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// Automatically generated - do not modify!
package cesium
/**
* Contains functions for operating on 2D triangles.
* @see Online Documentation
*/
@JsName("\$cesium__Intersections2D")
external object Intersections2D {
/**
* Splits a 2D triangle at given axis-aligned threshold value and returns the resulting
* polygon on a given side of the threshold. The resulting polygon may have 0, 1, 2,
* 3, or 4 vertices.
* ```
* var result = Intersections2D.clipTriangleAtAxisAlignedThreshold(0.5, false, 0.2, 0.6, 0.4);
* // result === [2, 0, -1, 1, 0, 0.25, -1, 1, 2, 0.5]
* ```
* @param [threshold] The threshold coordinate value at which to clip the triangle.
* @param [keepAbove] true to keep the portion of the triangle above the threshold, or false
* to keep the portion below.
* @param [u0] The coordinate of the first vertex in the triangle, in counter-clockwise order.
* @param [u1] The coordinate of the second vertex in the triangle, in counter-clockwise order.
* @param [u2] The coordinate of the third vertex in the triangle, in counter-clockwise order.
* @param [result] The array into which to copy the result. If this parameter is not supplied,
* a new array is constructed and returned.
* @return The polygon that results after the clip, specified as a list of
* vertices. The vertices are specified in counter-clockwise order.
* Each vertex is either an index from the existing list (identified as
* a 0, 1, or 2) or -1 indicating a new vertex not in the original triangle.
* For new vertices, the -1 is followed by three additional numbers: the
* index of each of the two original vertices forming the line segment that
* the new vertex lies on, and the fraction of the distance from the first
* vertex to the second one.
* @see Online Documentation
*/
fun clipTriangleAtAxisAlignedThreshold(
threshold: Double,
keepAbove: Boolean,
u0: Double,
u1: Double,
u2: Double,
result: Array? = definedExternally,
): Array
/**
* Compute the barycentric coordinates of a 2D position within a 2D triangle.
* ```
* var result = Intersections2D.computeBarycentricCoordinates(0.0, 0.0, 0.0, 1.0, -1, -0.5, 1, -0.5);
* // result === new Cartesian3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0);
* ```
* @param [x] The x coordinate of the position for which to find the barycentric coordinates.
* @param [y] The y coordinate of the position for which to find the barycentric coordinates.
* @param [x1] The x coordinate of the triangle's first vertex.
* @param [y1] The y coordinate of the triangle's first vertex.
* @param [x2] The x coordinate of the triangle's second vertex.
* @param [y2] The y coordinate of the triangle's second vertex.
* @param [x3] The x coordinate of the triangle's third vertex.
* @param [y3] The y coordinate of the triangle's third vertex.
* @param [result] The instance into to which to copy the result. If this parameter
* is undefined, a new instance is created and returned.
* @return The barycentric coordinates of the position within the triangle.
* @see Online Documentation
*/
fun computeBarycentricCoordinates(
x: Double,
y: Double,
x1: Double,
y1: Double,
x2: Double,
y2: Double,
x3: Double,
y3: Double,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Compute the intersection between 2 line segments
* ```
* var result = Intersections2D.computeLineSegmentLineSegmentIntersection(0.0, 0.0, 0.0, 2.0, -1, 1, 1, 1);
* // result === new Cartesian2(0.0, 1.0);
* ```
* @param [x00] The x coordinate of the first line's first vertex.
* @param [y00] The y coordinate of the first line's first vertex.
* @param [x01] The x coordinate of the first line's second vertex.
* @param [y01] The y coordinate of the first line's second vertex.
* @param [x10] The x coordinate of the second line's first vertex.
* @param [y10] The y coordinate of the second line's first vertex.
* @param [x11] The x coordinate of the second line's second vertex.
* @param [y11] The y coordinate of the second line's second vertex.
* @param [result] The instance into to which to copy the result. If this parameter
* is undefined, a new instance is created and returned.
* @return The intersection point, undefined if there is no intersection point or lines are coincident.
* @see Online Documentation
*/
fun computeLineSegmentLineSegmentIntersection(
x00: Double,
y00: Double,
x01: Double,
y01: Double,
x10: Double,
y10: Double,
x11: Double,
y11: Double,
result: Cartesian2? = definedExternally,
): Cartesian2
}