js-2dmath
Fast 2d geometry math: Vector2, Rectangle, Circle, Matrix2x3 (2D transformation), Circle, BoundingBox, Line2, Segment2, Intersections, Distances, Transitions (animation/tween), Noise, Random numbers.
So the objective is "Be fast"
Help needed / TODO LIST
- API completeness
- Testing
- did I miss anything useful?
Performance? HOW?/TIPS
- avoid new
- use arrays instead of objects, this is huge performance boost!
- avoid creating unnecessary variables.
- cache every function call to a single variable. example: Vec2.add -> vec2_add
- avoid return new arrays (except for create/clone)
- if you access two time an array, cache it
I'm sure i miss some of my own performance tips, PR if you find any error or find a better way!
Browser
npm run-script browserify
Will generate js-2dmath-browser.js that you can include in any browser.
API
This doc is autogenerated with falafel see doc.js for more fun! :)
Vec2, Line2, Segment2, Rectangle, BB2, Circle, Matrix2D, Polygon, Beizer, Triangle, Intersection, Distance
Vec2
-
create (x: Number, y: Number): Vec2
Create a Vec2 given two coords
-
dFromPolar (length: Number, degrees: Number (Degrees)): Vec2
Create a Vec2 given length and angle
-
fromPolar (length: Number, radians: Number (Radians)): Vec2
Create a Vec2 given length and angle
-
zero (): Vec2
Create an empty Vec2
-
clone (v1: Vec2): Vec2
Clone given vec2
-
equals (v1: Vec2, v2: Vec2): Boolean
Returns true if both vectors are equal(same coords)
-
equalsEpsilon (v1: Vec2, v2: Vec2): Boolean
Returns true if both vectors are "almost(Math.EPS)" equal
-
gt (v1: Vec2, v2: Vec2): Boolean
Returns true both coordinates of v1 area greater than v2
-
lt (v1: Vec2, v2: Vec2): Boolean
Returns true both coordinates of v1 area lesser than v2
-
near (v1: Vec2, v2: Vec2, dist: Number): Boolean
Returns true if the distance between v1 and v2 is less than dist.
-
isValid (v1: Vec2): Boolean
The vector does not contain any not number value: ±Infinity || NaN
-
isNaN (v1: Vec2): Boolean
Any coordinate is NaN
-
copy (out: Vec2, v1: Vec2): Vec2
Copy v1 into out
-
negate (out: Vec2, v1: Vec2): Vec2
Negate v1 and return it into out
-
perpendicular (out: Vec2, v1: Vec2): Vec2
Negate v1 and return it into out
- normalize (out: Vec2, v1: Vec2): Vec2
- rperpendicular (out: Vec2, v1: Vec2): Vec2
-
lerp (out: Vec2, v1: Vec2, v2: Vec2, t: Number): Vec2
Linearly interpolate between a and b.
-
lerpconst (out: Vec2, v1: Vec2, v2: Vec2, d: Number): Vec2
Linearly interpolate between v1 towards v2 by distance d.
-
slerp (out: Vec2, v1: Vec2, v2: Vec2, t: Number): Vec2
Spherical linearly interpolate between v1 and v2.
-
slerpconst (out: Vec2, v1: Vec2, v2: Vec2, radians: Number (Radians)): Vec2
Spherical linearly interpolate between v1 towards v2 by no more than angle a in radians.
-
forAngle (v1: Vec2, radians: Number (Radians)): Vec2
Returns the unit length vector for the given angle(in radians).
-
project (out: Vec2, v1: Vec2, v2: Vec2): Vec2
Returns the vector projection of v1 onto v2.
-
rotate (out: Vec2, v1: Vec2, radians: Number (Radians), center: Vec2): Vec2
Rotates the point by the given angle around an optional center point.
The object itself is not modified.
Read more about angle units and orientation in the description of the
{@link #angle} property.
- rotateVec (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- unrotateVec (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- midPoint (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- reflect (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- subtract (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- subtract2 (out: Vec2, v1: Vec2, x: Number, y: Number): Vec2
- add (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- add2 (out: Vec2, v1: Vec2, x: Number, y: Number): Vec2
- multiply (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- multiply2 (out: Vec2, v1: Vec2, x: Number, y: Number): Vec2
- divide (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- divide2 (out: Vec2, v1: Vec2, x: Number, y: Number): Vec2
- scale (out: Vec2, v1: Vec2, factor: Number): Vec2
- max (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- min (out: Vec2, v1: Vec2, v2: Vec2): Vec2
- abs (out: Vec2, v1: Vec2): Vec2
- scaleAndAdd (out: Vec2, v1: Vec2, v2: Vec2, factor: Number): Vec2
- clamp (out: Vec2, v1: Vec2, length: Number): Vec2
- magnitude (v1: Vec2, v2: Vec2): Number
-
compare (v1: Vec2, v2: Vec2): Number
0 equal, 1 top, 2 top-right, 3 right, 4 bottom right, 5 bottom, 6 bottom-left, 7 left, 8 top-left
-
dot (v1: Vec2, v2: Vec2): Number
Vector dot product.
