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collider2d.js
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1702 lines (1413 loc) · 46.9 KB
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function _classCallCheck(instance, Constructor) {
if (!(instance instanceof Constructor)) {
throw new TypeError("Cannot call a class as a function");
}
}
function _defineProperties(target, props) {
for (var i = 0; i < props.length; i++) {
var descriptor = props[i];
descriptor.enumerable = descriptor.enumerable || false;
descriptor.configurable = true;
if ("value" in descriptor) descriptor.writable = true;
Object.defineProperty(target, descriptor.key, descriptor);
}
}
function _createClass(Constructor, protoProps, staticProps) {
if (protoProps) _defineProperties(Constructor.prototype, protoProps);
if (staticProps) _defineProperties(Constructor, staticProps);
return Constructor;
}
function _defineProperty(obj, key, value) {
if (key in obj) {
Object.defineProperty(obj, key, {
value: value,
enumerable: true,
configurable: true,
writable: true
});
} else {
obj[key] = value;
}
return obj;
}
var Vector = /*#__PURE__*/function () {
/**
* The x coordinate of this vector.
*
* @private
*
* @property {number}
*/
/**
* The y coordinate of this vector.
*
* @private
*
* @property {number}
*/
/**
* @param {number} [x=0] The x coordinate of this vector.
* @param {number} [y=0] The y coordinate of this vector.
*/
function Vector() {
var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;
var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
_classCallCheck(this, Vector);
_defineProperty(this, "_x", 0);
_defineProperty(this, "_y", 0);
this._x = x;
this._y = y;
}
/**
* Returns the x value of this vector.
*
* @returns {number}
*/
_createClass(Vector, [{
key: "x",
get: function get() {
return this._x;
}
/**
* Returns the y value of this vector.
*
* @returns {number}
*/
,
set:
/**
* Sets a new x value for this vector.
*
* @param {number} x The new x value for this vector.
*/
function set(x) {
this._x = x;
}
/**
* Sets a new y value for this vector.
*
* @param {number} y The new y value for this vector.
*/
}, {
key: "y",
get: function get() {
return this._y;
},
set: function set(y) {
this._y = y;
}
/**
* Copy the values of another Vector into this one.
*
* @param {Vector} other The other Vector.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "copy",
value: function copy(other) {
this._x = other.x;
this._y = other.y;
return this;
}
/**
* Create a new Vector with the same coordinates as the one.
*
* @returns {Vector} The new cloned Vector.
*/
}, {
key: "clone",
value: function clone() {
return new Vector(this.x, this.y);
}
/**
* Change this Vector to be perpendicular to what it was before.
*
* Effectively this rotates it 90 degrees in a clockwise direction.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "perp",
value: function perp() {
var x = this.x;
this._x = this.y;
this._y = -x;
return this;
}
/**
* Rotate this Vector (counter-clockwise) by the specified angle (in radians).
*
* @param {number} angle The angle to rotate (in radians).
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "rotate",
value: function rotate(angle) {
var x = this.x;
var y = this.y;
this._x = x * Math.cos(angle) - y * Math.sin(angle);
this._y = x * Math.sin(angle) + y * Math.cos(angle);
return this;
}
/**
* Reverse this Vector.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "reverse",
value: function reverse() {
this._x = -this.x;
this._y = -this.y;
return this;
}
/**
* Normalize this vector (make it have a length of `1`).
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "normalize",
value: function normalize() {
var d = this.len();
if (d > 0) {
this._x = this.x / d;
this._y = this.y / d;
}
return this;
}
/**
* Add another Vector to this one.
*
* @param {Vector} other The other Vector.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "add",
value: function add(other) {
this._x += other.x;
this._y += other.y;
return this;
}
/**
* Subtract another Vector from this one.
*
* @param {Vector} other The other Vector.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "sub",
value: function sub(other) {
this._x -= other.x;
this._y -= other.y;
return this;
}
/**
* Scale this Vector.
*
* An independent scaling factor can be provided for each axis, or a single scaling factor will scale both `x` and `y`.
*
* @param {number} x The scaling factor in the x direction.
