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resources/app/client-esm/canvas/edges/edge.mjs
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285
resources/app/client-esm/canvas/edges/edge.mjs
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/**
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* @typedef {import("../../../common/types.mjs").Point} Point
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*/
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/**
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* @typedef {"wall"|"darkness"|"innerBounds"|"outerBounds"} EdgeTypes
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*/
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/**
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* A data structure used to represent potential edges used by the ClockwiseSweepPolygon.
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* Edges are not polygon-specific, meaning they can be reused across many polygon instances.
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*/
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export default class Edge {
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/**
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* Construct an Edge by providing the following information.
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* @param {Point} a The first endpoint of the edge
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* @param {Point} b The second endpoint of the edge
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* @param {object} [options] Additional options which describe the edge
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* @param {string} [options.id] A string used to uniquely identify this edge
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* @param {PlaceableObject} [options.object] A PlaceableObject that is responsible for this edge, if any
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* @param {EdgeTypes} [options.type] The type of edge
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* @param {WALL_SENSE_TYPES} [options.light] How this edge restricts light
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* @param {WALL_SENSE_TYPES} [options.move] How this edge restricts movement
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* @param {WALL_SENSE_TYPES} [options.sight] How this edge restricts sight
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* @param {WALL_SENSE_TYPES} [options.sound] How this edge restricts sound
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* @param {WALL_DIRECTIONS} [options.direction=0] A direction of effect for the edge
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* @param {WallThresholdData} [options.threshold] Configuration of threshold data for this edge
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*/
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constructor(a, b, {id, object, direction, type, light, move, sight, sound, threshold}={}) {
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this.a = new PIXI.Point(a.x, a.y);
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this.b = new PIXI.Point(b.x, b.y);
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this.id = id ?? object?.id ?? undefined;
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this.object = object;
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this.type = type || "wall";
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this.direction = direction ?? CONST.WALL_DIRECTIONS.BOTH;
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this.light = light ?? CONST.WALL_SENSE_TYPES.NONE;
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this.move = move ?? CONST.WALL_SENSE_TYPES.NONE;
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this.sight = sight ?? CONST.WALL_SENSE_TYPES.NONE;
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this.sound = sound ?? CONST.WALL_SENSE_TYPES.NONE;
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this.threshold = threshold;
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// Record the edge orientation arranged from top-left to bottom-right
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const isSE = b.x === a.x ? b.y > a.y : b.x > a.x;
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if ( isSE ) {
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this.nw = a;
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this.se = b;
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}
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else {
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this.nw = b;
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this.se = a;
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}
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this.bounds = new PIXI.Rectangle(this.nw.x, this.nw.y, this.se.x - this.nw.x, this.se.y - this.nw.y);
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}
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/* -------------------------------------------- */
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/**
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* The first endpoint of the edge.
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* @type {PIXI.Point}
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*/
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a;
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/**
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* The second endpoint of the edge.
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* @type {PIXI.Point}
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*/
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b;
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/**
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* The endpoint of the edge which is oriented towards the top-left.
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*/
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nw;
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/**
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* The endpoint of the edge which is oriented towards the bottom-right.
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*/
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se;
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/**
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* The rectangular bounds of the edge. Used by the quadtree.
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* @type {PIXI.Rectangle}
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*/
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bounds;
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/**
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* The direction of effect for the edge.
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* @type {WALL_DIRECTIONS}
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*/
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direction;
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/**
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* A string used to uniquely identify this edge.
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* @type {string}
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*/
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id;
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/**
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* How this edge restricts light.
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* @type {WALL_SENSE_TYPES}
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*/
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light;
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/**
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* How this edge restricts movement.
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* @type {WALL_SENSE_TYPES}
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*/
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move;
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/**
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* How this edge restricts sight.
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* @type {WALL_SENSE_TYPES}
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*/
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sight;
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/**
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* How this edge restricts sound.
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* @type {WALL_SENSE_TYPES}
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*/
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sound;
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/**
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* Specialized threshold data for this edge.
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* @type {WallThresholdData}
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*/
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threshold;
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/**
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* Record other edges which this one intersects with.
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* @type {{edge: Edge, intersection: LineIntersection}[]}
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*/
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intersections = [];
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/**
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* A PolygonVertex instance.
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* Used as part of ClockwiseSweepPolygon computation.
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* @type {PolygonVertex}
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*/
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vertexA;
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/**
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* A PolygonVertex instance.
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* Used as part of ClockwiseSweepPolygon computation.
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* @type {PolygonVertex}
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*/
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vertexB;
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/* -------------------------------------------- */
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/**
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* Is this edge limited for a particular type?
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* @returns {boolean}
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*/
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isLimited(type) {
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return this[type] === CONST.WALL_SENSE_TYPES.LIMITED;
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}
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/* -------------------------------------------- */
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/**
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* Create a copy of the Edge which can be safely mutated.
