Determine if two triangles overlap

From Rosetta Code
Revision as of 20:07, 26 December 2016 by rosettacode>Craigd (→‎{{header|zkl}}: crunch)
Determine if two triangles overlap is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

Determining if two triangles in the same plane overlap is an important topic in collision detection.

Task

Determine which of these pairs of triangles overlap in 2D:

  • (0,0),(5,0),(0,5) and (0,0),(5,0),(0,6)
  • (0,0),(0,5),(5,0) and (0,0),(0,5),(5,0)
  • (0,0),(5,0),(0,5) and (-10,0),(-5,0),(-1,6)
  • (0,0),(5,0),(2.5,5) and (0,4),(2.5,-1),(5,4)
  • (0,0),(1,1),(0,2) and (2,1),(3,0),(3,2)
  • (0,0),(1,1),(0,2) and (2,1),(3,-2),(3,4)

Optionally, see what the result is when only a single corner is in contact (there is no definitively correct answer):

  • (0,0),(1,0),(0,1) and (1,0),(2,0),(1,1)

C++

<lang cpp>#include <vector>

  1. include <iostream>
  2. include <stdexcept>

using namespace std;

typedef std::pair<double, double> TriPoint;

inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); }

void CheckTriWinding(TriPoint &p1, TriPoint &p2, TriPoint &p3, bool allowReversed) { double detTri = Det2D(p1, p2, p3); if(detTri < 0.0) { if (allowReversed) { TriPoint a = p3; p3 = p2; p2 = a; } else throw std::runtime_error("triangle has wrong winding direction"); } }

bool BoundaryCollideChk(TriPoint &p1, TriPoint &p2, TriPoint &p3, double eps) { return Det2D(p1, p2, p3) < eps; }

bool BoundaryDoesntCollideChk(TriPoint &p1, TriPoint &p2, TriPoint &p3, double eps) { return Det2D(p1, p2, p3) <= eps; }

bool TriTri2D(TriPoint *t1, TriPoint *t2, double eps = 0.0, bool allowReversed = false, bool onBoundary = true) { //Trangles must be expressed anti-clockwise CheckTriWinding(t1[0], t1[1], t1[2], allowReversed); CheckTriWinding(t2[0], t2[1], t2[2], allowReversed);

bool (*chkEdge)(TriPoint &, TriPoint &, TriPoint &, double) = NULL; if(onBoundary) //Points on the boundary are considered as colliding chkEdge = BoundaryCollideChk; else //Points on the boundary are not considered as colliding chkEdge = BoundaryDoesntCollideChk;

//For edge E of trangle 1, for(int i=0; i<3; i++) { int j=(i+1)%3;

//Check all points of trangle 2 lay on the external side of the edge E. If //they do, the triangles do not collide. if (chkEdge(t1[i], t1[j], t2[0], eps) && chkEdge(t1[i], t1[j], t2[1], eps) && chkEdge(t1[i], t1[j], t2[2], eps)) return false; }

//For edge E of trangle 2, for(int i=0; i<3; i++) { int j=(i+1)%3;

//Check all points of trangle 1 lay on the external side of the edge E. If //they do, the triangles do not collide. if (chkEdge(t2[i], t2[j], t1[0], eps) && chkEdge(t2[i], t2[j], t1[1], eps) && chkEdge(t2[i], t2[j], t1[2], eps)) return false; }

//The triangles collide return true; }

int main() { {TriPoint t1[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(0,5)}; TriPoint t2[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(0,6)}; cout << TriTri2D(t1, t2) << "," << true << endl;}

{TriPoint t1[] = {TriPoint(0,0),TriPoint(0,5),TriPoint(5,0)}; TriPoint t2[] = {TriPoint(0,0),TriPoint(0,5),TriPoint(5,0)}; cout << TriTri2D(t1, t2, 0.0, true) << "," << true << endl;}

{TriPoint t1[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(0,5)}; TriPoint t2[] = {TriPoint(-10,0),TriPoint(-5,0),TriPoint(-1,6)}; cout << TriTri2D(t1, t2) << "," << false << endl;}

{TriPoint t1[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(2.5,5)}; TriPoint t2[] = {TriPoint(0,4),TriPoint(2.5,-1),TriPoint(5,4)}; cout << TriTri2D(t1, t2) << "," << true << endl;}

{TriPoint t1[] = {TriPoint(0,0),TriPoint(1,1),TriPoint(0,2)}; TriPoint t2[] = {TriPoint(2,1),TriPoint(3,0),TriPoint(3,2)}; cout << TriTri2D(t1, t2) << "," << false << endl;}

