number, number], returnNew?: boolean): Vec2;
public divide(scalar: number, returnNew?: boolean): Vec2;

/**
* Rotate this vector's cordinates around `(0,0)`. If `returnNew` is specified, a new `Vec2` will be created and populated with the result and returned. Otherwise the result is applied to this vector and `this` is returned.
* @param radians
* @param inverse inverts the direction of the rotation
* @param returnNew causes the result to be applied to a new `Vec2`, otherwise the result is applied to `this`
*/
public rotate(radians: number, inverse?: boolean, returnNew?: boolean): Vec2;

/**
* Returns the length of this vector from `(0,0)`
*/
public length(): number;

/**
* Returns the length of this vector prior to the `Math.sqrt` call.
* This is usefull when you don't need to know the actual distance, but need a normalized value to compare with another `Vec2#lengthSquared` or similar.
*/
public lengthSquared(): number;

/**
* Distance between this vector and the incoming
*/
public distance(vec: Vec2): number;

/**
* Closest vector in array to this vector.
*/
public nearest(vecs: Vec2[]): Vec2;

/**
* Normalizes this vector. If `returnNew` is truthy, a new vector populated with the normalized coordinates will be returned.
*/
public normalize(returnNew?: boolean): Vec2;

/**
* returns true if the incoming coordinates are the same as this vector's
*/
public equal(x: number, y: number): boolean;
public equal(vec: Vec2): boolean;
public equal(pos: [number, number]): boolean;

/**
* Return a `Vec2` that contains the absolute value of each of this vector's parts.
* @param returnNew If `returnNew` is truthy, create a new `Vec2` and return it. Otherwise apply the absolute values to to `this`.
*/
public abs(returnNew?: boolean): Vec2;

/**
* Return a `Vec2` consisting of the smallest values from this vector and the incoming
* When returnNew is truthy, a new `Vec2` will be returned otherwise the minimum values in either this or `vec` will be applied to this vector.
*/
public min(vec: Vec2): Vec2;

/**
* Return a `Vec2` consisting of the largest values from this vector and the incoming
* When returnNew is truthy, a new `Vec2` will be returned otherwise the maximum values in either `this` or `vec` will be applied to this vector.
*/
public max(vec: Vec2): Vec2;

/**
* Clamp the coordinates of this vector to the high/low of the incoming vec2s. If `returnNew` apply the result to the new vector and return. Otherwise apply to this vector.
*/
public clamp(low: Vec2, high: Vec2, returnNew?: boolean): Vec2;


/**
* Perform linear interpolation between this vector and the incoming.
* @param vec
* @param amount The percentage along the path to place the vector
* @param returnNew If `truthy`, apply the result to a new vector and return it, otherwise return `this`
*/
public lerp(vec: Vec2, amount: number, returnNew?: boolean): Vec2;

/**
* Returns a vector set with the `(-y,x)` coordinates of this vector.
* @param returnNew A new vector is created and the operation is applied to the new vector.
*/
public skew(returnNew?: boolean): Vec2;

public dot(): number;

public perpDot(): number;

/**
* returns the angle from this vector to the incoming.
*/
public angleTo(vec: Vec2): number;

/**
* where `start` and `end` are vec2-like (e.g. `start.x` and `start.y`)
*/
public isPointOnLine(start: { x: number, y: number }, end: { x: number, y: number }): boolean;

/**
* @return `[x, y]`
*/
public toArray(): [number, number];

/**
* Applies the `[0]` to `this.x` and `[1]` to `this.y`
*/
public fromArray(arr: [number, number]): Vec2;

/**
* @return `{ x: ..., y: ...}`
*/
public toJson(): { x: number, y: number };

/**
* @return `'(x, y)'`
*/
public toString(): string;

constructor(x?: number, y?: number);
constructor(xy: number[]);
}

}