/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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 /** * 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). * * @function Phaser.Geom.Triangle.ContainsArray * @since 3.0.0 * * @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. * * @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. */ 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;