UNPKG

arcade-physics

Version:
52 lines 2.13 kB
"use strict"; /** * @author Florian Vazelle * @author Geoffrey Glaive * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); const Point_1 = __importDefault(require("../point/Point")); const TriangleToLine_1 = __importDefault(require("./TriangleToLine")); const LineToLine_1 = __importDefault(require("./LineToLine")); /** * Checks if a Triangle and a Line intersect, and returns the intersection points as a Point object array. * * The Line intersects the Triangle if it starts inside of it, ends inside of it, or crosses any of the Triangle's sides. Thus, the Triangle is considered "solid". * * @function Phaser.Geom.Intersects.GetTriangleToLine * @since 3.0.0 * * @param {Phaser.Geom.Triangle} triangle - The Triangle to check with. * @param {Phaser.Geom.Line} line - The Line to check with. * @param {array} [out] - An optional array in which to store the points of intersection. * * @return {array} An array with the points of intersection if objects intersect, otherwise an empty array. */ const GetTriangleToLine = (triangle, line, out) => { if (out === undefined) { out = []; } if ((0, TriangleToLine_1.default)(triangle, line)) { const lineA = triangle.getLineA(); const lineB = triangle.getLineB(); const lineC = triangle.getLineC(); const output = [new Point_1.default(), new Point_1.default(), new Point_1.default()]; const result = [ (0, LineToLine_1.default)(lineA, line, output[0]), (0, LineToLine_1.default)(lineB, line, output[1]), (0, LineToLine_1.default)(lineC, line, output[2]) ]; for (let i = 0; i < 3; i++) { if (result[i]) { out.push(output[i]); } } } return out; }; exports.default = GetTriangleToLine; //# sourceMappingURL=GetTriangleToLine.js.map