- cross (v1: Vec2, v2: Vec2): Number
- toAngle (v1: Vec2): Number
-
distance (v1: Vec2, v2: Vec2): Number
Returns the distance between v1 and v2.
-
sqrDistance (v1: Vec2, v2: Vec2): Number
you length only need to compare lengths.
-
length (v1: Vec2): Number
Returns the length.
- sqrLength (v1: Vec2): Number
-
within (v1: Vec2, v2: Vec2, v3: Vec2): Number
Return true if v2 is between v1 and v3(inclusive)
-
$within (px: Number, py: Number, qx: Number, qy: Number, rx: Number, ry: Number): Number
Return true if q is between p and r(inclusive)
Line2
- create (x: Number, y: Number, m: Number): Line2
- fromPoints (x1: Number, y1: Number, x2: Number, y2: Number): Line2
- fromSegment2 (seg2: Segment2): Line2
- copy (out: Line2, l1: Line2): Line2
- clone (l1: Line2): Line2
- add (out: Line2, l1: Line2, v1: Vec2): Line2
- subtract (out: Line2, l1: Line2, v1: Vec2): Line2
- parallel (out: Line2, l1: Line2): Line2
Segment2
- create (x1: Number, y1: Number, x2: Number, y2: Number): Segment2
- clone (seg2: Segment2): Segment2
- copy (out: Segment2, seg2: Segment2): Segment2
- translate (out: Segment2, seg2: Segment2, vec2: Vec2): Segment2
- length (seg2: Segment2): Number
- sqrLength (seg2: Segment2): Number
- cross (seg2: Segment2, vec2: Vec2): Number
- collinear (seg2: Segment2, vec2: Vec2): Boolean
- inside (seg2: Segment2, vec2: Vec2): Boolean
- closestPoint (out_vec2: Segment2, seg2: Segment2, vec2: Vec2): Vec2
- $closestPoint (out_vec2: Segment2, x1: Number, y1: Number, x2: Number, y2: Number, x3: Number, y3: Number): Vec2
- $collinear (x1: Number, y1: Number, x2: Number, y2: Number, x3: Number, y3: Number): Boolean
- $inside (x1: Number, x2: Number, y1: Number, y2: Number, x3: Number, y3: Number): Boolean
Rectangle
-
create (x1: Number, y1: Number, x2: Number, y2: Number): Rectangle
Rectangle is an array with [a: Vec2, b: Vec2, normalized: Boolean]
- fromBB (bb2: BB2): Rectangle
- zero (): Rectangle
- clone (rect: Rectangle): Rectangle
- copy (out: Rectangle, rect: Rectangle): Rectangle
-
normalize (out: Rectangle, rect: Rectangle, force: Boolean): Rectangle
a -> bottom-left
a -> top-right
- center (out_vec2: Vec2, rect: Rectangle): Vec2
- translate (out: Rectangle, rect: Rectangle, vec2: Vec2): Rectangle
- distance (rect: Rectangle, rect2: Rectangle): Number
- area (rect: Rectangle): Number
BB2
- TOPLEFT = 1
- TOPMIDDLE = 2
- TOPRIGHT = 3
- CENTERLEFT = 4
- CENTER = 5
- CENTERRIGHT = 6
- BOTTOMLEFT = 7
- BOTTOM = 8
- BOTTOMRIGHT = 9
-
create (l: Number, b: Number, r: Number, t: Number): BB2
BoundingBox2 is an array [left: Number, bottom: Number, right: Number, top: Number, nomalized: Boolean]
- fromCircle (circle: Circle): BB2
- fromRectangle (rect: Rectangle): BB2
- zero (): BB2
- clone (bb2: BB2): BB2
- copy (out: BB2, bb2: BB2): BB2
- merge (out: BB2, bb2_1: BB2, bb2_2: BB2): BB2
- offsetMerge (out: BB2, bb2_1: BB2, bb2_2: BB2, vec2_offset: Vec2): BB2
-
osMerge (out: BB2, bb2_1: BB2, bb2_2: BB2, vec2_offset: Vec2, vec2_scale: Vec2): BB2
