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 <rich@phaser.io>
* @author Florian Mertens
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Checks if the a Point falls between the two end-points of a Line, based on the given line thickness.
*
* Assumes that the line end points are circular, not square.
*
* @function Phaser.Geom.Intersects.PointToLine
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|any)} point - The point, or point-like object to check.
* @param {Phaser.Geom.Line} line - The line segment to test for intersection on.
* @param {number} [lineThickness=1] - The line thickness. Assumes that the line end points are circular.
*
* @return {boolean} `true` if the Point falls on the Line, otherwise `false`.
*/
var PointToLine = function (point, line, lineThickness)
{
if (lineThickness === undefined) { lineThickness = 1; }
var x1 = line.x1;
var y1 = line.y1;
var x2 = line.x2;
var y2 = line.y2;
var px = point.x;
var py = point.y;
var L2 = (((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1)));
if (L2 === 0)
{
return false;
}
var r = (((px - x1) * (x2 - x1)) + ((py - y1) * (y2 - y1))) / L2;
// Assume line thickness is circular
if (r < 0)
{
// Outside line1
return (Math.sqrt(((x1 - px) * (x1 - px)) + ((y1 - py) * (y1 - py))) <= lineThickness);
}
else if ((r >= 0) && (r <= 1))
{
// On the line segment
var s = (((y1 - py) * (x2 - x1)) - ((x1 - px) * (y2 - y1))) / L2;
return (Math.abs(s) * Math.sqrt(L2) <= lineThickness);
}
else
{
// Outside line2
return (Math.sqrt(((x2 - px) * (x2 - px)) + ((y2 - py) * (y2 - py))) <= lineThickness);
}
};
module.exports = PointToLine;