mirror of
https://github.com/tengge1/ShadowEditor.git
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481 lines
9.3 KiB
C#
481 lines
9.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace THREE.Math
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{
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public class Vector2
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{
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public double x = 0.0;
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public double y = 0.0;
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public Vector2(double x = 0, double y = 0)
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{
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this.x = x;
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this.y = y;
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}
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public double width
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{
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get
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{
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return this.x;
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}
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set
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{
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this.x = value;
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}
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}
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public double height
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{
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get
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{
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return this.y;
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}
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set
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{
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this.y = value;
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}
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}
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public const bool isVector2 = true;
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public Vector2 Set(double x, double y)
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{
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this.x = x;
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this.y = y;
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return this;
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}
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public Vector2 SetScalar(double scalar)
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{
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this.x = scalar;
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this.y = scalar;
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return this;
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}
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public Vector2 SetX(double x)
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{
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this.x = x;
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return this;
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}
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public Vector2 SetY(double y)
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{
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this.y = y;
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return this;
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}
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public Vector2 SetComponent(int index, double value)
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{
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switch (index)
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{
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case 0:
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this.x = value;
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break;
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case 1:
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this.y = value;
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break;
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default:
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throw new Exception($"index is out of range: {index}");
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}
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return this;
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}
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public double GetComponent(int index)
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{
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switch (index)
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{
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case 0:
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return this.x;
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case 1:
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return this.y;
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default:
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throw new Exception($"index is out of range: {index}");
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}
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}
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public Vector2 Clone(Vector2 v)
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{
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this.x = v.x;
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this.y = v.y;
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return this;
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}
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public Vector2 Add(Vector2 v, Vector2 w = null)
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{
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if (w != null)
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{
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Console.WriteLine("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.");
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return this.AddVectors(v, w);
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}
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this.x += v.x;
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this.y += v.y;
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return this;
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}
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public Vector2 AddScalar(double s)
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{
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this.x += s;
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this.y += s;
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return this;
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}
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public Vector2 AddVectors(Vector2 a, Vector2 b)
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{
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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return this;
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}
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public Vector2 AddScaledVector(Vector2 v, double s)
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{
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this.x += v.x * s;
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this.y += v.y * s;
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return this;
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}
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public Vector2 Sub(Vector2 v, Vector2 w = null)
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{
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if (w != null)
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{
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Console.WriteLine("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.");
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return this.SubVectors(v, w);
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}
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this.x -= v.x;
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this.y -= v.y;
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return this;
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}
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public Vector2 SubScalar(double s)
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{
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this.x -= s;
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this.y -= s;
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return this;
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}
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public Vector2 SubVectors(Vector2 a, Vector2 b)
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{
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this.x = a.x - b.x;
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this.y = a.y - b.y;
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return this;
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}
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public Vector2 Multiply(Vector2 v)
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{
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this.x *= v.x;
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this.y *= v.y;
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return this;
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}
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public Vector2 MultiplyScalar(double scalar)
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{
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this.x *= scalar;
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this.y *= scalar;
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return this;
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}
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public Vector2 Divide(Vector2 v)
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{
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this.x /= v.x;
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this.y /= v.y;
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return this;
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}
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public Vector2 DivideScalar(double scalar)
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{
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return this.MultiplyScalar(1 / scalar);
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}
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public Vector2 ApplyMatrix3(Matrix3 m)
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{
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double x = this.x, y = this.y;
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var e = m.elements;
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this.x = e[0] * x + e[3] * y + e[6];
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this.y = e[1] * x + e[4] * y + e[7];
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return this;
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}
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public Vector2 Min(Vector2 v)
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{
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this.x = System.Math.Min(this.x, v.x);
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this.y = System.Math.Min(this.y, v.y);
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return this;
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}
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public Vector2 Max(Vector2 v)
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{
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this.x = System.Math.Max(this.x, v.x);
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this.y = System.Math.Max(this.y, v.y);
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return this;
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}
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public Vector2 Clamp(Vector2 min, Vector2 max)
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{
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// assumes min < max, componentwise
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this.x = System.Math.Max(min.x, System.Math.Min(max.x, this.x));
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this.y = System.Math.Max(min.y, System.Math.Min(max.y, this.y));
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return this;
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}
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public Vector2 ClampScalar(Vector2 minVal, Vector2 maxVal)
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{
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var min = new Vector2();
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var max = new Vector2();
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min.set(minVal, minVal);
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max.set(maxVal, maxVal);
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return this.clamp(min, max);
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}
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clampLength: function(min, max )
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{
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var length = this.length();
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return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
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},
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floor: function()
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{
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this.x = Math.floor(this.x);
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this.y = Math.floor(this.y);
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return this;
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},
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ceil: function()
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{
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this.x = Math.ceil(this.x);
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this.y = Math.ceil(this.y);
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return this;
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},
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round: function()
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{
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this.x = Math.round(this.x);
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this.y = Math.round(this.y);
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return this;
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},
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roundToZero: function()
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{
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this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
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this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
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return this;
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},
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negate: function()
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{
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this.x = -this.x;
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this.y = -this.y;
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return this;
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},
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dot: function(v )
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{
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return this.x * v.x + this.y * v.y;
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},
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cross: function(v )
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{
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return this.x * v.y - this.y * v.x;
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},
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lengthSq: function()
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{
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return this.x * this.x + this.y * this.y;
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},
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length: function()
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{
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return Math.sqrt(this.x * this.x + this.y * this.y);
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},
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manhattanLength: function()
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{
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return Math.abs(this.x) + Math.abs(this.y);
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},
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normalize: function()
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{
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return this.divideScalar(this.length() || 1);
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},
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angle: function()
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{
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// computes the angle in radians with respect to the positive x-axis
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var angle = Math.atan2(this.y, this.x);
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if (angle < 0) angle += 2 * Math.PI;
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return angle;
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},
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distanceTo: function(v )
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{
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return Math.sqrt(this.distanceToSquared(v));
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},
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distanceToSquared: function(v )
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{
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var dx = this.x - v.x, dy = this.y - v.y;
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return dx * dx + dy * dy;
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},
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manhattanDistanceTo: function(v )
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{
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return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
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},
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setLength: function(length )
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{
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return this.normalize().multiplyScalar(length);
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},
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lerp: function(v, alpha )
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{
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this.x += (v.x - this.x) * alpha;
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this.y += (v.y - this.y) * alpha;
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return this;
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},
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lerpVectors: function(v1, v2, alpha )
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{
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return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
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},
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equals: function(v )
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{
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return ((v.x === this.x) && (v.y === this.y));
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},
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fromArray: function(array, offset )
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{
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if (offset === undefined) offset = 0;
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this.x = array[offset];
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this.y = array[offset + 1];
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return this;
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},
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toArray: function(array, offset )
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{
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if (array === undefined) array = [];
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if (offset === undefined) offset = 0;
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array[offset] = this.x;
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array[offset + 1] = this.y;
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return array;
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},
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fromBufferAttribute: function(attribute, index, offset )
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{
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if (offset !== undefined)
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{
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console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
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}
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this.x = attribute.getX(index);
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this.y = attribute.getY(index);
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return this;
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},
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rotateAround: function(center, angle )
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{
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var c = Math.cos(angle), s = Math.sin(angle);
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var x = this.x - center.x;
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var y = this.y - center.y;
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this.x = x * c - y * s + center.x;
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this.y = x * s + y * c + center.y;
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return this;
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}
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}
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}
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