All user data for FoundryVTT. Includes worlds, systems, modules, and any asset in the "foundryuserdata" directory. Does NOT include the FoundryVTT installation itself.
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export function adjustPolygonPoints(drawing){
let globalCoords = [];
if (drawing.document.shape.points.length != 0) {
for (let i = 0; i < drawing.document.shape.points.length; i += 2) {
globalCoords.push(
drawing.document.shape.points[i] + (drawing.x),
drawing.document.shape.points[i + 1] + (drawing.y)
);
}
} else {
globalCoords = [
drawing.x,
drawing.y,
drawing.x + drawing.document.shape.width,
drawing.y,
drawing.x + drawing.document.shape.width,
drawing.y + drawing.document.shape.height,
drawing.x,
drawing.y + drawing.document.shape.height,
];
}
return globalCoords;
}
export function inRange(document, elevation){
const rangeBottom = document.flags?.levels?.rangeBottom ?? -Infinity;
const rangeTop = document.flags?.levels?.rangeTop ?? Infinity;
return elevation >= rangeBottom && elevation <= rangeTop;
}
export function inDistance(placeable1, placeable2, distance) {
const placeable1Vector = {
x: placeable1.center.x,
y: placeable1.center.y,
z: (placeable1.losHeight ?? placeable1.document.elevation) * canvas.scene.dimensions.size / canvas.scene.dimensions.distance,
}
const placeable2Vector = {
x: placeable2.center.x,
y: placeable2.center.y,
z: (placeable2.losHeight ?? placeable2.document.elevation) * canvas.scene.dimensions.size / canvas.scene.dimensions.distance,
}
return Math.hypot(
placeable1Vector.x - placeable2Vector.x,
placeable1Vector.y - placeable2Vector.y,
placeable1Vector.z - placeable2Vector.z
) <= distance;
}
export function getRangeForDocument(document){
if(document instanceof WallDocument){
return {
rangeBottom: document.flags?.["wall-height"]?.bottom ?? -Infinity,
rangeTop: document.flags?.["wall-height"]?.top ?? Infinity
}
}else if(document instanceof TokenDocument){
return {
rangeBottom: document.elevation,
rangeTop: document.elevation
}
}
const rangeBottom = document.flags?.levels?.rangeBottom ?? -Infinity;
const rangeTop = document.flags?.levels?.rangeTop ?? Infinity;
return { rangeBottom, rangeTop };
}
export function cloneTileMesh(tile){
if(!tile.mesh) {
const sprite = new PIXI.Sprite();
sprite.tile = tile;
return sprite;
};
const sprite = PIXI.Sprite.from(tile.mesh.texture);
sprite.alpha = 1;
sprite.tint = 0x000000;
sprite.width = tile.mesh.width;
sprite.height = tile.mesh.height;
sprite.position.set(tile.center.x, tile.center.y);
sprite.anchor.set(0.5, 0.5);
sprite.angle = tile.mesh.angle;
sprite.scale.x = (tile.mesh.width / tile.mesh.texture.width) * tile.document.texture.scaleX;
sprite.scale.y = (tile.mesh.height / tile.mesh.texture.height) * tile.document.texture.scaleY;
sprite.tile = tile;
return sprite;
}