offset & scale merge
- area (bb2: BB2): Number
- normalize (out: BB2, bb2: BB2): BB2
- translate (out: BB2, bb2: BB2, vec2: Vec2): BB2
- clampVec (out_vec2: Vec2, bb2: BB2, vec2: Vec2): Vec2
-
align (out_vec2: Vec2, bb2: BB2, alignament: Number): Vec2
alignament values: BB2.TOPLEFT, BB2.TOPMIDDLE, BB2.TOPRIGHT, BB2.CENTERLEFT, BB2.CENTER, BB2.CENTERRIGHT, BB2.BOTTOMLEFT, BB2.BOTTOM, BB2.BOTTOMRIGH
Circle
- create (x: Number, y: Number, radius: Number): Circle
- clone (circle: Circle): Circle
- copy (out: Circle, circle: Circle): Circle
- translate (out: Circle, circle: Circle, vec2: Vec2): Circle
- distance (circle: Circle, circle_2: Circle): Number
- length (circle: Circle): Number
- area (circle: Circle): Number
Matrix2D
-
create (): Matrix2D
Creates a new identity 2x3 matrix
-
fromPoints (): Matrix2D
Creates a new matrix given 4 points(a Rectangle)
-
copy (out: Matrix2D, m2d: Matrix2D): Matrix2D
Copy m2d into out
-
identity (out: Matrix2D): Matrix2D
Copy m2d into out
-
dRotate (out: Matrix2D, m2d: Matrix2D, degrees: Number (Degrees)): Matrix2D
Rotates a Matrix2D by the given angle in degrees(increment rotation)
@note increment rotation
-
rotate (out: Matrix2D, m2d: Matrix2D, radians: Number (Radians)): Matrix2D
Rotates a Matrix2D by the given angle in radians(increment rotation)
@note increment rotation
-
dRotation (out: Matrix2D, m2d: Matrix2D, degrees: Number (Degrees)): Matrix2D
Set rotation of a Matrix2D by the given angle in degrees(set rotation)
@note set rotation
-
rotation (out: Matrix2D, m2d: Matrix2D, radians: Number (Radians)): Matrix2D
Set rotation of a Matrix2D by the given angle in radians(set rotation)
@note set rotation
-
translate (out: Matrix2D, m2d: Matrix2D, vec2: Vec2): Matrix2D
Translates given Matrix2D by the dimensions in the given vec2
@note This translation is affected by rotation/skew
@note increment position
see: gTranslate
-
gTranslate (out: Matrix2D, m2d: Matrix2D, vec2: Vec2): Matrix2D
Translates given Matrix2D by the dimensions in the given vec2
@note This translation is NOT affected by rotation/skew
@note increment position
see: translate
-
position (out: Matrix2D, m2d: Matrix2D, vec2: Vec2): Matrix2D
Set Matrix2D position
@note This translation is NOT affected by rotation/skew
@note set position
see: gTranslate
see: translate
-
scale (out: Matrix2D, m2d: Matrix2D, vec2: Vec2): Matrix2D
Scales the Matrix2D by the dimensions in the given vec2
@note incremental scale
@note do not affect position
see: scalation
-
scalation (out: Matrix2D, m2d: Matrix2D, vec2: Vec2): Matrix2D
Set the Matrix2D scale by the dimensions in the given vec2
@note set scale
@note do not affect position
see: scale
-
dSkewX (out: Matrix2D, m2d: Matrix2D, degrees: Number (Degrees)): Matrix2D
Increment the Matrix2D x-skew by given degrees
@note increment skewX
see: skewX
-
skewX (out: Matrix2D, m2d: Matrix2D, radians: Number (Radians)): Matrix2D
Increment the Matrix2D x-skew by given radians
