arcade-physics
Version:
Use Arcade Physics without Phaser.
43 lines • 1.65 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 LineToLine_1 = __importDefault(require("./LineToLine"));
/**
* Checks if a Triangle and a Line intersect.
*
* 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.TriangleToLine
* @since 3.0.0
*
* @param {Phaser.Geom.Triangle} triangle - The Triangle to check with.
* @param {Phaser.Geom.Line} line - The Line to check with.
*
* @return {boolean} `true` if the Triangle and the Line intersect, otherwise `false`.
*/
const TriangleToLine = (triangle, line) => {
// If the Triangle contains either the start or end point of the line, it intersects
if (triangle.contains(line.x1, line.y1) || triangle.contains(line.x2, line.y2)) {
return true;
}
// Now check the line against each line of the Triangle
if ((0, LineToLine_1.default)(triangle.getLineA(), line)) {
return true;
}
if ((0, LineToLine_1.default)(triangle.getLineB(), line)) {
return true;
}
if ((0, LineToLine_1.default)(triangle.getLineC(), line)) {
return true;
}
return false;
};
exports.default = TriangleToLine;
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