Ray-casting algorithm: Difference between revisions

Content added Content deleted
(Add rust langage)
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[hexagon] point: 8, 5 is inside
[hexagon] point: 8, 5 is inside
[hexagon] point: 10, 10 is outside
[hexagon] point: 10, 10 is outside
</pre>

=={{header|Rust}}==
{{trans|Python}}
<lang rust>use std::f64;
use std::clone::Clone;

const _EPS: f64 = 0.00001;
const _MIN: f64 = f64::MIN_POSITIVE;
const _MAX: f64 = f64::MAX;

#[derive(Debug, Clone)]
struct Point {
x: f64,
y: f64
}

#[derive(Debug, Clone)]
struct Edge {
pt1: Point,
pt2: Point
}

impl Edge {
fn new(pt1: (f64, f64), pt2: (f64, f64)) -> Edge {
Edge { pt1: Point {x: pt1.0, y: pt1.1}, pt2: Point {x: pt2.0, y: pt2.1} }
}
}

#[derive(Debug)]
struct Polygon{
edges: Vec<Edge> // Polygon has to be created with counter-clockwise coordinates
}

fn pt_in_polygon(pt: &Point, poly: &Polygon) -> bool {
poly.edges.iter()
.map(|edge| ray_intersect_seg(pt, edge))
.fold(0u8, |sum, val| sum + (val as u8)) % 2 == 1
}

fn ray_intersect_seg(p: &Point, edge: &Edge) -> bool {
let mut pt = p.clone();
let (mut a, mut b): (&Point, &Point) = (&edge.pt1, &edge.pt2);
if a.y > b.y {
let t = a; a = b; b = t;
}
if pt.y == a.y || pt.y == b.y {
pt = Point {x: pt.x, y: pt.y + _EPS};
}
if (pt.y > b.y || pt.y < a.y) || pt.x > a.x.max(b.x) {
return false;
}
if pt.x < a.x.min(b.x) {
return true;
} else {
let m_red = if (a.x - b.x).abs() > _MIN { (b.y - a.y) / (b.x - a.x) } else { _MAX };
let m_blue = if (a.x - pt.x).abs() > _MIN { (pt.y - a.y) / (pt.x - a.x) } else { _MAX };
return m_blue >= m_red;
}
}

fn main(){
let p = |x,y| Point {x: x, y: y};
let testpoints = vec![p(5.0, 5.0), p(5.0, 8.0), p(-10.0, 5.0), p(0.0, 5.0), p(10.0, 5.0), p(8.0, 5.0), p(10.0, 10.0)];
let poly_square = Polygon {
edges: vec![
Edge::new((0.0, 0.0), (10.0, 0.0)),
Edge::new((10.0, 0.0), (10.0, 10.0)),
Edge::new((10.0, 10.0), (0.0, 10.0)),
Edge::new((0.0, 10.0), (0.0, 0.0))
]
};
let poly_square_hole = Polygon {
edges: vec![
Edge::new((0.0, 0.0), (10.0, 0.0)),
Edge::new((10.0, 0.0), (10.0, 10.0)),
Edge::new((10.0, 10.0), (0.0, 10.0)),
Edge::new((0.0, 10.0), (0.0, 0.0)),
Edge::new((2.5, 2.5), (7.5, 2.5)),
Edge::new((7.5, 2.5), (7.5, 7.5)),
Edge::new((7.5, 7.5), (2.5, 7.5)),
Edge::new((2.5, 7.5), (2.5, 2.5))
]
};
let poly_strange = Polygon {
edges: vec![
Edge::new((0.0, 0.0), (2.5, 2.5)),
Edge::new((2.5, 2.5), (0.0, 10.0)),
Edge::new((0.0, 10.0), (2.5, 7.5)),
Edge::new((2.5, 7.5), (7.5, 7.5)),
Edge::new((7.5, 7.5), (10.0, 10.0)),
Edge::new((10.0, 10.0), (10.0, 0.0)),
Edge::new((10.0, 0.0), (2.5, 2.5))
]
};
let poly_hexagon = Polygon {
edges: vec![
Edge::new((3.0, 0.0), (7.0, 0.0)),
Edge::new((7.0, 0.0), (10.0, 5.0)),
Edge::new((10.0, 5.0), (7.0, 10.0)),
Edge::new((7.0, 10.0), (3.0, 10.0)),
Edge::new((3.0, 10.0), (0.0, 5.0)),
Edge::new((0.0, 5.0), (3.0, 0.0))
]
};
print!("\nSquare :");
for pt in testpoints.iter() {
print!(" {:?}", pt_in_polygon(pt, &poly_square));
}
print!("\nSquare with hole:");
for pt in testpoints.iter() {
print!(" {:?}", pt_in_polygon(pt, &poly_square_hole));
}
print!("\nStrange polygon :");
for pt in testpoints.iter() {
print!(" {:?}", pt_in_polygon(pt, &poly_strange));
}
print!("\nHexagon :");
for pt in testpoints.iter() {
print!(" {:?}", pt_in_polygon(pt, &poly_hexagon));
}
print!("\n");
}</lang>
{{out}}
<pre>
Square : true true false false true true false
Square with hole: false true false false true true false
Strange polygon : true false false false true true false
Hexagon : true true false false true true false
</pre>
</pre>