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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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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var EarCut = require('../polygon/Earcut'); var Triangle = require('./Triangle'); /** * Takes an array of vertex coordinates, and optionally an array of hole indices, then returns an array * of Triangle instances, where the given vertices have been decomposed into a series of triangles. * * @function Phaser.Geom.Triangle.BuildFromPolygon * @since 3.0.0 * * @generic {Phaser.Geom.Triangle[]} O - [out,$return] * * @param {array} data - A flat array of vertex coordinates like [x0,y0, x1,y1, x2,y2, ...] * @param {array} [holes=null] - An array of hole indices if any (e.g. [5, 8] for a 12-vertex input would mean one hole with vertices 5–7 and another with 8–11). * @param {number} [scaleX=1] - Horizontal scale factor to multiply the resulting points by. * @param {number} [scaleY=1] - Vertical scale factor to multiply the resulting points by. * @param {(array|Phaser.Geom.Triangle[])} [out] - An array to store the resulting Triangle instances in. If not provided, a new array is created. * * @return {(array|Phaser.Geom.Triangle[])} An array of Triangle instances, where each triangle is based on the decomposed vertices data. */ var BuildFromPolygon = function (data, holes, scaleX, scaleY, out) { if (holes === undefined) { holes = null; } if (scaleX === undefined) { scaleX = 1; } if (scaleY === undefined) { scaleY = 1; } if (out === undefined) { out = []; } var tris = EarCut(data, holes); var a; var b; var c; var x1; var y1; var x2; var y2; var x3; var y3; for (var i = 0; i < tris.length; i += 3) { a = tris[i]; b = tris[i + 1]; c = tris[i + 2]; x1 = data[a * 2] * scaleX; y1 = data[(a * 2) + 1] * scaleY; x2 = data[b * 2] * scaleX; y2 = data[(b * 2) + 1] * scaleY; x3 = data[c * 2] * scaleX; y3 = data[(c * 2) + 1] * scaleY; out.push(new Triangle(x1, y1, x2, y2, x3, y3)); } return out; }; module.exports = BuildFromPolygon;