* @param {number} [y] The scaling factor in the y direction.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "scale",
value: function scale(x, y) {
this._x *= x;
this._y *= typeof y != 'undefined' ? y : x;
return this;
}
/**
* Project this Vector onto another Vector.
*
* @param {Vector} other The Vector to project onto.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "project",
value: function project(other) {
var amt = this.dot(other) / other.len2();
this._x = amt * other.x;
this._y = amt * other.y;
return this;
}
/**
* Project this Vector onto a Vector of unit length.
*
* This is slightly more efficient than `project` when dealing with unit vectors.
*
* @param {Vector} other The unit vector to project onto.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "projectN",
value: function projectN(other) {
var amt = this.dot(other);
this._x = amt * other.x;
this._y = amt * other.y;
return this;
}
/**
* Reflect this Vector on an arbitrary axis.
*
* @param {Vector} axis The Vector representing the axis.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "reflect",
value: function reflect(axis) {
var x = this.x;
var y = this.y;
this.project(axis).scale(2);
this._x -= x;
this._y -= y;
return this;
}
/**
* Reflect this Vector on an arbitrary axis.
*
* This is slightly more efficient than `reflect` when dealing with an axis that is a unit vector.
*
* @param {Vector} axis The Vector representing the axis.
*
* @returns {Vector} Returns this for chaining.
*/
}, {
key: "reflectN",
value: function reflectN(axis) {
var x = this.x;
var y = this.y;
this.projectN(axis).scale(2);
this._x -= x;
this._y -= y;
return this;
}
/**
* Get the dot product of this Vector and another.
*
* @param {Vector} other The Vector to dot this one against.
*
* @returns {number} Returns the dot product of this vector.
*/
}, {
key: "dot",
value: function dot(other) {
return this.x * other.x + this.y * other.y;
}
/**
* Get the squared length of this Vector.
*
* @returns {number} Returns the squared length of this vector.
*/
}, {
key: "len2",
value: function len2() {
return this.dot(this);
}
/**
* Get the length of this Vector.
*
* @returns {number} Returns the length of this vector.
*/
}, {
key: "len",
value: function len() {
return Math.sqrt(this.len2());
}
}]);
return Vector;
}();
/**
* Represents a *convex* polygon with any number of points (specified in counter-clockwise order).
*
* Note: Do _not_ manually change the `points`, `angle`, or `offset` properties. Use the provided setters.
* Otherwise the calculated properties will not be updated correctly.
*
* The `pos` property can be changed directly.
*/
var Polygon = /*#__PURE__*/function () {
/**
* A vector representing the origin of this polygon (all other points are relative to this one).
*
* @private
*
* @property {Vector}
*/
/**
* An array of vectors representing the points in the polygon, in counter-clockwise order.
*
* @private
*
* @property {Array<Vector>}
*/
/**
* An Array of the points of this polygon as numbers instead of Vectors.
*
* @private
*
* @property {Array<number>}
*/
/**
* The angle of this polygon.
*
* @private
*
* @property {number}
*/
/**
* The offset of this polygon.
*
* @private
*
* @property {Vector}
*/
/**
* The calculated points of this polygon.
*
* @private
*
* @property {Array<Vector>}
*/
/**
* The edges of this polygon.
*
* @private
*
* @property {Array<Vector>}
*/
/**
* The normals of this polygon.
*
* @private
*
* @property {Array<Vector>}
*/
/**
* Create a new polygon, passing in a position vector, and an array of points (represented by vectors
* relative to the position vector). If no position is passed in, the position of the polygon will be `(0,0)`.
*
* @param {Vector} [position=Vector] A vector representing the origin of the polygon (all other points are relative to this one)
* @param {Array<Vector>} [points=[]] An array of vectors representing the points in the polygon, in counter-clockwise order.
*/
function Polygon() {
var position = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector();
var points = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
_classCallCheck(this, Polygon);
_defineProperty(this, "_position", new Vector());
_defineProperty(this, "_points", []);
_defineProperty(this, "_pointsGeneric", []);
_defineProperty(this, "_angle", 0);
_defineProperty(this, "_offset", new Vector());
_defineProperty(this, "_calcPoints", []);
_defineProperty(this, "_edges", []);
_defineProperty(this, "_normals", []);
this._position = position;
this.setPoints(points);
}
/**
* Returns the position of this polygon.