@note increment skewX
-
dSkewY (out: Matrix2D, m2d: Matrix2D, degrees: Number (Degrees)): Matrix2D
Increment the Matrix2D y-skew by given degrees
@note increment skewY
-
skewY (out: Matrix2D, m2d: Matrix2D, radians: Number (Radians)): Matrix2D
Increment the Matrix2D y-skew by given radians
@note increment skewY
-
dSkew (out: Matrix2D, m2d: Matrix2D, vec2_degrees: Vec2 (Degrees)): Matrix2D
Increment the Matrix2D skew y by given degrees in vec2_degrees
@note increment skew
see: dSetSkew
-
skew (out: Matrix2D, m2d: Matrix2D, vec2: Vec2): Matrix2D
Increment the Matrix2D skew y by given radians in vec2
@note increment skew
-
dSetSkew (out: Matrix2D, m2d: Matrix2D, vec2_degrees: Vec2 (Degrees)): Matrix2D
Set the Matrix2D skew y by given degrees in vec2_degrees
@note set skew
see: setSkew
-
setSkew (out: Matrix2D, m2d: Matrix2D, vec2: Vec2): Matrix2D
Set the Matrix2D skew y by given radians in vec2
@note set skew
-
multiply (out: Matrix2D, m2d: Matrix2D, m2d_2: Matrix2D): Matrix2D
Multiplies two Matrix2D's
-
multiplyVec2 (out_vec2: Vec2, m2d: Matrix2D, vec2: Vec2): Vec2
Multiplies a Matrix2D and a Vec2
-
getPosition (out_vec2: Vec2, m2d: Matrix2D): Vec2
Retrieve current position as Vec2
-
getScale (out_vec2: Vec2, m2d: Matrix2D): Vec2
Retrieve current scale as Vec2
-
getSkew (out_vec2: Vec2, m2d: Matrix2D): Vec2
Retrieve current skew as Vec2
-
reflect (out: Matrix2D, m2d: Matrix2D): Matrix2D
Alias of rotate 180º(PI)
- inverse (out: Matrix2D, m2d: Matrix2D)
- transpose (out: Matrix2D, m2d: Matrix2D)
- determinant (out: Matrix2D, m2d: Matrix2D)
-
translationMatrix (x: Number, y: Number): Matrix2D
Returns a 3x2 2D column-major translation matrix for x and y.
-
dSkewXMatrix (degrees: Number (Degrees)): Matrix2D
Returns a 3x2 2D column-major y-skew matrix for the given degrees.
-
skewXMatrix (radians: Number (Radians)): Matrix2D
Returns a 3x2 2D column-major y-skew matrix for the given radians.
-
dSkewYMatrix (degrees: Number (Degrees)): Matrix2D
Returns a 3x2 2D column-major y-skew matrix for the given degrees.
-
skewYMatrix (radians: Number (Radians)): Matrix2D
Returns a 3x2 2D column-major y-skew matrix for the given radians.
-
scalingMatrix (x: Number, y: Number)
Returns a 3x2 2D column-major scaling matrix for sx and sy.
Polygon
- create (): Polygon
- centroid (out_vec2: Segment2, poly: Polygon): Vec2
- recenter (out: Polygon, poly: Polygon): Polygon
- area (poly: Polygon): Number
Beizer
- cubic (cp0x: Number, cp0y: Number, cp1x: Number, cp1y: Number, cp2x: Number, cp2y: Number, cp3x: Number, cp3y: Number): Beizer
- quadric (cp0x: Number, cp0y: Number, cp1x: Number, cp1y: Number, cp2x: Number, cp2y: Number): Beizer
- get (out_vec2: Segment2, curve: Beizer, t: Number): Vec2
-
length (curve: Beizer, step: Number): Number
Calculate the curve length by incrementally solving the curve every substep=CAAT.Curve.k. This value defaults
to .05 so at least 20 iterations will be performed.
@todo some kind of cache maybe it's needed!
