mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
91 lines
No EOL
2.7 KiB
Text
91 lines
No EOL
2.7 KiB
Text
function generate_point_in_polygon(polygon, amount = 1) {
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var minX, maxX, minY, maxY;
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var pointsInside = [];
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if(array_length(polygon) < 3) return pointsInside;
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// Find the minimum and maximum X and Y coordinates of the polygon
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for (var i = 0; i < array_length(polygon); i++) {
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var point = polygon[i];
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var _x = point[0];
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var _y = point[1];
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if (i == 0) {
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minX = _x;
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maxX = _x;
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minY = _y;
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maxY = _y;
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} else {
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if (_x < minX) minX = _x;
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if (_x > maxX) maxX = _x;
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if (_y < minY) minY = _y;
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if (_y > maxY) maxY = _y;
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}
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}
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// Generate random points inside the polygon
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for (var j = 0; j < amount; j++) {
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var pointInside = [ random_range(minX, maxX), random_range(minY, maxY) ];
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var numIntersections = 0;
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for (var k = 0; k < array_length(polygon); k++) {
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var currentPoint = polygon[k];
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var nextPoint = polygon[(k + 1) mod array_length(polygon)];
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if ((currentPoint[1] > pointInside[1]) != (nextPoint[1] > pointInside[1])) {
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var intersectX = (nextPoint[0] - currentPoint[0]) * (pointInside[1] - currentPoint[1]) /
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(nextPoint[1] - currentPoint[1]) + currentPoint[0];
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if (pointInside[0] < intersectX)
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numIntersections++;
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}
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}
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if (numIntersections % 2 == 1)
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array_push(pointsInside, pointInside);
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}
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return pointsInside;
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}
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function point_in_polygon(px, py, polygon) {
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var minX, maxX, minY, maxY;
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if(array_length(polygon) < 3) return false;
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// Find the minimum and maximum X and Y coordinates of the polygon
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for (var i = 0; i < array_length(polygon); i++) {
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var point = polygon[i];
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var _x = point[0];
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var _y = point[1];
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if (i == 0) {
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minX = _x;
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maxX = _x;
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minY = _y;
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maxY = _y;
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} else {
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if (_x < minX) minX = _x;
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if (_x > maxX) maxX = _x;
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if (_y < minY) minY = _y;
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if (_y > maxY) maxY = _y;
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}
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}
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var numIntersections = 0;
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for (var k = 0; k < array_length(polygon); k++) {
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var currentPoint = polygon[k];
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var nextPoint = polygon[(k + 1) mod array_length(polygon)];
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if ((currentPoint[1] > py) != (nextPoint[1] > py)) {
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var intersectX = (nextPoint[0] - currentPoint[0]) * (py - currentPoint[1]) /
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(nextPoint[1] - currentPoint[1]) + currentPoint[0];
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if (px < intersectX)
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numIntersections++;
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}
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}
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return numIntersections % 2 == 1;
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} |