/** * @author zz85 / http://www.lab4games.net/zz85/blog */ import { Earcut } from './Earcut.js'; var ShapeUtils = { // calculate area of the contour polygon area: function ( contour ) { var n = contour.length; var a = 0.0; for ( var p = n - 1, q = 0; q < n; p = q ++ ) { a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; } return a * 0.5; }, isClockWise: function ( pts ) { return ShapeUtils.area( pts ) < 0; }, triangulateShape: function ( contour, holes ) { var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] var holeIndices = []; // array of hole indices var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] removeDupEndPts( contour ); addContour( vertices, contour ); // var holeIndex = contour.length; holes.forEach( removeDupEndPts ); for ( var i = 0; i < holes.length; i ++ ) { holeIndices.push( holeIndex ); holeIndex += holes[ i ].length; addContour( vertices, holes[ i ] ); } // var triangles = Earcut.triangulate( vertices, holeIndices ); // for ( var i = 0; i < triangles.length; i += 3 ) { faces.push( triangles.slice( i, i + 3 ) ); } return faces; } }; function removeDupEndPts( points ) { var l = points.length; if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { points.pop(); } } function addContour( vertices, contour ) { for ( var i = 0; i < contour.length; i ++ ) { vertices.push( contour[ i ].x ); vertices.push( contour[ i ].y ); } } export { ShapeUtils };