{TriPoint t1[] = {TriPoint(0,0),TriPoint(1,1),TriPoint(0,2)}; TriPoint t2[] = {TriPoint(2,1),TriPoint(3,-2),TriPoint(3,4)}; cout << TriTri2D(t1, t2) << "," << false << endl;}

//Barely touching {TriPoint t1[] = {TriPoint(0,0),TriPoint(1,0),TriPoint(0,1)}; TriPoint t2[] = {TriPoint(1,0),TriPoint(2,0),TriPoint(1,1)}; cout << TriTri2D(t1, t2, 0.0, false, true) << "," << true << endl;}

//Barely touching {TriPoint t1[] = {TriPoint(0,0),TriPoint(1,0),TriPoint(0,1)}; TriPoint t2[] = {TriPoint(1,0),TriPoint(2,0),TriPoint(1,1)}; cout << TriTri2D(t1, t2, 0.0, false, false) << "," << false << endl;}

}</lang>

Output:
1,1
1,1
0,0
1,1
0,0
0,0
1,1
0,0

Python

Using numpy:

<lang python>from __future__ import print_function import numpy as np

def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("triangle has wrong winding direction") return trisq

def TriTri2D(t1, t2, eps = 0.0, allowReversed = False, onBoundary = True): #Trangles must be expressed anti-clockwise t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed)

if onBoundary: #Points on the boundary are considered as colliding chkEdge = lambda x: np.linalg.det(x) < eps else: #Points on the boundary are not considered as colliding chkEdge = lambda x: np.linalg.det(x) <= eps

#For edge E of trangle 1, for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:]

#Check all points of trangle 2 lay on the external side of the edge E. If #they do, the triangles do not collide. if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False

#For edge E of trangle 2, for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:]

#Check all points of trangle 1 lay on the external side of the edge E. If #they do, the triangles do not collide. if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False

#The triangles collide return True

if __name__=="__main__": t1 = [[0,0],[5,0],[0,5]] t2 = [[0,0],[5,0],[0,6]] print (TriTri2D(t1, t2), True)

t1 = [[0,0],[0,5],[5,0]] t2 = [[0,0],[0,6],[5,0]] print (TriTri2D(t1, t2, allowReversed = True), True)

t1 = [[0,0],[5,0],[0,5]] t2 = [[-10,0],[-5,0],[-1,6]] print (TriTri2D(t1, t2), False)

t1 = [[0,0],[5,0],[2.5,5]] t2 = [[0,4],[2.5,-1],[5,4]] print (TriTri2D(t1, t2), True)

t1 = [[0,0],[1,1],[0,2]] t2 = [[2,1],[3,0],[3,2]] print (TriTri2D(t1, t2), False)

t1 = [[0,0],[1,1],[0,2]] t2 = [[2,1],[3,-2],[3,4]] print (TriTri2D(t1, t2), False)

#Barely touching t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True)

#Barely touching t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)</lang>

Output:
True True
True True
False False
True True
False False
False False
True True
/False False

Using shapely:

<lang python>from __future__ import print_function from shapely.geometry import Polygon

def PolyOverlaps(poly1, poly2): poly1s = Polygon(poly1) poly2s = Polygon(poly2) return poly1s.intersects(poly2s)

if __name__=="__main__": t1 = [[0,0],[5,0],[0,5]] t2 = [[0,0],[5,0],[0,6]] print (PolyOverlaps(t1, t2), True)

t1 = [[0,0],[0,5],[5,0]] t2 = [[0,0],[0,6],[5,0]] print (PolyOverlaps(t1, t2), True)

t1 = [[0,0],[5,0],[0,5]] t2 = [[-10,0],[-5,0],[-1,6]] print (PolyOverlaps(t1, t2), False)

t1 = [[0,0],[5,0],[2.5,5]] t2 = [[0,4],[2.5,-1],[5,4]] print (PolyOverlaps(t1, t2), True)

t1 = [[0,0],[1,1],[0,2]] t2 = [[2,1],[3,0],[3,2]] print (PolyOverlaps(t1, t2), False)

t1 = [[0,0],[1,1],[0,2]] t2 = [[2,1],[3,-2],[3,4]] print (PolyOverlaps(t1, t2), False)

#Barely touching t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (PolyOverlaps(t1, t2), "?")</lang>

Output:
True True
True True
False False
True True
False False
False False
True ?

