pixi.js
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220 lines (216 loc) • 7.39 kB
JavaScript
'use strict';
var squaredDistanceToLineSegment = require('../misc/squaredDistanceToLineSegment.js');
var Rectangle = require('./Rectangle.js');
"use strict";
class Triangle {
/**
* @param x - The X coord of the first point.
* @param y - The Y coord of the first point.
* @param x2 - The X coord of the second point.
* @param y2 - The Y coord of the second point.
* @param x3 - The X coord of the third point.
* @param y3 - The Y coord of the third point.
*/
constructor(x = 0, y = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0) {
/**
* The type of the object, mainly used to avoid `instanceof` checks
* @example
* ```ts
* // Check shape type
* const shape = new Triangle(0, 0, 100, 0, 50, 100);
* console.log(shape.type); // 'triangle'
*
* // Use in type guards
* if (shape.type === 'triangle') {
* console.log(shape.x2, shape.y2);
* }
* ```
* @readonly
* @default 'triangle'
* @see {@link SHAPE_PRIMITIVE} For all shape types
*/
this.type = "triangle";
this.x = x;
this.y = y;
this.x2 = x2;
this.y2 = y2;
this.x3 = x3;
this.y3 = y3;
}
/**
* Checks whether the x and y coordinates given are contained within this triangle
* @example
* ```ts
* // Basic containment check
* const triangle = new Triangle(0, 0, 100, 0, 50, 100);
* const isInside = triangle.contains(25, 25); // true
* ```
* @remarks
* - Uses barycentric coordinate system
* - Works with any triangle shape
* @param x - The X coordinate of the point to test
* @param y - The Y coordinate of the point to test
* @returns Whether the x/y coordinates are within this Triangle
* @see {@link Triangle.strokeContains} For checking stroke intersection
* @see {@link Triangle.getBounds} For getting containing rectangle
*/
contains(x, y) {
const s = (this.x - this.x3) * (y - this.y3) - (this.y - this.y3) * (x - this.x3);
const t = (this.x2 - this.x) * (y - this.y) - (this.y2 - this.y) * (x - this.x);
if (s < 0 !== t < 0 && s !== 0 && t !== 0) {
return false;
}
const d = (this.x3 - this.x2) * (y - this.y2) - (this.y3 - this.y2) * (x - this.x2);
return d === 0 || d < 0 === s + t <= 0;
}
/**
* Checks whether the x and y coordinates given are contained within this triangle including the stroke.
* @example
* ```ts
* // Basic stroke check
* const triangle = new Triangle(0, 0, 100, 0, 50, 100);
* const isOnStroke = triangle.strokeContains(25, 25, 4); // 4px line width
*
* // Check with different alignments
* const innerStroke = triangle.strokeContains(25, 25, 4, 0); // Inside
* const centerStroke = triangle.strokeContains(25, 25, 4, 0.5); // Centered
* const outerStroke = triangle.strokeContains(25, 25, 4, 1); // Outside
* ```
* @param pointX - The X coordinate of the point to test
* @param pointY - The Y coordinate of the point to test
* @param strokeWidth - The width of the line to check
* @param _alignment - The alignment of the stroke (0 = inner, 0.5 = centered, 1 = outer)
* @returns Whether the x/y coordinates are within this triangle's stroke
* @see {@link Triangle.contains} For checking fill containment
* @see {@link Triangle.getBounds} For getting stroke bounds
*/
strokeContains(pointX, pointY, strokeWidth, _alignment = 0.5) {
const halfStrokeWidth = strokeWidth / 2;
const halfStrokeWidthSquared = halfStrokeWidth * halfStrokeWidth;
const { x, x2, x3, y, y2, y3 } = this;
if (squaredDistanceToLineSegment.squaredDistanceToLineSegment(pointX, pointY, x, y, x2, y3) <= halfStrokeWidthSquared || squaredDistanceToLineSegment.squaredDistanceToLineSegment(pointX, pointY, x2, y2, x3, y3) <= halfStrokeWidthSquared || squaredDistanceToLineSegment.squaredDistanceToLineSegment(pointX, pointY, x3, y3, x, y) <= halfStrokeWidthSquared) {
return true;
}
return false;
}
/**
* Creates a clone of this Triangle
* @example
* ```ts
* // Basic cloning
* const original = new Triangle(0, 0, 100, 0, 50, 100);
* const copy = original.clone();
*
* // Clone and modify
* const modified = original.clone();
* modified.x3 = 75;
* modified.y3 = 150;
*
* // Verify independence
* console.log(original.y3); // 100
* console.log(modified.y3); // 150
* ```
* @returns A copy of the triangle
* @see {@link Triangle.copyFrom} For copying into existing triangle
* @see {@link Triangle.copyTo} For copying to another triangle
*/
clone() {
const triangle = new Triangle(
this.x,
this.y,
this.x2,
this.y2,
this.x3,
this.y3
);
return triangle;
}
/**
* Copies another triangle to this one.
* @example
* ```ts
* // Basic copying
* const source = new Triangle(0, 0, 100, 0, 50, 100);
* const target = new Triangle();
* target.copyFrom(source);
*
* // Chain with other operations
* const triangle = new Triangle()
* .copyFrom(source)
* .getBounds(rect);
* ```
* @param triangle - The triangle to copy from
* @returns Returns itself
* @see {@link Triangle.copyTo} For copying to another triangle
* @see {@link Triangle.clone} For creating new triangle copy
*/
copyFrom(triangle) {
this.x = triangle.x;
this.y = triangle.y;
this.x2 = triangle.x2;
this.y2 = triangle.y2;
this.x3 = triangle.x3;
this.y3 = triangle.y3;
return this;
}
/**
* Copies this triangle to another one.
* @example
* ```ts
* // Basic copying
* const source = new Triangle(0, 0, 100, 0, 50, 100);
* const target = new Triangle();
* source.copyTo(target);
*
* // Chain with other operations
* const result = source
* .copyTo(new Triangle())
* .getBounds();
* ```
* @remarks
* - Updates target triangle values
* - Copies all point coordinates
* - Returns target for chaining
* - More efficient than clone()
* @param triangle - The triangle to copy to
* @returns Returns given parameter
* @see {@link Triangle.copyFrom} For copying from another triangle
* @see {@link Triangle.clone} For creating new triangle copy
*/
copyTo(triangle) {
triangle.copyFrom(this);
return triangle;
}
/**
* Returns the framing rectangle of the triangle as a Rectangle object
* @example
* ```ts
* // Basic bounds calculation
* const triangle = new Triangle(0, 0, 100, 0, 50, 100);
* const bounds = triangle.getBounds();
* // bounds: x=0, y=0, width=100, height=100
*
* // Reuse existing rectangle
* const rect = new Rectangle();
* triangle.getBounds(rect);
* ```
* @param out - Optional rectangle to store the result
* @returns The framing rectangle
* @see {@link Rectangle} For rectangle properties
* @see {@link Triangle.contains} For checking if a point is inside
*/
getBounds(out) {
out || (out = new Rectangle.Rectangle());
const minX = Math.min(this.x, this.x2, this.x3);
const maxX = Math.max(this.x, this.x2, this.x3);
const minY = Math.min(this.y, this.y2, this.y3);
const maxY = Math.max(this.y, this.y2, this.y3);
out.x = minX;
out.y = minY;
out.width = maxX - minX;
out.height = maxY - minY;
return out;
}
}
exports.Triangle = Triangle;
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