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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/* * Copyright (c) 2016, Mapbox * * Permission to use, copy, modify, and/or distribute this software for any purpose * with or without fee is hereby granted, provided that the above copyright notice * and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF * THIS SOFTWARE. */ /** * @class EarCut */ Phaser.EarCut = {}; Phaser.EarCut.Triangulate = function (data, holeIndices, dim) { dim = dim || 2; var hasHoles = holeIndices && holeIndices.length, outerLen = hasHoles ? holeIndices[0] * dim : data.length, outerNode = Phaser.EarCut.linkedList(data, 0, outerLen, dim, true), triangles = []; if (!outerNode) { return triangles; } var minX, minY, maxX, maxY, x, y, size; if (hasHoles) { outerNode = Phaser.EarCut.eliminateHoles(data, holeIndices, outerNode, dim); } // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox if (data.length > 80 * dim) { minX = maxX = data[0]; minY = maxY = data[1]; for (var i = dim; i < outerLen; i += dim) { x = data[i]; y = data[i + 1]; if (x < minX) { minX = x; } if (y < minY) { minY = y; } if (x > maxX) { maxX = x; } if (y > maxY) { maxY = y; } } // minX, minY and size are later used to transform coords into integers for z-order calculation size = Math.max(maxX - minX, maxY - minY); } Phaser.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size); return triangles; }; // create a circular doubly linked list from polygon points in the specified winding order Phaser.EarCut.linkedList = function (data, start, end, dim, clockwise) { var sum = 0, i, j, last; // calculate original winding order of a polygon ring for (i = start, j = end - dim; i < end; i += dim) { sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); j = i; } // link points into circular doubly-linked list in the specified winding order if (clockwise === (sum > 0)) { for (i = start; i < end; i += dim) { last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last); } } else { for (i = end - dim; i >= start; i -= dim) { last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last); } } return last; }; // eliminate colinear or duplicate points Phaser.EarCut.filterPoints = function (start, end) { if (!start) { return start; } if (!end) { end = start; } var p = start, again; do { again = false; if (!p.steiner && (Phaser.EarCut.equals(p, p.next) || Phaser.EarCut.area(p.prev, p, p.next) === 0)) { Phaser.EarCut.removeNode(p); p = end = p.prev; if (p === p.next) { return null; } again = true; } else { p = p.next; } } while (again || p !== end); return end; }; // main ear slicing loop which triangulates a polygon (given as a linked list) Phaser.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) { if (!ear) { return; } // interlink polygon nodes in z-order if (!pass && size) { Phaser.EarCut.indexCurve(ear, minX, minY, size); } var stop = ear, prev, next; // iterate through ears, slicing them one by one while (ear.prev !== ear.next) { prev = ear.prev; next = ear.next; if (size ? Phaser.EarCut.isEarHashed(ear, minX, minY, size) : Phaser.EarCut.isEar(ear)) { // cut off the triangle triangles.push(prev.i / dim); triangles.push(ear.i / dim); triangles.push(next.i / dim); Phaser.EarCut.removeNode(ear); // skipping the next vertice leads to less sliver triangles ear = next.next; stop = next.next; continue; } ear = next; // if we looped through the whole remaining polygon and can't find any more ears if (ear === stop) { // try filtering points and slicing again if (!pass) { Phaser.EarCut.earcutLinked(Phaser.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1); // if this didn't work, try curing all small self-intersections locally } else if (pass === 1) { ear = Phaser.EarCut.cureLocalIntersections(ear, triangles, dim); Phaser.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2); // as a last resort, try splitting the remaining polygon into two } else if (pass === 2) { Phaser.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size); } break; } } }; // check whether a polygon node forms a valid ear with adjacent nodes Phaser.EarCut.isEar = function (ear) { var a = ear.prev, b = ear, c = ear.next; if (Phaser.EarCut.area(a, b, c) >= 0) { return false; } // reflex, can't be an ear // now make sure we don't have other points inside the potential ear var p = ear.next.next; while (p !== ear.prev) { if (Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && Phaser.EarCut.area(p.prev, p, p.next) >= 0) { return false; } p = p.next; } return true; }; Phaser.EarCut.isEarHashed = function (ear, minX, minY, size) { var a = ear.prev, b = ear, c = ear.next; if (Phaser.EarCut.area(a, b, c) >= 0) { return false; } // reflex, can't be an ear // triangle bbox; min & max are calculated like this for speed var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y); // z-order range for the current triangle bbox; var minZ = Phaser.EarCut.zOrder(minTX, minTY, minX, minY, size), maxZ = Phaser.EarCut.zOrder(maxTX, maxTY, minX, minY, size); // first look for points inside the triangle in increasing z-order var p = ear.nextZ; while (p && p.z <= maxZ) { if (p !