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arcade-physics

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export default GetLineToLine; /** * Checks for intersection between the two line segments and returns the intersection point as a Vector3, * or `null` if the lines are parallel, or do not intersect. * * The `z` property of the Vector3 contains the intersection distance, which can be used to find * the closest intersecting point from a group of line segments. * * @function Phaser.Geom.Intersects.GetLineToLine * @since 3.50.0 * * @param {Phaser.Geom.Line} line1 - The first line segment to check. * @param {Phaser.Geom.Line} line2 - The second line segment to check. * @param {Phaser.Math.Vector3} [out] - A Vector3 to store the intersection results in. * * @return {Phaser.Math.Vector3} A Vector3 containing the intersection results, or `null`. */ declare function GetLineToLine(line1: Phaser.Geom.Line, line2: Phaser.Geom.Line, out?: any): Phaser.Math.Vector3; //# sourceMappingURL=GetLineToLine.d.ts.map