*
* @returns {Vector}
*/
_createClass(Polygon, [{
key: "position",
get: function get() {
return this._position;
}
/**
* **Note:** Not sure if this will be kept or not but for now it's disabled.
*
* Sets a new position for this polygon and recalculates the points.
*
* @param {Vector} position A Vector representing the new position of this polygon.
*/
// set position(position: Vector) {
// const diffX: number = -(this._position.x - position.x);
// const diffY: number = -(this._position.y - position.y);
// const diffPoint: Vector = new Vector(diffX, diffY);
// const points: Array<Vector> = [];
// this._points.map((point: Vector) => {
// const tempX: number = point.x;
// const tempY: number = point.y;
// const tempPoint: Vector = new Vector(tempX, tempY);
// const calculatedPoint: Vector = tempPoint.add(diffPoint);
// points.push(calculatedPoint);
// });
// this.setPoints(points, true);
// }
/**
* Returns the points of this polygon.
*
* @returns {Array<Vector>}
*/
}, {
key: "points",
get: function get() {
return this._points;
}
/**
* Returns the points of this polygon as numbers instead of Vectors.
*
* @returns {Array<number>}
*/
}, {
key: "pointsGeneric",
get: function get() {
return this._pointsGeneric;
}
/**
* Returns the calculated points of this polygon.
*
* @returns {Array<Vector>}
*/
}, {
key: "calcPoints",
get: function get() {
return this._calcPoints;
}
/**
* Returns the offset of this polygon.
*
* @returns {Vector}
*/
}, {
key: "offset",
get: function get() {
return this._offset;
}
/**
* Returns the angle of this polygon.
*
* @returns {number}
*/
}, {
key: "angle",
get: function get() {
return this._angle;
}
/**
* Returns the edges of this polygon.
*
* @returns {Array<Vector>}
*/
}, {
key: "edges",
get: function get() {
return this._edges;
}
/**
* Returns the normals of this polygon.
*
* @returns {Array<Vector>}
*/
}, {
key: "normals",
get: function get() {
return this._normals;
}
/**
* Set the points of the polygon. Any consecutive duplicate points will be combined.
*
* Note: The points are counter-clockwise *with respect to the coordinate system*. If you directly draw the points on a screen
* that has the origin at the top-left corner it will _appear_ visually that the points are being specified clockwise. This is
* just because of the inversion of the Y-axis when being displayed.
*
* @param {Array<Vector>} points An array of vectors representing the points in the polygon, in counter-clockwise order.
* *
* @returns {Polygon} Returns this for chaining.
*/
}, {
key: "setPoints",
value: function setPoints(points) {
// Only re-allocate if this is a new polygon or the number of points has changed.
var lengthChanged = !this.points || this.points.length !== points.length;
if (lengthChanged) {
var i;
var calcPoints = this._calcPoints = [];
var edges = this._edges = [];
var normals = this._normals = []; // Allocate the vector arrays for the calculated properties
for (i = 0; i < points.length; i++) {
// Remove consecutive duplicate points
var p1 = points[i];
var p2 = i < points.length - 1 ? points[i + 1] : points[0]; // Push the points to the generic points Array.
this._pointsGeneric.push(points[i].x, points[i].y);
if (p1 !== p2 && p1.x === p2.x && p1.y === p2.y) {
points.splice(i, 1);
i -= 1;
continue;
}
calcPoints.push(new Vector());
edges.push(new Vector());
normals.push(new Vector());
}
}
this._points = points;
this._recalc();
return this;
}
/**
* Set the current rotation angle of the polygon.
*
* @param {number} angle The current rotation angle (in radians).
*
* @returns {Polygon} Returns this for chaining.
*/
}, {
key: "setAngle",
value: function setAngle(angle) {
this._angle = angle;
this._recalc();
return this;
}
/**
* Set the current offset to apply to the `points` before applying the `angle` rotation.
