Source: \core\math\shapes\Polygon.js
import Point from '../Point';
import { SHAPES } from '../../const';
/**
* @class
* @memberof PIXI
*/
export default class Polygon
{
/**
* @param {PIXI.Point[]|number[]} points - This can be an array of Points
* that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or
* the arguments passed can be all the points of the polygon e.g.
* `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat
* x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.
*/
constructor(...points)
{
if (Array.isArray(points[0]))
{
points = points[0];
}
// if this is an array of points, convert it to a flat array of numbers
if (points[0] instanceof Point)
{
const p = [];
for (let i = 0, il = points.length; i < il; i++)
{
p.push(points[i].x, points[i].y);
}
points = p;
}
this.closed = true;
/**
* An array of the points of this polygon
*
* @member {number[]}
*/
this.points = points;
/**
* The type of the object, mainly used to avoid `instanceof` checks
*
* @member {number}
* @readOnly
* @default PIXI.SHAPES.POLY
* @see PIXI.SHAPES
*/
this.type = SHAPES.POLY;
}
/**
* Creates a clone of this polygon
*
* @return {PIXI.Polygon} a copy of the polygon
*/
clone()
{
return new Polygon(this.points.slice());
}
/**
* Closes the polygon, adding points if necessary.
*
*/
close()
{
const points = this.points;
// close the poly if the value is true!
if (points[0] !== points[points.length - 2] || points[1] !== points[points.length - 1])
{
points.push(points[0], points[1]);
}
}
/**
* Checks whether the x and y coordinates passed to this function are contained within this polygon
*
* @param {number} x - The X coordinate of the point to test
* @param {number} y - The Y coordinate of the point to test
* @return {boolean} Whether the x/y coordinates are within this polygon
*/
contains(x, y)
{
let inside = false;
// use some raycasting to test hits
// https://github.com/substack/point-in-polygon/blob/master/index.js
const length = this.points.length / 2;
for (let i = 0, j = length - 1; i < length; j = i++)
{
const xi = this.points[i * 2];
const yi = this.points[(i * 2) + 1];
const xj = this.points[j * 2];
const yj = this.points[(j * 2) + 1];
const intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);
if (intersect)
{
inside = !inside;
}
}
return inside;
}
}