Determine if two triangles overlap: Difference between revisions

Content added Content deleted
(Added Java)
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Triangle: Tuple!(real, real)(0, 0), Tuple!(real, real)(1, 0), Tuple!(real, real)(0, 1) and
Triangle: Tuple!(real, real)(0, 0), Tuple!(real, real)(1, 0), Tuple!(real, real)(0, 1) and
Triangle: Tuple!(real, real)(1, 0), Tuple!(real, real)(2, 0), Tuple!(real, real)(1, 1.1)
Triangle: Tuple!(real, real)(1, 0), Tuple!(real, real)(2, 0), Tuple!(real, real)(1, 1.1)
which have only a single corner in contact, if boundary points do not collide
do not overlap</pre>

=={{header|Java}}==
{{trans|Kotlin}}
{{works with|Java|8}}
<lang Java>import java.util.function.BiFunction;

public class TriangleOverlap {
private static class Pair {
double first;
double second;

Pair(double first, double second) {
this.first = first;
this.second = second;
}

@Override
public String toString() {
return String.format("(%s, %s)", first, second);
}
}

private static class Triangle {
Pair p1, p2, p3;

Triangle(Pair p1, Pair p2, Pair p3) {
this.p1 = p1;
this.p2 = p2;
this.p3 = p3;
}

@Override
public String toString() {
return String.format("Triangle: %s, %s, %s", p1, p2, p3);
}
}

private static double det2D(Triangle t) {
Pair p1 = t.p1;
Pair p2 = t.p2;
Pair p3 = t.p3;
return p1.first * (p2.second - p3.second)
+ p2.first * (p3.second - p1.second)
+ p3.first * (p1.second - p2.second);
}

private static void checkTriWinding(Triangle t, boolean allowReversed) {
double detTri = det2D(t);
if (detTri < 0.0) {
if (allowReversed) {
Pair a = t.p3;
t.p3 = t.p2;
t.p2 = a;
} else throw new RuntimeException("Triangle has wrong winding direction");
}
}

private static boolean boundaryCollideChk(Triangle t, double eps) {
return det2D(t) < eps;
}

private static boolean boundaryDoesntCollideChk(Triangle t, double eps) {
return det2D(t) <= eps;
}

private static boolean triTri2D(Triangle t1, Triangle t2) {
return triTri2D(t1, t2, 0.0, false, true);
}

private static boolean triTri2D(Triangle t1, Triangle t2, double eps, boolean allowedReversed) {
return triTri2D(t1, t2, eps, allowedReversed, true);
}

private static boolean triTri2D(Triangle t1, Triangle t2, double eps, boolean allowedReversed, boolean onBoundary) {
// Triangles must be expressed anti-clockwise
checkTriWinding(t1, allowedReversed);
checkTriWinding(t2, allowedReversed);
// 'onBoundary' determines whether points on boundary are considered as colliding or not
BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap::boundaryCollideChk : TriangleOverlap::boundaryDoesntCollideChk;
Pair[] lp1 = new Pair[]{t1.p1, t1.p2, t1.p3};
Pair[] lp2 = new Pair[]{t2.p1, t2.p2, t2.p3};

// for each edge E of t1
for (int i = 0; i < 3; ++i) {
int 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.apply(new Triangle(lp1[i], lp1[j], lp2[0]), eps) &&
chkEdge.apply(new Triangle(lp1[i], lp1[j], lp2[1]), eps) &&
chkEdge.apply(new Triangle(lp1[i], lp1[j], lp2[2]), eps)) return false;
}

// for each edge E of t2
for (int i = 0; i < 3; ++i) {
int 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.apply(new Triangle(lp2[i], lp2[j], lp1[0]), eps) &&
chkEdge.apply(new Triangle(lp2[i], lp2[j], lp1[1]), eps) &&
chkEdge.apply(new Triangle(lp2[i], lp2[j], lp1[2]), eps)) return false;
}

// The triangles overlap
return true;
}

public static void main(String[] args) {
Triangle t1 = new Triangle(new Pair(0.0, 0.0), new Pair(5.0, 0.0), new Pair(0.0, 5.0));
Triangle t2 = new Triangle(new Pair(0.0, 0.0), new Pair(5.0, 0.0), new Pair(0.0, 6.0));
System.out.printf("%s and\n%s\n", t1, t2);
if (triTri2D(t1, t2)) {
System.out.println("overlap");
} else {
System.out.println("do not overlap");
}

