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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 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Vector2 = require('../../math/Vector2'); var Length = require('../line/Length'); /** * Returns a point along the perimeter of a Triangle as a Vector2, based on a normalized position value. * * The `position` parameter is a value between 0 and 1, where 0 and 1 both map to the start of * line A (the first vertex). The point is calculated by traversing the triangle's perimeter in * order: line A, then line B, then line C. * * @function Phaser.Geom.Triangle.GetPoint * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [out,$return] * * @param {Phaser.Geom.Triangle} triangle - The Triangle to get the point on its perimeter from. * @param {number} position - A normalized value between 0 and 1 representing a position along the triangle's perimeter. Both 0 and 1 return the start of line A. * @param {Phaser.Math.Vector2} [out] - An optional Vector2 point to store the result in. If not given, a new Vector2 will be created. * * @return {Phaser.Math.Vector2} A Vector2 point containing the coordinates of the position on the triangle's perimeter. */ var GetPoint = function (triangle, position, out) { if (out === undefined) { out = new Vector2(); } var line1 = triangle.getLineA(); var line2 = triangle.getLineB(); var line3 = triangle.getLineC(); if (position <= 0 || position >= 1) { out.x = line1.x1; out.y = line1.y1; return out; } var length1 = Length(line1); var length2 = Length(line2); var length3 = Length(line3); var perimeter = length1 + length2 + length3; var p = perimeter * position; var localPosition = 0; // Which line is it on? if (p < length1) { // Line 1 localPosition = p / length1; out.x = line1.x1 + (line1.x2 - line1.x1) * localPosition; out.y = line1.y1 + (line1.y2 - line1.y1) * localPosition; } else if (p > length1 + length2) { // Line 3 p -= length1 + length2; localPosition = p / length3; out.x = line3.x1 + (line3.x2 - line3.x1) * localPosition; out.y = line3.y1 + (line3.y2 - line3.y1) * localPosition; } else { // Line 2 p -= length1; localPosition = p / length2; out.x = line2.x1 + (line2.x2 - line2.x1) * localPosition; out.y = line2.y1 + (line2.y2 - line2.y1) * localPosition; } return out; }; module.exports = GetPoint;