*
* @param {Vector} offset The new offset Vector.
*
* @returns {Polygon} Returns this for chaining.
*/
}, {
key: "setOffset",
value: function setOffset(offset) {
this._offset = offset;
this._recalc();
return this;
}
/**
* Rotates this Polygon counter-clockwise around the origin of *its local coordinate system* (i.e. `position`).
*
* Note: This changes the **original** points (so any `angle` will be applied on top of this rotation).
*
* @param {number} angle The angle to rotate (in radians).
*
* @returns {Polygon} Returns this for chaining.
*/
}, {
key: "rotate",
value: function rotate(angle) {
var points = this.points;
var len = points.length;
for (var i = 0; i < len; i++) {
points[i].rotate(angle);
}
this._recalc();
return this;
}
/**
* Translates the points of this polygon by a specified amount relative to the origin of *its own coordinate system* (i.e. `position`).
*
* Note: This changes the **original** points (so any `offset` will be applied on top of this translation)
*
* @param {number} x The horizontal amount to translate.
* @param {number} y The vertical amount to translate.
*
* @returns {Polygon} Returns this for chaining.
*/
}, {
key: "translate",
value: function translate(x, y) {
var points = this.points;
var len = points.length;
for (var i = 0; i < len; i++) {
points[i].x += x;
points[i].y += y;
}
this._recalc();
return this;
}
/**
* Computes the calculated collision Polygon.
*
* This applies the `angle` and `offset` to the original points then recalculates the edges and normals of the collision Polygon.
*
* @private
*
* @returns {Polygon} Returns this for chaining.
*/
}, {
key: "_recalc",
value: function _recalc() {
// Calculated points - this is what is used for underlying collisions and takes into account
// the angle/offset set on the polygon.
var calcPoints = this.calcPoints; // The edges here are the direction of the `n`th edge of the polygon, relative to
// the `n`th point. If you want to draw a given edge from the edge value, you must
// first translate to the position of the starting point.
var edges = this._edges; // The normals here are the direction of the normal for the `n`th edge of the polygon, relative
// to the position of the `n`th point. If you want to draw an edge normal, you must first
// translate to the position of the starting point.
var normals = this._normals; // Copy the original points array and apply the offset/angle
var points = this.points;
var offset = this.offset;
var angle = this.angle;
var len = points.length;
var i;
for (i = 0; i < len; i++) {
var calcPoint = calcPoints[i].copy(points[i]);
calcPoint.x += offset.x;
calcPoint.y += offset.y;
if (angle !== 0) calcPoint.rotate(angle);
} // Calculate the edges/normals
for (i = 0; i < len; i++) {
var p1 = calcPoints[i];
var p2 = i < len - 1 ? calcPoints[i + 1] : calcPoints[0];
var e = edges[i].copy(p2).sub(p1);
normals[i].copy(e).perp().normalize();
}
return this;
}
/**
* Compute the axis-aligned bounding box.
*
* Any current state (translations/rotations) will be applied before constructing the AABB.
*
* Note: Returns a _new_ `Polygon` each time you call this.
*
* @returns {Polygon} Returns this for chaining.
*/
}, {
key: "getAABB",
value: function getAABB() {
var points = this.calcPoints;
var len = points.length;
var xMin = points[0].x;
var yMin = points[0].y;
var xMax = points[0].x;
var yMax = points[0].y;
for (var i = 1; i < len; i++) {
var point = points[i];
if (point["x"] < xMin) xMin = point["x"];else if (point["x"] > xMax) xMax = point["x"];
if (point["y"] < yMin) yMin = point["y"];else if (point["y"] > yMax) yMax = point["y"];
}
return new Polygon(this._position.clone().add(new Vector(xMin, yMin)), [new Vector(), new Vector(xMax - xMin, 0), new Vector(xMax - xMin, yMax - yMin), new Vector(0, yMax - yMin)]);
}
/**
* Compute the centroid (geometric center) of the Polygon.
*
* Any current state (translations/rotations) will be applied before computing the centroid.
