|
5 | 5 | */ |
6 | 6 |
|
7 | 7 | var Class = require('../../utils/Class'); |
| 8 | +var Vector2 = require('../../math/Vector2'); |
| 9 | + |
| 10 | +function GetLength (x1, y1, x2, y2) |
| 11 | +{ |
| 12 | + var x = x1 - x2; |
| 13 | + var y = y1 - y2; |
| 14 | + var magnitude = (x * x) + (y * y); |
| 15 | + |
| 16 | + return Math.sqrt(magnitude); |
| 17 | +} |
8 | 18 |
|
9 | 19 | /** |
10 | 20 | * @classdesc |
@@ -53,6 +63,127 @@ var Face = new Class({ |
53 | 63 | * @since 3.50.0 |
54 | 64 | */ |
55 | 65 | this.vertex3 = vertex3; |
| 66 | + |
| 67 | + /** |
| 68 | + * The face inCenter. Do not access directly, instead use the `getInCenter` method. |
| 69 | + * |
| 70 | + * @name Phaser.GameObjects.Face#_inCenter |
| 71 | + * @type {Phaser.Math.Vector2} |
| 72 | + * @private |
| 73 | + * @since 3.50.0 |
| 74 | + */ |
| 75 | + this._inCenter = new Vector2(); |
| 76 | + }, |
| 77 | + |
| 78 | + getInCenter: function () |
| 79 | + { |
| 80 | + var v1 = this.vertex1; |
| 81 | + var v2 = this.vertex2; |
| 82 | + var v3 = this.vertex3; |
| 83 | + |
| 84 | + var d1 = GetLength(v3.x, v3.y, v2.x, v2.y); |
| 85 | + var d2 = GetLength(v1.x, v1.y, v3.x, v3.y); |
| 86 | + var d3 = GetLength(v2.x, v2.y, v1.x, v1.y); |
| 87 | + |
| 88 | + var p = d1 + d2 + d3; |
| 89 | + |
| 90 | + return this._inCenter.set( |
| 91 | + (v1.x * d1 + v2.x * d2 + v3.x * d3) / p, |
| 92 | + (v1.y * d1 + v2.y * d2 + v3.y * d3) / p |
| 93 | + ); |
| 94 | + }, |
| 95 | + |
| 96 | + translate: function (x, y) |
| 97 | + { |
| 98 | + if (y === undefined) { y = 0; } |
| 99 | + |
| 100 | + var v1 = this.vertex1; |
| 101 | + var v2 = this.vertex2; |
| 102 | + var v3 = this.vertex3; |
| 103 | + |
| 104 | + v1.translate(x, y); |
| 105 | + v2.translate(x, y); |
| 106 | + v3.translate(x, y); |
| 107 | + |
| 108 | + return this; |
| 109 | + }, |
| 110 | + |
| 111 | + rotate: function (angle, cx, cy) |
| 112 | + { |
| 113 | + var x; |
| 114 | + var y; |
| 115 | + |
| 116 | + // No point of rotation? Use the inCenter instead, then. |
| 117 | + if (cx === undefined && cy === undefined) |
| 118 | + { |
| 119 | + var inCenter = this.getInCenter(); |
| 120 | + |
| 121 | + x = inCenter.x; |
| 122 | + y = inCenter.y; |
| 123 | + } |
| 124 | + |
| 125 | + var c = Math.cos(angle); |
| 126 | + var s = Math.sin(angle); |
| 127 | + |
| 128 | + var v1 = this.vertex1; |
| 129 | + var v2 = this.vertex2; |
| 130 | + var v3 = this.vertex3; |
| 131 | + |
| 132 | + var tx = v1.x - x; |
| 133 | + var ty = v1.y - y; |
| 134 | + |
| 135 | + v1.setPosition(tx * c - ty * s + x, tx * s + ty * c + y); |
| 136 | + |
| 137 | + tx = v2.x - x; |
| 138 | + ty = v2.y - y; |
| 139 | + |
| 140 | + v2.setPosition(tx * c - ty * s + x, tx * s + ty * c + y); |
| 141 | + |
| 142 | + tx = v3.x - x; |
| 143 | + ty = v3.y - y; |
| 144 | + |
| 145 | + v3.setPosition(tx * c - ty * s + x, tx * s + ty * c + y); |
| 146 | + |
| 147 | + return this; |
| 148 | + }, |
| 149 | + |
| 150 | + x: { |
| 151 | + |
| 152 | + get: function () |
| 153 | + { |
| 154 | + return this.getInCenter().x; |
| 155 | + }, |
| 156 | + |
| 157 | + set: function (value) |
| 158 | + { |
| 159 | + var current = this.getInCenter(); |
| 160 | + |
| 161 | + this.translate(value - current.x, 0); |
| 162 | + } |
| 163 | + |
| 164 | + }, |
| 165 | + |
| 166 | + y: { |
| 167 | + |
| 168 | + get: function () |
| 169 | + { |
| 170 | + return this.getInCenter().y; |
| 171 | + }, |
| 172 | + |
| 173 | + set: function (value) |
| 174 | + { |
| 175 | + var current = this.getInCenter(); |
| 176 | + |
| 177 | + this.translate(0, value - current.y); |
| 178 | + } |
| 179 | + |
| 180 | + }, |
| 181 | + |
| 182 | + destroy: function () |
| 183 | + { |
| 184 | + this.vertex1 = null; |
| 185 | + this.vertex2 = null; |
| 186 | + this.vertex3 = null; |
56 | 187 | } |
57 | 188 |
|
58 | 189 | }); |
|
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