Polygon tools.
npm i polygon-tools
The minified code is availabe through S3:
https://fpcdn.s3.amazonaws.com/apps/polygon-tools/0.4.6/polygon-tools.min.js
Build minified javascript for use in browser:
npm run build
The library is exposed as PolygonTools.
varpolygon=[[0,0],[100,0],[100,100],[0,100]];vararea=PolygonTools.polygon.area(polygon);Documentation is available here.
Summary of polygon methods:
area(pts)normal(pts)centroid(pts)winding(pts)is_cw(pts)is_ccw(pts)
import{polygon}from'polygon-tools';constPOLYGON=[[0,0],[100,0],[100,100],[0,100]];// Signed area - 2D onlyletarea=polygon.area(POLYGON);// Polygon normal - both 2D and 3D polygonsletnormal=polygon.normal(POLYGON);// Polygon centroid - 2D onlyletcentroid=polygon.centroid(POLYGON);// Polygon winding - 2D onlyletwinding=polygon.winding(POLYGON);// result is one of:const{WINDING_CW,WINDING_CCW,WINDING_UNKNOWN}=polygon;// test for WINDING_CWpolygon.is_cw(POLYGON);// test for WINDING_CCWpolygon.is_ccw(POLYGON);union (...polygons)subtract (...polygons)intersection (a, b)
import{polygon}from'polygon-tools';constPOLY_A=[[0,0],[100,0],[100,100],[0,100]];constPOLY_B=[[50,50],[150,50],[150,150],[50,150]];// union(polyA, polyB, polyN, ...)letunion=polygon.union(POLY_A,POLY_B);// subtract(polyA, polyB, polyN, ...)// NOTE: poly B..N are subtracted from Aletsubtract=polygon.subtract(POLY_A,POLY_B);// intersection(polyA, polyB)letintersection=polygon.intersection(POLY_A,POLY_B);triangulate(polygon, holes)
import{polygon}from'polygon-tools';constPOLYGON=[[0,0],[100,0],[100,100],[0,100]];constHOLE=[[30,30],[30,70],[70,70],[70,30]];// returns an array of triangleslettriangles=polygon.triangulate(POLYGON,[HOLE]);Instead of the convenience methods above, the tesselator can also be used directly. Different vertex sizes can be used so vertex attributes like UVs and normals are correctly interpolated.
import{tesselator}from'polygon-tools';constPOLYGON=[[0,0],[100,0],[100,100],[0,100]];constHOLE=[[30,30],[30,70],[70,70],[70,30]];letoptions={polygons: [POLYGON],holes: [HOLE],vertexSize: 2,windingRule: tesselator.GLU_TESS_WINDING_POSITIVE,boundaryOnly: false,normal: null,autoWinding: true};lettriangles=tesselator.run(options);Suppose we want a textured polygon with holes. In such cases we cannot
use polygon.subtract because any interior hole is returned as another
polygon. To create polygons with holes we need use triangulation.
Assuming we have the triangles (see above) and some texture:
letsprite=newPIXI.Sprite(texture);letmask=newPIXI.Graphics();// create pathsletpaths=triangles.map(tri=>{returntri.reduce((p,v)=>{returnp.push(v[0],v[1]);},[]);});paths.forEach(path=>{mask.beginFill(0xff0000);mask.drawPolygon(path);});sprite.mask=mask;sprite.addChild(mask);