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/*
APE (Actionscript Physics Engine) is an AS3 open source 2D physics engine
Copyright 2006, Alec Cove
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Contact: ape@cove.org
*/
package org.cove.ape {
import flash.errors.IllegalOperationError;
public class Vector {
public var x:Number;
public var y:Number;
public function Vector(px:Number, py:Number) {
x = px;
y = py;
}
public function setTo(px:Number, py:Number):void {
x = px;
y = py;
}
public function copy(v:Vector):void {
x = v.x;
y = v.y;
}
public function dot(v:Vector):Number {
return x * v.x + y * v.y;
}
public function cross(v:Vector):Number {
return x * v.y - y * v.x;
}
public function plus(v:Vector):Vector {
return new Vector(x + v.x, y + v.y);
}
public function plusEquals(v:Vector):Vector {
x += v.x;
y += v.y;
return this;
}
public function minus(v:Vector):Vector {
return new Vector(x - v.x, y - v.y);
}
public function minusEquals(v:Vector):Vector {
x -= v.x;
y -= v.y;
return this;
}
public function mult(s:Number):Vector {
return new Vector(x * s, y * s);
}
public function multEquals(s:Number):Vector {
x *= s;
y *= s;
return this;
}
public function times(v:Vector):Vector {
return new Vector(x * v.x, y * v.y);
}
public function divEquals(s:Number):Vector {
if (s == 0) s = 0.0001;
x /= s;
y /= s;
return this;
}
public function magnitude():Number {
return Math.sqrt(x * x + y * y);
}
public function distance(v:Vector):Number {
var delta:Vector = this.minus(v);
return delta.magnitude();
}
public function normalize():Vector {
var m:Number = magnitude();
if (m == 0) m = 0.0001;
return mult(1 / m);
}
public function toString():String {
return (x + " : " + y);
}
}
}
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