text: /**
   * @author       Florian Vazelle
   * @author       Geoffrey Glaive
   * @copyright    2019 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  var Point = require('../point/Point');
  var TriangleToLine = require('./TriangleToLine');
  var LineToLine = require('./LineToLine');
  
  /**
   * Checks if a Triangle and a Line intersect, and returns the intersection points as a Point object array.
   *
   * The Line intersects the Triangle if it starts inside of it, ends inside of it, or crosses any of the Triangle's sides. Thus, the Triangle is considered "solid".
   *
   * @function Phaser.Geom.Intersects.GetTriangleToLine
   * @since 3.0.0
   *
   * @param {Phaser.Geom.Triangle} triangle - The Triangle to check with.
   * @param {Phaser.Geom.Line} line - The Line to check with.
   * @param {array} [out] - An optional array in which to store the points of intersection.
   *
   * @return {array} An array with the points of intersection if objects intersect, otherwise an empty array.
   */
  var GetTriangleToLine = function (triangle, line, out)
  {
      if (out === undefined) { out = []; }
  
      if (TriangleToLine(triangle, line))
      {
          var lineA = triangle.getLineA();
          var lineB = triangle.getLineB();
          var lineC = triangle.getLineC();
  
          var output = [ new Point(), new Point(), new Point() ];
  
          var result = [
              LineToLine(lineA, line, output[0]),
              LineToLine(lineB, line, output[1]),
              LineToLine(lineC, line, output[2])
          ];
  
          for (var i = 0; i < 3; i++)
          {
              if (result[i]) { out.push(output[i]); }
          }
      }
  
      return out;
  };
  
  export default GetTriangleToLine;
  