phaser/examples/wip/line intersection.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
}
var lineA1;
var lineA2;
var lineB1;
var lineB2;
function create() {
game.stage.backgroundColor = '#124184';
lineA1 = game.add.sprite(100, 100, 'balls', 0);
lineA1.inputEnabled = true;
lineA1.input.enableDrag(true);
lineA2 = game.add.sprite(400, 300, 'balls', 0);
lineA2.inputEnabled = true;
lineA2.input.enableDrag(true);
lineB1 = game.add.sprite(300, 300, 'balls', 1);
lineB1.inputEnabled = true;
lineB1.input.enableDrag(true);
lineB2 = game.add.sprite(500, 500, 'balls', 1);
lineB2.inputEnabled = true;
lineB2.input.enableDrag(true);
}
/*---------------------------------------------------------------------------
Returns an Object with the following properties:
intersects -Boolean indicating if an intersection exists.
start_inside -Boolean indicating if Point A is inside of the polygon.
end_inside -Boolean indicating if Point B is inside of the polygon.
intersections -Array of intersection Points along the polygon.
centroid -A Point indicating "center of mass" of the polygon.
"pArry" is an Array of Points.
----------------------------------------------------------------------------*/
// a = point
// b = point
// pArry = polygons array
/*
function lineIntersectPoly(A, B, pArry) {
var An =1;
var Bn =1;
var C = {x: 0, y: 0};
var D = {x: 0, y: 0};
var i = {x: 0, y: 0};
var cx=0;
var cy=0;
var result = {};
var pa = pArry.slice(); //Copy to prevent growing points when connecting ends.
pa.push(pa[0]); //Create line from last Point to beginning Point
result.intersects = false;
result.intersections=[];
result.start_inside=false;
result.end_inside=false;
var n = pa.length-1;
while(n > -1){
C.x = pa[n].x;
C.y = pa[n].y;
if(n > 0){
cx+=C.x;
cy+=C.y;
D=Point(pa[n-1])||Point(pa[0]);
i=lineIntersectLine(A,B,C,D);
if(i != null){
result.intersections.push(i);
}
if(lineIntersectLine(A,new Point(C.x+D.x,A.y),C,D) != null){
An++;
}
if(lineIntersectLine(B,new Point(C.x+D.x,B.y),C,D) != null){
Bn++;
}
}
n--;
}
if(An % 2 == 0){
result.start_inside=true;
}
if(Bn % 2 == 0){
result.end_inside=true;
}
result.centroid=new Point(cx/(pa.length-1),cy/(pa.length-1));
result.intersects = result.intersections.length > 0;
return result;
}
*/
//---------------------------------------------------------------
//Checks for intersection of Segment if as_seg is true.
//Checks for intersection of Line if as_seg is false.
//Return intersection of Segment AB and Segment EF as a Point
//Return null if there is no intersection
//---------------------------------------------------------------
// a, b, e, f = point
// as_seg = bool (true)
// returns point
// Adapted from code by Keith Hair
function lineIntersectLine(A, B, E, F, as_seg) {
var ip = { x: 0, y: 0 };
var a1 = B.y - A.y;
var a2 = F.y - E.y;
var b1 = A.x - B.x;
var b2 = E.x - F.x;
var c1 = (B.x * A.y) - (A.x * B.y);
var c2 = (F.x * E.y) - (E.x * F.y);
var denom = (a1 * b2) - (a2 * b1);
if (denom === 0)
{
return null;
}
ip.x = ((b1 * c2) - (b2 * c1)) / denom;
ip.y = ((a2 * c1) - (a1 * c2)) / denom;
//---------------------------------------------------
//Do checks to see if intersection to endpoints
//distance is longer than actual Segments.
//Return null if it is with any.
//---------------------------------------------------
if (as_seg)
{
if (Math.pow((ip.x - B.x) + (ip.y - B.y), 2) > Math.pow((A.x - B.x) + (A.y - B.y), 2))
{
return null;
}
if (Math.pow((ip.x - A.x) + (ip.y - A.y), 2) > Math.pow((A.x - B.x) + (A.y - B.y), 2))
{
return null;
}
if (Math.pow((ip.x - F.x) + (ip.y - F.y), 2) > Math.pow((E.x - F.x) + (E.y - F.y), 2))
{
return null;
}
if (Math.pow((ip.x - E.x) + (ip.y - E.y), 2) > Math.pow((E.x - F.x) + (E.y - F.y), 2))
{
return null;
}
}
return ip;
}
var c = 'rgb(255,255,255)';
var p = new Phaser.Point();
function update() {
p = lineIntersectLine(lineA1.center, lineA2.center, lineB1.center, lineB2.center, true);
if (p)
{
c = 'rgb(0,255,0)';
}
else
{
c = 'rgb(255,255,255)';
}
}
function render() {
game.context.strokeStyle = c;
game.context.beginPath();
game.context.moveTo(lineA1.center.x, lineA1.center.y);
game.context.lineTo(lineA2.center.x, lineA2.center.y);
game.context.closePath();
game.context.stroke();
game.context.beginPath();
game.context.moveTo(lineB1.center.x, lineB1.center.y);
game.context.lineTo(lineB2.center.x, lineB2.center.y);
game.context.closePath();
game.context.stroke();
if (p)
{
game.context.fillStyle = 'rgb(255,0,255)';
game.context.fillRect(p.x - 2, p.y - 2, 5, 5);
game.debug.renderPointInfo(p, 32, 32);
}
}