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* @returns {Edge}
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*/
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clone() {
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const clone = new this.constructor(this.a, this.b, this);
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clone.intersections = [...this.intersections];
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clone.vertexA = this.vertexA;
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clone.vertexB = this.vertexB;
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return clone;
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}
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/* -------------------------------------------- */
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/**
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* Get an intersection point between this Edge and another.
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* @param {Edge} other
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* @returns {LineIntersection|void}
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*/
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getIntersection(other) {
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if ( this === other ) return;
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const {a: a0, b: b0} = this;
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const {a: a1, b: b1} = other;
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// Ignore edges which share an endpoint
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if ( a0.equals(a1) || a0.equals(b1) || b0.equals(a1) || b0.equals(b1) ) return;
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// Initial fast CCW test for intersection
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if ( !foundry.utils.lineSegmentIntersects(a0, b0, a1, b1) ) return;
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// Slower computation of intersection point
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const i = foundry.utils.lineLineIntersection(a0, b0, a1, b1, {t1: true});
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if ( !i ) return; // Eliminates co-linear lines, theoretically should not be necessary but just in case
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return i;
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}
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/* -------------------------------------------- */
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/**
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* Test whether to apply a proximity threshold to this edge.
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* If the proximity threshold is met, this edge excluded from perception calculations.
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* @param {string} sourceType Sense type for the source
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* @param {Point} sourceOrigin The origin or position of the source on the canvas
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* @param {number} [externalRadius=0] The external radius of the source
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* @returns {boolean} True if the edge has a threshold greater than 0 for the source type,
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* and the source type is within that distance.
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*/
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applyThreshold(sourceType, sourceOrigin, externalRadius=0) {
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const d = this.threshold?.[sourceType];
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const t = this[sourceType];
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if ( !d || (t < CONST.WALL_SENSE_TYPES.PROXIMITY) ) return false; // Threshold behavior does not apply
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const proximity = t === CONST.WALL_SENSE_TYPES.PROXIMITY;
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const pt = foundry.utils.closestPointToSegment(sourceOrigin, this.a, this.b);
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const sourceDistance = Math.hypot(pt.x - sourceOrigin.x, pt.y - sourceOrigin.y);
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return proximity ? Math.max(sourceDistance - externalRadius, 0) < d : (sourceDistance + externalRadius) > d;
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}
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/* -------------------------------------------- */
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/**
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* Determine the orientation of this Edge with respect to a reference point.
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* @param {Point} point Some reference point, relative to which orientation is determined
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* @returns {number} An orientation in CONST.WALL_DIRECTIONS which indicates whether the Point is left,
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* right, or collinear (both) with the Edge
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*/
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orientPoint(point) {
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const orientation = foundry.utils.orient2dFast(this.a, this.b, point);
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if ( orientation === 0 ) return CONST.WALL_DIRECTIONS.BOTH;
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return orientation < 0 ? CONST.WALL_DIRECTIONS.LEFT : CONST.WALL_DIRECTIONS.RIGHT;
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}
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/* -------------------------------------------- */
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/* Intersection Management */
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/* -------------------------------------------- */
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/**
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* Identify intersections between a provided iterable of edges.
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* @param {Iterable<Edge>} edges An iterable of edges
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*/
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static identifyEdgeIntersections(edges) {
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// Sort edges by their north-west x value, breaking ties with the south-east x value
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const sorted = [];
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for ( const edge of edges ) {
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edge.intersections.length = 0; // Clear prior intersections
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sorted.push(edge);
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}
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sorted.sort((e1, e2) => (e1.nw.x - e2.nw.x) || (e1.se.x - e2.se.x));
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// Iterate over all known edges, identifying intersections
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const ln = sorted.length;
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for ( let i=0; i<ln; i++ ) {
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const e1 = sorted[i];
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for ( let j=i+1; j<ln; j++ ) {
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const e2 = sorted[j];
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if ( e2.nw.x > e1.se.x ) break; // Segment e2 is entirely right of segment e1
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e1.recordIntersections(e2);
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}
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}
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}
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/* -------------------------------------------- */
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/**
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* Record the intersections between two edges.
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* @param {Edge} other Another edge to test and record
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*/
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recordIntersections(other) {
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if ( other === this ) return;
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const i = this.getIntersection(other);
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if ( !i ) return;
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this.intersections.push({edge: other, intersection: i});
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other.intersections.push({edge: this, intersection: {x: i.x, y: i.y, t0: i.t1, t1: i.t0}});
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}
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/* -------------------------------------------- */
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/**
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* Remove intersections of this edge with all other edges.
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*/
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removeIntersections() {
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for ( const {edge: other} of this.intersections ) {
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other.intersections.findSplice(e => e.edge === this);
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}
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this.intersections.length = 0;
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}
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}
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