phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector3 = require('../../math/Vector3');
/**
* Checks for intersection between the two line segments and returns the intersection point as a Vector3,
* or `null` if the lines are parallel, or do not intersect.
*
* The `z` property of the Vector3 contains the intersection distance, which can be used to find
* the closest intersecting point from a group of line segments.
*
* @function Phaser.Geom.Intersects.GetLineToLine
* @since 3.50.0
*
* @param {Phaser.Geom.Line} line1 - The first line segment to check.
* @param {Phaser.Geom.Line} line2 - The second line segment 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`.
*/
var GetLineToLine = function (line1, line2, out)
{
var x1 = line1.x1;
var y1 = line1.y1;
var x2 = line1.x2;
var y2 = line1.y2;
var x3 = line2.x1;
var y3 = line2.y1;
var x4 = line2.x2;
var y4 = line2.y2;
var dx1 = x2 - x1;
var dy1 = y2 - y1;
var dx2 = x4 - x3;
var dy2 = y4 - y3;
var denom = dy2 * dx1 - dx2 * dy1;
// Make sure there is not a division by zero - this also indicates that the lines are parallel.
// If numA and numB were both equal to zero the lines would be on top of each other (coincidental).
// This check is not done because it is not necessary for this implementation (the parallel check accounts for this).
if (dx1 === 0 || denom === 0)
{
return false;
}
var T2 = (dx1 * (y3 - y1) + dy1 * (x1 - x3)) / (dx2 * dy1 - dy2 * dx1);
var T1 = (x3 + dx2 * T2 - x1) / dx1;
// Intersects?
if (T1 < 0 || T2 < 0 || T2 > 1)
{
return null;
}
if (out === undefined)
{
out = new Vector3();
}
return out.set(
x1 + dx1 * T1,
y1 + dy1 * T1,
T1
);
};
module.exports = GetLineToLine;