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| 1 | +/** |
| 2 | + * @author Richard Davey |
| 3 | + * @copyright 2020 Photon Storm Ltd. |
| 4 | + * @license {@link https://opensource.org/licenses/MIT|MIT License} |
| 5 | + */ |
| 6 | + |
| 7 | +var Vector3 = require('../../math/Vector3'); |
| 8 | +var Vector4 = require('../../math/Vector4'); |
| 9 | +var GetLineToLine = require('./GetLineToLine'); |
| 10 | +var Line = require('../line/Line'); |
| 11 | + |
| 12 | +// Temp calculation segment |
| 13 | +var segment = new Line(); |
| 14 | + |
| 15 | +// Temp vec3 |
| 16 | +var tempIntersect = new Vector3(); |
| 17 | + |
| 18 | +/** |
| 19 | + * Checks for the closest point of intersection between a line segment and an array of polygons. |
| 20 | + * |
| 21 | + * If no intersection is found, this function returns `null`. |
| 22 | + * |
| 23 | + * If intersection was found, a Vector4 is returned with the following properties: |
| 24 | + * |
| 25 | + * The `x` and `y` components contain the point of the intersection. |
| 26 | + * The `z` component contains the closest distance. |
| 27 | + * The `w` component contains the index of the polygon, in the given array, that triggered the intersection. |
| 28 | + * |
| 29 | + * @function Phaser.Geom.Intersects.GetLineToPolygon |
| 30 | + * @since 3.25.0 |
| 31 | + * |
| 32 | + * @param {Phaser.Geom.Line} line - The line segment to check. |
| 33 | + * @param {Phaser.Geom.Polygon | Phaser.Geom.Polygon[]} polygons - A single polygon, or array of polygons, to check. |
| 34 | + * @param {Phaser.Math.Vector4} [out] - A Vector4 to store the intersection results in. |
| 35 | + * |
| 36 | + * @return {Phaser.Math.Vector4} A Vector4 containing the intersection results, or `null`. |
| 37 | + */ |
| 38 | +var GetLineToPolygon = function (line, polygons, out) |
| 39 | +{ |
| 40 | + if (out === undefined) |
| 41 | + { |
| 42 | + out = new Vector4(); |
| 43 | + } |
| 44 | + |
| 45 | + if (!Array.isArray(polygons)) |
| 46 | + { |
| 47 | + polygons = [ polygons ]; |
| 48 | + } |
| 49 | + |
| 50 | + var closestIntersect = false; |
| 51 | + |
| 52 | + // Reset our temporary vec4 |
| 53 | + tempIntersect.set(); |
| 54 | + |
| 55 | + for (var p = 0; p < polygons.length; p++) |
| 56 | + { |
| 57 | + var points = polygons[p].points; |
| 58 | + |
| 59 | + var prev = points[0]; |
| 60 | + |
| 61 | + for (var i = 1; i < points.length; i++) |
| 62 | + { |
| 63 | + var current = points[i]; |
| 64 | + |
| 65 | + segment.setTo(prev.x, prev.y, current.x, current.y); |
| 66 | + |
| 67 | + prev = current; |
| 68 | + |
| 69 | + if (!GetLineToLine(line, segment, tempIntersect)) |
| 70 | + { |
| 71 | + // No intersection? Carry on ... |
| 72 | + continue; |
| 73 | + } |
| 74 | + |
| 75 | + if (!closestIntersect || tempIntersect.z < out.z) |
| 76 | + { |
| 77 | + out.set(tempIntersect.x, tempIntersect.y, tempIntersect.z, p); |
| 78 | + |
| 79 | + closestIntersect = true; |
| 80 | + } |
| 81 | + } |
| 82 | + } |
| 83 | + |
| 84 | + return (closestIntersect) ? out : null; |
| 85 | +}; |
| 86 | + |
| 87 | +module.exports = GetLineToPolygon; |
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