zkl

Translation of: C++

<lang zkl>// A triangle is three pairs of points: ( (x,y), (x,y), (x,y) )

fcn det2D(triangle){

  p1,p2,p3 := triangle;
  p1[0]*(p2[1] - p3[1]) + p2[0]*(p3[1] - p1[1]) + p3[0]*(p1[1] - p2[1]);

} fcn checkTriWinding(triangle,allowReversed){ //-->triangle, maybe new

  detTri:=det2D(triangle);
  if(detTri<0.0){
     if(allowReversed){ p1,p2,p3 := triangle; return(p1,p3,p2); }  // reverse
     else throw(Exception.AssertionError(

"triangle has wrong winding direction"));

  }
  triangle	// no change

} fcn triTri2D(triangle1,triangle2, eps=0.0, allowReversed=False, onBoundary=True){

  // Trangles must be expressed anti-clockwise
  triangle1=checkTriWinding(triangle1, allowReversed);
  triangle2=checkTriWinding(triangle2, allowReversed);

  chkEdge:=
     if(onBoundary) // Points on the boundary are considered as colliding

fcn(triangle,eps){ det2D(triangle)<eps }

     else           // Points on the boundary are not considered as colliding

fcn(triangle,eps){ det2D(triangle)<=eps };; // first ; terminates if

  t1,t2 := triangle1,triangle2;	// change names to protect the typist
  do(2){				// check triangle1 and then triangle2
     foreach i in (3){	//For edge E of trangle 1,

j:=(i+1)%3; // 1,2,0 // Check all points of trangle 2 lay on the external side // of the edge E. If they do, the triangles do not collide. if(chkEdge(T(t1[i],t1[j],t2[0]), eps) and chkEdge(T(t1[i],t1[j],t2[1]), eps) and chkEdge(T(t1[i],t1[j],t2[2]), eps)) return(False); // no collision

     }
     t2,t1 = triangle1,triangle2; // flip and re-test
  }
  True   // The triangles collide

}</lang> <lang zkl>fcn toTri(ax,ay,bx,by,cx,cy){ //-->( (ax,ay),(bx,by),(cx,cy) )

  vm.arglist.apply("toFloat").pump(List,Void.Read)

} triangles:=T( // pairs of triangles

  T(toTri(0,0, 5,0, 0,  5), toTri(  0,0,  5,   0,  0,6)),
  T(toTri(0,0, 0,5, 5,  0), toTri(  0,0,  0,   5 , 5,0)),
  T(toTri(0,0, 5,0, 0,  5), toTri(-10,0, -5,   0, -1,6)),
  T(toTri(0,0, 5,0, 2.5,5), toTri(  0,4,  2.5,-1,  5,4)),
  T(toTri(0,0, 1,1, 0,  2), toTri(  2,1,  3,   0,  3,2)),
  T(toTri(0,0, 1,1, 0,  2), toTri(  2,1,  3,  -2,  3,4))

);

 // Expect: overlap, overlap (reversed), no overlap, overlap, no overlap, no overlap

foreach t1,t2 in (triangles){

  reg r, reversed=False;
  try{ r=triTri2D(t1,t2) }
  catch(AssertionError){ r=triTri2D(t1,t2,0.0,True); reversed=True; }
  print(t1,"\n",t2," ");
  println(r and "overlap" or "no overlap", reversed and " (reversed)" or "");
  println();

}

c1,c2 := toTri(0,0, 1,0, 0,1), toTri(1,0, 2,0, 1,1); println("Corner case (barely touching): ",triTri2D(c1,c2,0.0,False,True)); // True println("Corner case (barely touching): ",triTri2D(c1,c2,0.0,False,False)); // False</lang>

Output:
L(L(0,0),L(5,0),L(0,5))
L(L(0,0),L(5,0),L(0,6)) overlap

L(L(0,0),L(0,5),L(5,0))
L(L(0,0),L(0,5),L(5,0)) overlap (reversed)

L(L(0,0),L(5,0),L(0,5))
L(L(-10,0),L(-5,0),L(-1,6)) no overlap

L(L(0,0),L(5,0),L(2.5,5))
L(L(0,4),L(2.5,-1),L(5,4)) overlap

L(L(0,0),L(1,1),L(0,2))
L(L(2,1),L(3,0),L(3,2)) no overlap

L(L(0,0),L(1,1),L(0,2))
L(L(2,1),L(3,-2),L(3,4)) no overlap

Corner case (barely touching): True
Corner case (barely touching): False