/** * @author Richard Davey <rich@photonstorm.com> * @author Adrien Brault <adrien.brault@gmail.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a new Polygon. * * The points can be set from a variety of formats: * * - An array of Point objects: `[new Phaser.Point(x1, y1), ...]` * - An array of objects with public x/y properties: `[obj1, obj2, ...]` * - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]` * - As separate Point arguments: `setTo(new Phaser.Point(x1, y1), ...)` * - As separate objects with public x/y properties arguments: `setTo(obj1, obj2, ...)` * - As separate arguments representing point coordinates: `setTo(x1,y1, x2,y2, ...)` * * @class Phaser.Polygon * @constructor * @param {Phaser.Point[]|number[]|...Phaser.Point|...number} points - The points to set. */ Phaser.Polygon = function () { /** * @property {number} area - The area of this Polygon. */ this.area = 0; /** * @property {array} _points - An array of Points that make up this Polygon. * @private */ this._points = []; if (arguments.length > 0) { this.setTo.apply(this, arguments); } /** * @property {boolean} closed - Is the Polygon closed or not? */ this.closed = true; /** * @property {number} type - The base object type. */ this.type = Phaser.POLYGON; }; Phaser.Polygon.prototype = { /** * Export the points as an array of flat numbers, following the sequence [ x,y, x,y, x,y ] * * @method Phaser.Polygon#toNumberArray * @param {array} [output] - The array to append the points to. If not specified a new array will be created. * @return {array} The flattened array. */ toNumberArray: function (output) { if (typeof output === 'undefined') { output = []; } for (var i = 0; i < this._points.length; i++) { if (typeof this._points[i] === 'number') { output.push(this._points[i]); output.push(this._points[i + 1]); i++; } else { output.push(this._points[i].x); output.push(this._points[i].y); } } return output; }, /** * Flattens this Polygon so the points are a sequence of numbers. Any Point objects found are removed and replaced with two numbers. * * @method Phaser.Polygon#flatten * @return {Phaser.Polygon} This Polygon object */ flatten: function () { this._points = this.toNumberArray(); return this; }, /** * Creates a copy of the given Polygon. * This is a deep clone, the resulting copy contains new Phaser.Point objects * * @method Phaser.Polygon#clone * @param {Phaser.Polygon} [output=(new Polygon)] - The polygon to update. If not specified a new polygon will be created. * @return {Phaser.Polygon} The cloned (`output`) polygon object. */ clone: function (output) { var points = this._points.slice(); if (typeof output === "undefined" || output === null) { output = new Phaser.Polygon(points); } else { output.setTo(points); } return output; }, /** * Checks whether the x and y coordinates are contained within this polygon. * * @method Phaser.Polygon#contains * @param {number} x - The X value of the coordinate to test. * @param {number} y - The Y value of the coordinate to test. * @return {boolean} True if the coordinates are within this polygon, otherwise false. */ contains: function (x, y) { // Adapted from http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html by Jonas Raoni Soares Silva var length = this._points.length; var inside = false; for (var i = -1, j = length - 1; ++i < length; j = i) { var ix = this._points[i].x; var iy = this._points[i].y; var jx = this._points[j].x; var jy = this._points[j].y; if (((iy <= y && y < jy) || (jy <= y && y < iy)) && (x < (jx - ix) * (y - iy) / (jy - iy) + ix)) { inside = !inside; } } return inside; }, /** * Sets this Polygon to the given points. * * The points can be set from a variety of formats: * * - An array of Point objects: `[new Phaser.Point(x1, y1), ...]` * - An array of objects with public x/y properties: `[obj1, obj2, ...]` * - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]` * - As separate Point arguments: `setTo(new Phaser.Point(x1, y1), ...)` * - As separate objects with public x/y properties arguments: `setTo(obj1, obj2, ...)` * - As separate arguments representing point coordinates: `setTo(x1,y1, x2,y2, ...)` * * `setTo` may also be called without any arguments to remove all points. * * @method Phaser.Polygon#setTo * @param {Phaser.Point[]|number[]|...Phaser.Point|...number} points - The points to set. * @return {Phaser.Polygon} This Polygon object */ setTo: function (points) { this.area = 0; this._points = []; if (arguments.length > 0) { // If points isn't an array, use arguments as the array if (!Array.isArray(points)) { points = Array.prototype.slice.call(arguments); } var y0 = Number.MAX_VALUE; // Allows for mixed-type arguments for (var i = 0, len = points.length; i < len; i++) { if (typeof points[i] === 'number') { var p = new PIXI.Point(points[i], points[i + 1]); i++; } else { var p = new PIXI.Point(points[i].x, points[i].y); } this._points.push(p); // Lowest boundary if (p.y < y0) { y0 = p.y; } } this.calculateArea(y0); } return this; }, /** * Calcuates the area of the Polygon. This is available in the property Polygon.area * * @method Phaser.Polygon#calculateArea * @private * @param {number} y0 - The lowest boundary * @return {number} The area of the Polygon. */ calculateArea: function (y0) { var p1; var p2; var avgHeight; var width; for (var i = 0, len = this._points.length; i < len; i++) { p1 = this._points[i]; if (i === len - 1) { p2 = this._points[0]; } else { p2 = this._points[i + 1]; } avgHeight = ((p1.y - y0) + (p2.y - y0)) / 2; width = p1.x - p2.x; this.area += avgHeight * width; } return this.area; } }; Phaser.Polygon.prototype.constructor = Phaser.Polygon; /** * Sets and modifies the points of this polygon. * * See {@link Phaser.Polygon#setTo setTo} for the different kinds of arrays formats that can be assigned. * * @name Phaser.Polygon#points * @property {Phaser.Point[]} points - The array of vertex points. * @deprecated Use `setTo`. */ Object.defineProperty(Phaser.Polygon.prototype, 'points', { get: function() { return this._points; }, set: function(points) { if (points != null) { this.setTo(points); } else { // Clear the points this.setTo(); } } }); // Because PIXI uses its own type, we'll replace it with ours to avoid duplicating code or confusion. PIXI.Polygon = Phaser.Polygon;