gl-vec2
Part of a fork of @toji's
gl-matrix split into smaller pieces: this
package contains glMatrix.vec2
.
Usage
vec2 = require('gl-vec2')
Will load all of the module's functionality and expose it on a single
object. Note that any of the methods may also be required directly
from their files.
For example, the following are equivalent:
var scale = require('gl-vec2').scale
var scale = require('gl-vec2/scale')
API
add(out:vec2, a:vec2, b:vec2)
Adds two vec2's
ceil(out:vec2, a:vec2)
Math.ceil
the components of a vec2
clone(a:vec2)
Creates a new vec2 initialized with values from an existing vector
copy(out:vec2, a:vec2)
Copy the values from one vec2 to another
create()
Creates a new, empty vec2
cross(out:vec3, a:vec2, b:vec2)
Computes the cross product of two vec2's
Note that the cross product must by definition produce a 3D vector
distance(a:vec2, b:vec2)
Calculates the euclidian distance between two vec2's. Aliased as dist
.
divide(out:vec2, a:vec2, b:vec2)
Divides two vec2's. Aliased as div
.
dot(a:vec2, b:vec2)
Calculates the dot product of two vec2's
equals(a:vec2, b:vec2)
Returns whether or not the vectors have approximately the same elements in the same position.
exactEquals(a:vec2, b:vec2)
Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
floor(out:vec2, a:vec2)
Math.floor
the components of a vec2
forEach(a:Array, stride:Number, offset:Number, count:Number, fn:Function, [arg]:Object)
Perform some operation over an array of vec2s.
fromValues(x:Number, y:Number)
Creates a new vec2 initialized with the given values
inverse(out:vec2, a:vec2)
Returns the inverse of the components of a vec2
length(a:vec2)
Calculates the length of a vec2. Aliased as len
.
lerp(out:vec2, a:vec2, b:vec2, t:Number)
Performs a linear interpolation between two vec2's
limit(out:vec2, a:vec2, max:Number)
Limit the magnitude of this vector to the value used for the max
parameter
max(out:vec2, a:vec2, b:vec2)
Returns the maximum of two vec2's
min(out:vec2, a:vec2, b:vec2)
Returns the minimum of two vec2's
multiply(out:vec2, a:vec2, b:vec2)
Multiplies two vec2's. Aliased as mul
.
negate(out:vec2, a:vec2)
Negates the components of a vec2
normalize(out:vec2, a:vec2)
Normalize a vec2
random(out:vec2, [scale]:Number)
Generates a random vector with the given scale
round(out:vec2, a:vec2)
Math.round
the components of a vec2
rotate(out:vec2, a:vec2, angle:Number)
Rotates a vec2 by an angle (in radians)
scale(out:vec2, a:vec2, b:Number)
Scales a vec2 by a scalar number
scaleAndAdd(out:vec2, a:vec2, b:vec2, scale:Number)
Adds two vec2's after scaling the second operand by a scalar value
set(out:vec2, x:Number, y:Number)
Set the components of a vec2 to the given values
squaredDistance(a:vec2, b:vec2)
Calculates the squared euclidian distance between two vec2's. Aliased as sqrDist
.
squaredLength(a:vec2)
Calculates the squared length of a vec2. Aliased as sqrLen
.
subtract(out:vec2, a:vec2, b:vec2)
Subtracts vector b from vector a. Aliased as sub
.
transformMat2(out:vec2, a:vec2, m:mat2)
Transforms the vec2 with a mat2
transformMat2d(out:vec2, a:vec2, m:mat2d)
Transforms the vec2 with a mat2d
transformMat3(out:vec2, a:vec2, m:mat3)
Transforms the vec2 with a mat3
3rd vector component is implicitly '1'
transformMat4(out:vec2, a:vec2, m:mat4)
Transforms the vec2 with a mat4
3rd vector component is implicitly '0'
4th vector component is implicitly '1'
License
zlib. See LICENSE.md for details.