phaser/src/geom/triangle/ContainsArray.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// http://www.blackpawn.com/texts/pointinpoly/
// points is an array of Point-like objects with public x/y properties
// returns an array containing all points that are within the triangle, or an empty array if none
// if 'returnFirst' is true it will return after the first point within the triangle is found
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/**
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* Filters an array of point-like objects to only those contained within a triangle.
* If `returnFirst` is true, will return an array containing only the first point in the provided array that is within the triangle (or an empty array if there are no such points).
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*
* @function Phaser.Geom.Triangle.ContainsArray
* @since 3.0.0
*
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* @param {Phaser.Geom.Triangle} triangle - The triangle that the points are being checked in.
* @param {Phaser.Geom.Point[]} points - An array of point-like objects (objects that have an `x` and `y` property)
* @param {boolean} [returnFirst=false] - If `true`, return an array containing only the first point found that is within the triangle.
* @param {array} [out] - If provided, the points that are within the triangle will be appended to this array instead of being added to a new array. If `returnFirst` is true, only the first point found within the triangle will be appended. This array will also be returned by this function.
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*
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* @return {Phaser.Geom.Point[]} An array containing all the points from `points` that are within the triangle, if an array was provided as `out`, points will be appended to that array and it will also be returned here.
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*/
var ContainsArray = function (triangle, points, returnFirst, out)
{
if (returnFirst === undefined) { returnFirst = false; }
if (out === undefined) { out = []; }
var v0x = triangle.x3 - triangle.x1;
var v0y = triangle.y3 - triangle.y1;
var v1x = triangle.x2 - triangle.x1;
var v1y = triangle.y2 - triangle.y1;
var dot00 = (v0x * v0x) + (v0y * v0y);
var dot01 = (v0x * v1x) + (v0y * v1y);
var dot11 = (v1x * v1x) + (v1y * v1y);
// Compute barycentric coordinates
var b = ((dot00 * dot11) - (dot01 * dot01));
var inv = (b === 0) ? 0 : (1 / b);
var u;
var v;
var v2x;
var v2y;
var dot02;
var dot12;
var x1 = triangle.x1;
var y1 = triangle.y1;
for (var i = 0; i < points.length; i++)
{
v2x = points[i].x - x1;
v2y = points[i].y - y1;
dot02 = (v0x * v2x) + (v0y * v2y);
dot12 = (v1x * v2x) + (v1y * v2y);
u = ((dot11 * dot02) - (dot01 * dot12)) * inv;
v = ((dot00 * dot12) - (dot01 * dot02)) * inv;
if (u >= 0 && v >= 0 && (u + v < 1))
{
out.push({ x: points[i].x, y: points[i].y });
if (returnFirst)
{
break;
}
}
}
return out;
};
module.exports = ContainsArray;