RosettaCodeData/Task/Determine-if-two-triangles-overlap/C-sharp/determine-if-two-triangles-overlap.cs
2023-07-01 13:44:08 -04:00

153 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
namespace TriangleOverlap {
class Triangle {
public Tuple<double, double> P1 { get; set; }
public Tuple<double, double> P2 { get; set; }
public Tuple<double, double> P3 { get; set; }
public Triangle(Tuple<double, double> p1, Tuple<double, double> p2, Tuple<double, double> p3) {
P1 = p1;
P2 = p2;
P3 = p3;
}
public double Det2D() {
return P1.Item1 * (P2.Item2 - P3.Item2)
+ P2.Item1 * (P3.Item2 - P1.Item2)
+ P3.Item1 * (P3.Item1 - P2.Item2);
}
public void CheckTriWinding(bool allowReversed) {
var detTri = Det2D();
if (detTri < 0.0) {
if (allowReversed) {
var a = P3;
P3 = P2;
P2 = a;
} else {
throw new Exception("Triangle has wrong winding direction");
}
}
}
public bool BoundaryCollideChk(double eps) {
return Det2D() < eps;
}
public bool BoundaryDoesntCollideChk(double eps) {
return Det2D() <= eps;
}
public override string ToString() {
return string.Format("Triangle: {0}, {1}, {2}", P1, P2, P3);
}
}
class Program {
static bool BoundaryCollideChk(Triangle t, double eps) {
return t.BoundaryCollideChk(eps);
}
static bool BoundaryDoesntCollideChk(Triangle t, double eps) {
return t.BoundaryDoesntCollideChk(eps);
}
static bool TriTri2D(Triangle t1, Triangle t2, double eps = 0.0, bool allowReversed = false, bool onBoundary = true) {
// Triangles must be expressed anti-clockwise
t1.CheckTriWinding(allowReversed);
t2.CheckTriWinding(allowReversed);
// 'onBoundary' determines whether points on boundary are considered as colliding or not
var chkEdge = onBoundary
? (Func<Triangle, double, bool>)BoundaryCollideChk
: BoundaryDoesntCollideChk;
List<Tuple<double, double>> lp1 = new List<Tuple<double, double>>() { t1.P1, t1.P2, t1.P3 };
List<Tuple<double, double>> lp2 = new List<Tuple<double, double>>() { t2.P1, t2.P2, t2.P3 };
// for each edge E of t1
for (int i = 0; i < 3; i++) {
var j = (i + 1) % 3;
// Check all points of t2 lay on the external side of edge E.
// If they do, the triangles do not overlap.
if (chkEdge(new Triangle(lp1[i], lp1[j], lp2[0]), eps) &&
chkEdge(new Triangle(lp1[i], lp1[j], lp2[1]), eps) &&
chkEdge(new Triangle(lp1[i], lp1[j], lp2[2]), eps)) {
return false;
}
}
// for each edge E of t2
for (int i = 0; i < 3; i++) {
var j = (i + 1) % 3;
// Check all points of t1 lay on the external side of edge E.
// If they do, the triangles do not overlap.
if (chkEdge(new Triangle(lp2[i], lp2[j], lp1[0]), eps) &&
chkEdge(new Triangle(lp2[i], lp2[j], lp1[1]), eps) &&
chkEdge(new Triangle(lp2[i], lp2[j], lp1[2]), eps)) {
return false;
}
}
// The triangles overlap
return true;
}
static void Overlap(Triangle t1, Triangle t2, double eps = 0.0, bool allowReversed = false, bool onBoundary = true) {
if (TriTri2D(t1, t2, eps, allowReversed, onBoundary)) {
Console.WriteLine("overlap");
} else {
Console.WriteLine("do not overlap");
}
}
static void Main(string[] args) {
var t1 = new Triangle(new Tuple<double, double>(0.0, 0.0), new Tuple<double, double>(5.0, 0.0), new Tuple<double, double>(0.0, 5.0));
var t2 = new Triangle(new Tuple<double, double>(0.0, 0.0), new Tuple<double, double>(5.0, 0.0), new Tuple<double, double>(0.0, 6.0));
Console.WriteLine("{0} and\n{1}", t1, t2);
Overlap(t1, t2);
Console.WriteLine();
// need to allow reversed for this pair to avoid exception
t1 = new Triangle(new Tuple<double, double>(0.0, 0.0), new Tuple<double, double>(0.0, 5.0), new Tuple<double, double>(5.0, 0.0));
t2 = t1;
Console.WriteLine("{0} and\n{1}", t1, t2);
Overlap(t1, t2, 0.0, true);
Console.WriteLine();
t1 = new Triangle(new Tuple<double, double>(0.0, 0.0), new Tuple<double, double>(5.0, 0.0), new Tuple<double, double>(0.0, 5.0));
t2 = new Triangle(new Tuple<double, double>(-10.0, 0.0), new Tuple<double, double>(-5.0, 0.0), new Tuple<double, double>(-1.0, 6.0));
Console.WriteLine("{0} and\n{1}", t1, t2);
Overlap(t1, t2);
Console.WriteLine();
t1.P3 = new Tuple<double, double>(2.5, 5.0);
t2 = new Triangle(new Tuple<double, double>(0.0, 4.0), new Tuple<double, double>(2.5, -1.0), new Tuple<double, double>(5.0, 4.0));
Console.WriteLine("{0} and\n{1}", t1, t2);
Overlap(t1, t2);
Console.WriteLine();
t1 = new Triangle(new Tuple<double, double>(0.0, 0.0), new Tuple<double, double>(1.0, 1.0), new Tuple<double, double>(0.0, 2.0));
t2 = new Triangle(new Tuple<double, double>(2.0, 1.0), new Tuple<double, double>(3.0, 0.0), new Tuple<double, double>(3.0, 2.0));
Console.WriteLine("{0} and\n{1}", t1, t2);
Overlap(t1, t2);
Console.WriteLine();
t2 = new Triangle(new Tuple<double, double>(2.0, 1.0), new Tuple<double, double>(3.0, -2.0), new Tuple<double, double>(3.0, 4.0));
Console.WriteLine("{0} and\n{1}", t1, t2);
Overlap(t1, t2);
Console.WriteLine();
t1 = new Triangle(new Tuple<double, double>(0.0, 0.0), new Tuple<double, double>(1.0, 0.0), new Tuple<double, double>(0.0, 1.0));
t2 = new Triangle(new Tuple<double, double>(1.0, 0.0), new Tuple<double, double>(2.0, 0.0), new Tuple<double, double>(1.0, 1.1));
Console.WriteLine("{0} and\n{1}", t1, t2);
Console.WriteLine("which have only a single corner in contact, if boundary points collide");
Overlap(t1, t2);
Console.WriteLine();
Console.WriteLine("{0} and\n{1}", t1, t2);
Console.WriteLine("which have only a single corner in contact, if boundary points do not collide");
Overlap(t1, t2, 0.0, false, false);
}
}
}