Triangle
- create (x1: Number, y1: Number, x2: Number, y2: Number, x3: Number, y3: Number): Triangle
- zero (): Triangle
- clone (tri: Triangle): Triangle
- copy (out: Triangle, tri: Triangle): Triangle
- centroid (out_vec2: Vec2, tri: Triangle): Vec2
- incenter (out_vec2: Vec2, tri: Triangle): Vec2
- circumcenter (out_vec2: Vec2, tri: Triangle): Vec2
- area (tri: Triangle): Number
- translate (out: Triangle, tri: Triangle, vec2: Vec2): Triangle
Intersection
- OUTSIDE = 1
- PARALLEL = 2
- COLLIDE = 8
- INSIDE = 4
- COINCIDENT = 16
- TANGENT = 32
- near (num: Number, num2: Number)
- $rectangle_rectangle (x1: Number, y1: Number, x2: Number, y2: Number, x3: Number, y3: Number, x4: Number, y4: Number, collision: Boolean, distance: Boolean)
- $rectangle_vec2 (x1: Number, y1: Number, x2: Number, y2: Number, x3: Number, y3: Number, collision: Boolean, distance: Boolean)
- $circle_segment2 (cx: Number, cy: Number, r: Number, x1: Number, y1: Number, x2: Number, y2: Number, collision: Boolean, distance: Boolean)
-
$circle_rectangle (cx: Number, cy: Number, r: Number, x1: Number, y1: Number, x2: Number, y2: Number, collision: Boolean, distance: Boolean)
Use LineP1 instead of LocalP1 because we want our answer in global
space, not the circle's local space
- bb2_bb2 (bb2_1: BB2, bb2_2: BB2, collision: Boolean, distance: Boolean)
- bb2_vec2 (bb2: BB2, vec2: Vec2, collision: Boolean, distance: Boolean)
- vec2_bb2 (vec2: Vec2, bb2: BB2, collision: Boolean, distance: Boolean)
-
rectangle_rectangle (rect1: Rectangle, rect2: Rectangle, collision: Boolean, distance: Boolean)
TODO segments of collision
-
bb2_rectangle (bb2: BB2, rect: Rectangle, collision: Boolean, distance: Boolean)
TODO segments of collision
- rectangle_bb2 (rect: Rectangle, bb2: BB2, collision: Boolean, distance: Boolean)
- rectangle_vec2 (rect: Rectangle, vec2: Vec2, collision: Boolean, distance: Boolean)
- vec2_rectangle (vec2: Vec2, rect: Rectangle, collision: Boolean, distance: Boolean)
- circle_vec2 (circle: Circle, vec2: Vec2, collision: Boolean, distance: Boolean)
- vec2_circle (vec2: Vec2, circle: Circle, collision: Boolean, distance: Boolean)
- circle_circle (circle_1: Circle, circle_2: Circle, collision: Boolean, distance: Boolean)
- circle_bb2 (circle: Circle, bb2: BB2, collision: Boolean, distance: Boolean)
- bb2_circle (bb2: BB2, circle: Circle, collision: Boolean, distance: Boolean)
- circle_rectangle (circle: Circle, rect: Rectangle, collision: Boolean, distance: Boolean)
- rectangle_circle (rect: Rectangle, circle: Circle, collision: Boolean, distance: Boolean)
- circle_segment2 (circle: Circle, seg2: Segment2, collision: Boolean, distance: Boolean)
- segment2_circle (seg2: Segment2, circle: Circle, collision: Boolean, distance: Boolean)
- line2_line2 (line2_1: Line2, line2_2: Line2, collision: Boolean, distance: Boolean)
- segment2_segment2 (seg2_1: Segment2, seg2_2: Segment2, collision: Boolean, distance: Boolean)
-
segment2_vec2 (seg2: Segment2, vec2: Vec2)
Is the intersection along the the segments
- vec2_segment2 (vec2: Vec2, seg2: Segment2)
Distance
- fourPoints (x1: Number, y1: Number, x2: Number, y2: Number)
- sqrFourPoints (x1: Number, y1: Number, x2: Number, y2: Number)
- line2_vec2 (line2: Line2, vec2: Vec2)
- segment2_vec2 (seg2: Segment2, vec2: Vec2)
- rectangle_vec2 (rect: Rectangle, vec2: Vec2)
Transitions
- linear (zero)
- create (name, transition)
- Pow (pos)
- PowIn (pos)
- PowOut (pos)
- PowInOut (pos)
- Expo (pos)
- ExpoIn (pos)
- ExpoOut (pos)
- ExpoInOut (pos)
- Circ (pos)
- CircIn (pos)
- CircOut (pos)
- CircInOut (pos)
- Sine (pos)
- SineIn (pos)
- SineOut (pos)
- SineInOut (pos)
- Back (pos)
- BackIn (pos)
- BackOut (pos)
- BackInOut (pos)
- Bounce (pos)
- BounceIn (pos)
- BounceOut (pos)
- BounceInOut (pos)
- Elastic (pos)
- ElasticIn (pos)
- ElasticOut (pos)
- ElasticInOut (pos)
- Quad (pos)
- QuadIn (pos)
- QuadOut (pos)
- QuadInOut (pos)
- Cubic (pos)
- CubicIn (pos)
- CubicOut (pos)
- CubicInOut (pos)
- Quart (pos)
- QuartIn (pos)
- QuartOut (pos)
- QuartInOut (pos)
- Quint (pos)
- QuintIn (pos)
- QuintOut (pos)
- QuintInOut (pos)
- LINK bject
- animate (obj, prop, values, ioptions)
- tween (obj, params, options)
Xorshift
- create ()
Noise
- createClassic (seed)
- createSimpleX (seed)