*
* See https://en.wikipedia.org/wiki/Centroid#Centroid_of_a_polygon
*
* Note: Returns a _new_ `Vector` each time you call this.
*
* @returns {Vector} Returns a Vector that contains the coordinates of the centroid.
*/
}, {
key: "getCentroid",
value: function getCentroid() {
var points = this.calcPoints;
var len = points.length;
var cx = 0;
var cy = 0;
var ar = 0;
for (var i = 0; i < len; i++) {
var p1 = points[i];
var p2 = i === len - 1 ? points[0] : points[i + 1]; // Loop around if last point
var a = p1["x"] * p2["y"] - p2["x"] * p1["y"];
cx += (p1["x"] + p2["x"]) * a;
cy += (p1["y"] + p2["y"]) * a;
ar += a;
}
ar = ar * 3; // we want 1 / 6 the area and we currently have 2*area
cx = cx / ar;
cy = cy / ar;
return new Vector(cx, cy);
}
}]);
return Polygon;
}();
/**
* A box represents an axis-aligned box with a width and height.
*/
var Box = /*#__PURE__*/function () {
/**
* The position of this box as a Vector.
*
* @private
*
* @property {Vector}
*/
/**
* The width of this box.
*
* @private
*
* @property {number}
*/
/**
* The height of this box.
*
* @private
*
* @property {number}
*/
/**
* Creates a new Box, with the specified position, width, and height.
*
* If no position is given, the position will be `(0, 0)`. If no width or height are given, they will be set to `0`.
*
* @param {Vector} [position=new Vector()] The position of this box as a Vector.
* @param {number} [width=0] The width of this box.
* @param {number} [height=0] The height of this box.
*/
function Box() {
var position = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector();
var width = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
var height = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
_classCallCheck(this, Box);
_defineProperty(this, "_position", new Vector());
_defineProperty(this, "_width", 0);
_defineProperty(this, "_height", 0);
this._position = position;
this._width = width;
this._height = height;
}
/**
* Returns a Polygon whose edges are the same as this Box.
*
* @returns {Polygon} A new Polygon that represents this Box.
*/
_createClass(Box, [{
key: "toPolygon",
value: function toPolygon() {
return new Polygon(new Vector(this._position.x, this._position.y), [new Vector(), new Vector(this._width, 0), new Vector(this._width, this._height), new Vector(0, this._height)]);
}
}]);
return Box;
}();
/**
* Represents a circle with a position and a radius.
*
* Creates a new Circle, optionally passing in a position and/or radius. If no position is given, the Circle will be at `(0,0)`.
*
* If no radius is provided the circle will have a radius of `0`.
*/
var Circle = /*#__PURE__*/function () {
/**
* A Vector representing the center point of this circle.
*
* @private
*
* @property {Vector}
*/
/**
* The radius of this circle.
*
* @private
*
* @property {number}
*/
/**
* A Vector representing the offset of this circle.
*
* @private
*
* @property {Vector}
*/
/**
* @param {Vector} position A Vector representing the center of this Circle.
* @param {number} radius The radius of this Circle.
*/
function Circle() {
var position = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector();
var radius = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
_classCallCheck(this, Circle);
_defineProperty(this, "_position", new Vector());
_defineProperty(this, "_radius", 0);
_defineProperty(this, "_offset", new Vector());
this._position = position;
this._radius = radius;
}
/**
* Returns the position of this circle.
*
* @returns {Vector}
*/
_createClass(Circle, [{
key: "position",
get: function get() {
return this._position;
}
/**
* Returns the radius of this circle.
*
* @returns {number}
*/
}, {
key: "radius",
get: function get() {
return this._radius;
}
/**
* Returns the offset of this circle.
*
* @returns {Vector}
*/
}, {
key: "offset",
get: function get() {
return this._offset;
}
/**
* Set a new offset for this circle.
*
* @param {Vector} offset The new offset for this circle.
*/
,
set: function set(offset) {
this._offset = offset;
}
/**
* Translate the center of the cirlc.e
*
* @param {Vector} position A Vector representing the new center of this circle.