phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
 * @author       Richard Davey
 * @copyright    2013-2025 Phaser Studio Inc.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */
var Vector3 = require('../../math/Vector3');
/**
 * Checks for intersection between the two line segments, or a ray and a line segment,
 * 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, or a ray, to check.
 * @param {Phaser.Geom.Line} line2 - The second line segment to check.
 * @param {boolean} [isRay=false] - Is `line1` a ray or a line segment?
 * @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, isRay, out)
{
    if (isRay === undefined) { isRay = false; }
    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 = (dx1 * dy2 - dy1 * dx2);
    //  Add co-linear check
    //  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 (denom === 0)
    {
        return null;
    }
    var t;
    var u;
    var s;
    if (isRay)
    {
        t = (dx1 * (y3 - y1) + dy1 * (x1 - x3)) / (dx2 * dy1 - dy2 * dx1);
        
        if (dx1 !== 0)
        {
            u = (x3 + dx2 * t - x1) / dx1;
        }
        else if (dy1 !== 0)
        {
            u = (y3 + dy2 * t - y1) / dy1;
        }
        else
        {
            return null; // degenerate line segment
        }
        //  Intersects?
        if (u < 0 || t < 0 || t > 1)
        {
            return null;
        }
        s = u;
    }
    else
    {
        t = ((x3 - x1) * dy2 - (y3 - y1) * dx2) / denom;
        u = ((y1 - y3) * dx1 - (x1 - x3) * dy1) / denom;
        //  Intersects?
        if (t < 0 || t > 1 || u < 0 || u > 1)
        {
            return null;
        }
        s = t;
    }
    if (out === undefined)
    {
        out = new Vector3();
    }
    return out.set(
        x1 + dx1 * s,
        y1 + dy1 * s,
        s
    );
};
module.exports = GetLineToLine;