// need to allow reversed for this pair to avoid exception
t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0));
t2 = t1;
System.out.printf("\n%s and\n%s\n", t1, t2);
if (triTri2D(t1, t2, 0.0, true)) {
System.out.println("overlap (reversed)");
} else {
System.out.println("do not overlap");
}

t1 = new Triangle(new Pair(0.0, 0.0), new Pair(5.0, 0.0), new Pair(0.0, 5.0));
t2 = new Triangle(new Pair(-10.0, 0.0), new Pair(-5.0, 0.0), new Pair(-1.0, 6.0));
System.out.printf("\n%s and\n%s\n", t1, t2);
if (triTri2D(t1, t2)) {
System.out.println("overlap");
} else {
System.out.println("do not overlap");
}

t1.p3 = new Pair(2.5, 5.0);
t2 = new Triangle(new Pair(0.0, 4.0), new Pair(2.5, -1.0), new Pair(5.0, 4.0));
System.out.printf("\n%s and\n%s\n", t1, t2);
if (triTri2D(t1, t2)) {
System.out.println("overlap");
} else {
System.out.println("do not overlap");
}

t1 = new Triangle(new Pair(0.0, 0.0), new Pair(1.0, 1.0), new Pair(0.0, 2.0));
t2 = new Triangle(new Pair(2.0, 1.0), new Pair(3.0, 0.0), new Pair(3.0, 2.0));
System.out.printf("\n%s and\n%s\n", t1, t2);
if (triTri2D(t1, t2)) {
System.out.println("overlap");
} else {
System.out.println("do not overlap");
}

t2 = new Triangle(new Pair(2.0, 1.0), new Pair(3.0, -2.0), new Pair(3.0, 4.0));
System.out.printf("\n%s and\n%s\n", t1, t2);
if (triTri2D(t1, t2)) {
System.out.println("overlap");
} else {
System.out.println("do not overlap");
}

t1 = new Triangle(new Pair(0.0, 0.0), new Pair(1.0, 0.0), new Pair(0.0, 1.0));
t2 = new Triangle(new Pair(1.0, 0.0), new Pair(2.0, 0.0), new Pair(1.0, 1.1));
System.out.printf("\n%s and\n%s\n", t1, t2);
System.out.println("which have only a single corner in contact, if boundary points collide");
if (triTri2D(t1, t2)) {
System.out.println("overlap");
} else {
System.out.println("do not overlap");
}

System.out.printf("\n%s and\n%s\n", t1, t2);
System.out.println("which have only a single corner in contact, if boundary points do not collide");
if (triTri2D(t1, t2, 0.0, false, false)) {
System.out.println("overlap");
} else {
System.out.println("do not overlap");
}
}
}</lang>
{{out}}
<pre>Triangle: (0.0, 0.0), (5.0, 0.0), (0.0, 5.0) and
Triangle: (0.0, 0.0), (5.0, 0.0), (0.0, 6.0)
overlap

Triangle: (0.0, 0.0), (0.0, 5.0), (5.0, 0.0) and
Triangle: (0.0, 0.0), (0.0, 5.0), (5.0, 0.0)
overlap (reversed)

Triangle: (0.0, 0.0), (5.0, 0.0), (0.0, 5.0) and
Triangle: (-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)
do not overlap

Triangle: (0.0, 0.0), (5.0, 0.0), (2.5, 5.0) and
Triangle: (0.0, 4.0), (2.5, -1.0), (5.0, 4.0)
overlap

Triangle: (0.0, 0.0), (1.0, 1.0), (0.0, 2.0) and
Triangle: (2.0, 1.0), (3.0, 0.0), (3.0, 2.0)
do not overlap

Triangle: (0.0, 0.0), (1.0, 1.0), (0.0, 2.0) and
Triangle: (2.0, 1.0), (3.0, -2.0), (3.0, 4.0)
do not overlap

Triangle: (0.0, 0.0), (1.0, 0.0), (0.0, 1.0) and
Triangle: (1.0, 0.0), (2.0, 0.0), (1.0, 1.1)
which have only a single corner in contact, if boundary points collide
overlap

Triangle: (0.0, 0.0), (1.0, 0.0), (0.0, 1.0) and
Triangle: (1.0, 0.0), (2.0, 0.0), (1.0, 1.1)
which have only a single corner in contact, if boundary points do not collide
which have only a single corner in contact, if boundary points do not collide
do not overlap</pre>
do not overlap</pre>