== ear.prev && p !== ear.next && Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && Phaser.EarCut.area(p.prev, p, p.next) >= 0) { return false; } p = p.nextZ; } // then look for points in decreasing z-order p = ear.prevZ; while (p && p.z >= minZ) { if (p !== ear.prev && p !== ear.next && Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && Phaser.EarCut.area(p.prev, p, p.next) >= 0) { return false; } p = p.prevZ; } return true; }; // go through all polygon nodes and cure small local self-intersections Phaser.EarCut.cureLocalIntersections = function (start, triangles, dim) { var p = start; do { var a = p.prev, b = p.next.next; // a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2]) if (Phaser.EarCut.intersects(a, p, p.next, b) && Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a)) { triangles.push(a.i / dim); triangles.push(p.i / dim); triangles.push(b.i / dim); // remove two nodes involved Phaser.EarCut.removeNode(p); Phaser.EarCut.removeNode(p.next); p = start = b; } p = p.next; } while (p !== start); return p; }; // try splitting polygon into two and triangulate them independently Phaser.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) { // look for a valid diagonal that divides the polygon into two var a = start; do { var b = a.next.next; while (b !== a.prev) { if (a.i !== b.i && Phaser.EarCut.isValidDiagonal(a, b)) { // split the polygon in two by the diagonal var c = Phaser.EarCut.splitPolygon(a, b); // filter colinear points around the cuts a = Phaser.EarCut.filterPoints(a, a.next); c = Phaser.EarCut.filterPoints(c, c.next); // run earcut on each half Phaser.EarCut.earcutLinked(a, triangles, dim, minX, minY, size); Phaser.EarCut.earcutLinked(c, triangles, dim, minX, minY, size); return; } b = b.next; } a = a.next; } while (a !== start); }; // link every hole into the outer loop, producing a single-ring polygon without holes Phaser.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) { var queue = [], i, len, start, end, list; for (i = 0, len = holeIndices.length; i < len; i++) { start = holeIndices[i] * dim; end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; list = Phaser.EarCut.linkedList(data, start, end, dim, false); if (list === list.next) { list.steiner = true; } queue.push(Phaser.EarCut.getLeftmost(list)); } queue.sort(Phaser.EarCut.compareX); // process holes from left to right for (i = 0; i < queue.length; i++) { Phaser.EarCut.eliminateHole(queue[i], outerNode); outerNode = Phaser.EarCut.filterPoints(outerNode, outerNode.next); } return outerNode; }; Phaser.EarCut.compareX = function (a, b) { return a.x - b.x; }; // find a bridge between vertices that connects hole with an outer ring and and link it Phaser.EarCut.eliminateHole = function (hole, outerNode) { outerNode = Phaser.EarCut.findHoleBridge(hole, outerNode); if (outerNode) { var b = Phaser.EarCut.splitPolygon(outerNode, hole); Phaser.EarCut.filterPoints(b, b.next); } }; // David Eberly's algorithm for finding a bridge between hole and outer polygon Phaser.EarCut.findHoleBridge = function (hole, outerNode) { var p = outerNode, hx = hole.x, hy = hole.y, qx = -Infinity, m; /* * find a segment intersected by a ray from the hole's leftmost point to the left; * segment's endpoint with lesser x will be potential connection point */ do { if (hy <= p.y && hy >= p.next.y) { var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); if (x <= hx && x > qx) { qx = x; m = p.x < p.next.x ? p : p.next; } } p = p.next; } while (p !== outerNode); if (!m) { return null; } if (hole.x === m.x) { return m.prev; } // hole touches outer segment; pick lower endpoint /* * look for points inside the triangle of hole point, segment intersection and endpoint; * if there are no points found, we have a valid connection; * otherwise choose the point of the minimum angle with the ray as connection point */ var stop = m, tanMin = Infinity, tan; p = m.next; while (p !== stop) { if (hx >= p.x && p.x >= m.x && Phaser.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) { tan = Math.abs(hy - p.y) / (hx - p.x); // tangential if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && Phaser.EarCut.locallyInside(p, hole)) { m = p; tanMin = tan; } } p = p.next; } return m; }; // interlink polygon nodes in z-order Phaser.EarCut.indexCurve = function (start, minX, minY, size) { var p = start; do { if (p.z === null) { p.z = Phaser.EarCut.zOrder(p.x, p.y, minX, minY, size); } p.prevZ = p.prev; p.nextZ = p.next; p = p.next; } while (p !