arcade-physics
Version:
Use Arcade Physics without Phaser.
23 lines • 1.1 kB
TypeScript
export default GetLineToPoints;
/**
* Checks for the closest point of intersection between a line segment and an array of points, where each pair
* of points are converted to line segments for the intersection tests.
*
* If no intersection is found, this function returns `null`.
*
* If intersection was found, a Vector3 is returned with the following properties:
*
* The `x` and `y` components contain the point of the intersection.
* The `z` component contains the closest distance.
*
* @function Phaser.Geom.Intersects.GetLineToPoints
* @since 3.50.0
*
* @param {Phaser.Geom.Line} line - The line segment to check.
* @param {Phaser.Math.Vector2[] | Phaser.Geom.Point[]} points - An array of points 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 GetLineToPoints(line: Phaser.Geom.Line, points: Phaser.Math.Vector2[] | Phaser.Geom.Point[], out?: any): Phaser.Math.Vector3;
//# sourceMappingURL=GetLineToPoints.d.ts.map