import { SHAPES } from '../const';
/**
* A class to define a shape via user defined co-orinates.
*
* @class
* @memberof PIXI
*/
export class Polygon {
/**
* @param {PIXI.IPoint[]|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) {
let flat = Array.isArray(points[0]) ? points[0] : points;
// if this is an array of points, convert it to a flat array of numbers
if (typeof flat[0] !== 'number') {
const p = [];
for (let i = 0, il = flat.length; i < il; i++) {
p.push(flat[i].x, flat[i].y);
}
flat = p;
}
/**
* An array of the points of this polygon
*
* @member {number[]}
*/
this.points = flat;
/**
* 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;
/**
* `false` after moveTo, `true` after `closePath`. In all other cases it is `true`.
* @member {boolean}
* @default true
*/
this.closeStroke = true;
}
/**
* Creates a clone of this polygon
*
* @return {PIXI.Polygon} a copy of the polygon
*/
clone() {
const points = this.points.slice();
const polygon = new Polygon(points);
polygon.closeStroke = this.closeStroke;
return polygon;
}
/**
* 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;
}
}