== start); p.prevZ.nextZ = null; p.prevZ = null; Phaser.EarCut.sortLinked(p); }; /* * Simon Tatham's linked list merge sort algorithm * http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html */ Phaser.EarCut.sortLinked = function (list) { var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1; do { p = list; list = null; tail = null; numMerges = 0; while (p) { numMerges++; q = p; pSize = 0; for (i = 0; i < inSize; i++) { pSize++; q = q.nextZ; if (!q) { break; } } qSize = inSize; while (pSize > 0 || (qSize > 0 && q)) { if (pSize === 0) { e = q; q = q.nextZ; qSize--; } else if (qSize === 0 || !q) { e = p; p = p.nextZ; pSize--; } else if (p.z <= q.z) { e = p; p = p.nextZ; pSize--; } else { e = q; q = q.nextZ; qSize--; } if (tail) { tail.nextZ = e; } else { list = e; } e.prevZ = tail; tail = e; } p = q; } tail.nextZ = null; inSize *= 2; } while (numMerges > 1); return list; }; // z-order of a point given coords and size of the data bounding box Phaser.EarCut.zOrder = function (x, y, minX, minY, size) { // coords are transformed into non-negative 15-bit integer range x = 32767 * (x - minX) / size; y = 32767 * (y - minY) / size; x = (x | (x << 8)) & 0x00FF00FF; x = (x | (x << 4)) & 0x0F0F0F0F; x = (x | (x << 2)) & 0x33333333; x = (x | (x << 1)) & 0x55555555; y = (y | (y << 8)) & 0x00FF00FF; y = (y | (y << 4)) & 0x0F0F0F0F; y = (y | (y << 2)) & 0x33333333; y = (y | (y << 1)) & 0x55555555; return x | (y << 1); }; // find the leftmost node of a polygon ring Phaser.EarCut.getLeftmost = function (start) { var p = start, leftmost = start; do { if (p.x < leftmost.x) { leftmost = p; } p = p.next; } while (p !== start); return leftmost; }; // check if a point lies within a convex triangle Phaser.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) { return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; }; // check if a diagonal between two polygon nodes is valid (lies in polygon interior) Phaser.EarCut.isValidDiagonal = function (a, b) { return Phaser.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !Phaser.EarCut.intersectsPolygon(a, b) && Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a) && Phaser.EarCut.middleInside(a, b); }; // signed area of a triangle Phaser.EarCut.area = function (p, q, r) { return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); }; // check if two points are equal Phaser.EarCut.equals = function (p1, p2) { return p1.x === p2.x && p1.y === p2.y; }; // check if two segments intersect Phaser.EarCut.intersects = function (p1, q1, p2, q2) { return Phaser.EarCut.area(p1, q1, p2) > 0 !== Phaser.EarCut.area(p1, q1, q2) > 0 && Phaser.EarCut.area(p2, q2, p1) > 0 !== Phaser.EarCut.area(p2, q2, q1) > 0; }; // check if a polygon diagonal intersects any polygon segments Phaser.EarCut.intersectsPolygon = function (a, b) { var p = a; do { if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && Phaser.EarCut.intersects(p, p.next, a, b)) { return true; } p = p.next; } while (p !== a); return false; }; // check if a polygon diagonal is locally inside the polygon Phaser.EarCut.locallyInside = function (a, b) { return Phaser.EarCut.area(a.prev, a, a.next) < 0 ? Phaser.EarCut.area(a, b, a.next) >= 0 && Phaser.EarCut.area(a, a.prev, b) >= 0 : Phaser.EarCut.area(a, b, a.prev) < 0 || Phaser.EarCut.area(a, a.next, b) < 0; }; // check if the middle point of a polygon diagonal is inside the polygon Phaser.EarCut.middleInside = function (a, b) { var p = a, inside = false, px = (a.x + b.x) / 2, py = (a.y + b.y) / 2; do { if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) { inside = !inside; } p = p.next; } while (p !== a); return inside; }; /* * link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; * if one belongs to the outer ring and another to a hole, it merges it into a single ring */ Phaser.EarCut.splitPolygon = function (a, b) { var a2 = new Phaser.EarCut.Node(a.i, a.x, a.y), b2 = new Phaser.EarCut.Node(b.i, b.x, b.y), an = a.next, bp = b.prev; a.next = b; b.prev = a; a2.next = an; an.prev = a2; b2.next = a2; a2.prev = b2; bp.next = b2; b2.prev = bp; return b2; }; // create a node and optionally link it with previous one (in a circular doubly linked list) Phaser.EarCut.insertNode = function (i, x, y, last) { var p = new Phaser.EarCut.Node(i, x, y); if (!last) { p.prev = p; p.next = p; } else { p.next = last.next; p.prev = last; last.next.prev = p; last.next = p; } return p; }; Phaser.EarCut.removeNode = function (p) { p.next.prev = p.prev; p.prev.next = p.next; if (p.prevZ) { p.prevZ.nextZ = p.nextZ; } if (p.nextZ) { p.nextZ.prevZ = p.prevZ; } }; Phaser.EarCut.Node = function (i, x, y) { // vertice index in coordinates array this.i = i; // vertex coordinates this.x = x; this.y = y; // previous and next vertice nodes in a polygon ring this.prev = null; this.next = null; // z-order curve value this.z = null; // previous and next nodes in z-order this.prevZ = null; this.nextZ = null; // indicates whether this is a steiner point this.steiner = false; };