UNPKG

arcade-physics

Version:
68 lines 3.08 kB
"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ Object.defineProperty(exports, "__esModule", { value: true }); // http://www.blackpawn.com/texts/pointinpoly/ // points is an array of Point-like objects with public x/y properties // returns an array containing all points that are within the triangle, or an empty array if none // if 'returnFirst' is true it will return after the first point within the triangle is found /** * Filters an array of point-like objects to only those contained within a triangle. * If `returnFirst` is true, will return an array containing only the first point in the provided array that is within the triangle (or an empty array if there are no such points). * * @function Phaser.Geom.Triangle.ContainsArray * @since 3.0.0 * * @param {Phaser.Geom.Triangle} triangle - The triangle that the points are being checked in. * @param {Phaser.Geom.Point[]} points - An array of point-like objects (objects that have an `x` and `y` property) * @param {boolean} [returnFirst=false] - If `true`, return an array containing only the first point found that is within the triangle. * @param {array} [out] - If provided, the points that are within the triangle will be appended to this array instead of being added to a new array. If `returnFirst` is true, only the first point found within the triangle will be appended. This array will also be returned by this function. * * @return {Phaser.Geom.Point[]} An array containing all the points from `points` that are within the triangle, if an array was provided as `out`, points will be appended to that array and it will also be returned here. */ const ContainsArray = (triangle, points, returnFirst, out) => { if (returnFirst === undefined) { returnFirst = false; } if (out === undefined) { out = []; } const v0x = triangle.x3 - triangle.x1; const v0y = triangle.y3 - triangle.y1; const v1x = triangle.x2 - triangle.x1; const v1y = triangle.y2 - triangle.y1; const dot00 = v0x * v0x + v0y * v0y; const dot01 = v0x * v1x + v0y * v1y; const dot11 = v1x * v1x + v1y * v1y; // Compute barycentric coordinates const b = dot00 * dot11 - dot01 * dot01; const inv = b === 0 ? 0 : 1 / b; let u; let v; let v2x; let v2y; let dot02; let dot12; const x1 = triangle.x1; const y1 = triangle.y1; for (let i = 0; i < points.length; i++) { v2x = points[i].x - x1; v2y = points[i].y - y1; dot02 = v0x * v2x + v0y * v2y; dot12 = v1x * v2x + v1y * v2y; u = (dot11 * dot02 - dot01 * dot12) * inv; v = (dot00 * dot12 - dot01 * dot02) * inv; if (u >= 0 && v >= 0 && u + v < 1) { out.push({ x: points[i].x, y: points[i].y }); if (returnFirst) { break; } } } return out; }; exports.default = ContainsArray; //# sourceMappingURL=ContainsArray.js.map