Instruction
stringlengths
45
106
input_code
stringlengths
1
13.7k
output_code
stringlengths
1
13.7k
Port the following code from AutoHotKey to C# with equivalent syntax and logic.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Keep all operations the same but rewrite the snippet in C#.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Keep all operations the same but rewrite the snippet in C++.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Transform the following AutoHotKey implementation into C++, maintaining the same output and logic.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Preserve the algorithm and functionality while converting the code from AutoHotKey to Java.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Can you help me rewrite this code in Java instead of AutoHotKey, keeping it the same logically?
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Generate an equivalent Python version of this AutoHotKey code.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Write a version of this AutoHotKey function in Python with identical behavior.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Transform the following AutoHotKey implementation into VB, maintaining the same output and logic.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Generate a VB translation of this AutoHotKey snippet without changing its computational steps.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Write a version of this AutoHotKey function in Go with identical behavior.
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Can you help me rewrite this code in Go instead of AutoHotKey, keeping it the same logically?
TrianglesIntersect(T1, T2){ counter := 0 for i, Pt in T1 counter += PointInTriangle(Pt, T2) for i, Pt in T2 counter += PointInTriangle(Pt, T1) counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.2]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.1,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.2],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.1,t1.3],[t2.2,t2.3]) ? 1 : 0 counter += LinesIntersect([t1.2,t1.3],[t2.2,t2.3]) ? 1 : 0 return (counter>3)  } PointInTriangle(pt, Tr){ v1 := Tr.1, v2 := Tr.2, v3 := Tr.3 d1 := sign(pt, v1, v2) d2 := sign(pt, v2, v3) d3 := sign(pt, v3, v1) has_neg := (d1 < 0) || (d2 < 0) || (d3 < 0) has_pos := (d1 > 0) || (d2 > 0) || (d3 > 0) return !(has_neg && has_pos) } sign(p1, p2, p3){ return (p1.1 - p3.1) * (p2.2 - p3.2) - (p2.1 - p3.1) * (p1.2 - p3.2) } LinesIntersect(L1, L2){ x1 := L1[1,1], y1 := L1[1,2] x2 := L1[2,1], y2 := L1[2,2] x3 := L2[1,1], y3 := L2[1,2] x4 := L2[2,1], y4 := L2[2,2] x := ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) y := ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)) if (x<>"" && y<>"") && isBetween(x, x1, x2) && isBetween(x, x3, x4) && isBetween(y, y1, y2) && isBetween(y, y3, y4) return 1 } isBetween(x, p1, p2){ return !((x>p1 && x>p2) || (x<p1 && x<p2)) }
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Produce a functionally identical C code for the snippet given in D.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Change the programming language of this snippet from D to C without modifying what it does.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Port the provided D code into C# while preserving the original functionality.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Generate a C# translation of this D snippet without changing its computational steps.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Change the following D code into C++ without altering its purpose.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Convert this D block to C++, preserving its control flow and logic.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Generate an equivalent Java version of this D code.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Rewrite this program in Java while keeping its functionality equivalent to the D version.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Rewrite the snippet below in Python so it works the same as the original D code.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Produce a language-to-language conversion: from D to Python, same semantics.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Write the same algorithm in VB as shown in this D implementation.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Produce a language-to-language conversion: from D to VB, same semantics.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Port the following code from D to Go with equivalent syntax and logic.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Generate an equivalent Go version of this D code.
import std.stdio; import std.typecons; alias Pair = Tuple!(real, real); struct Triangle { Pair p1; Pair p2; Pair p3; void toString(scope void delegate(const(char)[]) sink) const { import std.format; sink("Triangle: "); formattedWrite!"%s"(sink, p1); sink(", "); formattedWrite!"%s"(sink, p2); sink(", "); formattedWrite!"%s"(sink, p3); } } auto det2D(Triangle t) { return t.p1[0] *(t.p2[1] - t.p3[1]) + t.p2[0] *(t.p3[1] - t.p1[1]) + t.p3[0] *(t.p1[1] - t.p2[1]); } void checkTriWinding(Triangle t, bool allowReversed) { auto detTri = t.det2D(); if (detTri < 0.0) { if (allowReversed) { auto a = t.p3; t.p3 = t.p2; t.p2 = a; } else { throw new Exception("Triangle has wrong winding direction"); } } } auto boundaryCollideChk(Triangle t, real eps) { return t.det2D() < eps; } auto boundaryDoesntCollideChk(Triangle t, real eps) { return t.det2D() <= eps; } bool triTri2D(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { checkTriWinding(t1, allowReversed); checkTriWinding(t2, allowReversed); auto chkEdge = onBoundary ? &boundaryCollideChk : &boundaryDoesntCollideChk; auto lp1 = [t1.p1, t1.p2, t1.p3]; auto lp2 = [t2.p1, t2.p2, t2.p3]; foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp1[i], lp1[j], lp2[0]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[1]), eps) && chkEdge(Triangle(lp1[i], lp1[j], lp2[2]), eps)) { return false; } } foreach (i; 0..3) { auto j = (i + 1) % 3; if (chkEdge(Triangle(lp2[i], lp2[j], lp1[0]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[1]), eps) && chkEdge(Triangle(lp2[i], lp2[j], lp1[2]), eps)) { return false; } } return true; } void overlap(Triangle t1, Triangle t2, real eps = 0.0, bool allowReversed = false, bool onBoundary = true) { if (triTri2D(t1, t2, eps, allowReversed, onBoundary)) { writeln("overlap"); } else { writeln("do not overlap"); } } void main() { auto t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); auto t2 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(0.0, 5.0), Pair(5.0, 0.0)); t2 = t1; writeln(t1, " and\n", t2); overlap(t1, t2, 0.0, true); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(5.0, 0.0), Pair(0.0, 5.0)); t2 = Triangle(Pair(-10.0, 0.0), Pair(-5.0, 0.0), Pair(-1.0, 6.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1.p3 = Pair(2.5, 5.0); t2 = Triangle(Pair(0.0, 4.0), Pair(2.5, -1.0), Pair(5.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 1.0), Pair(0.0, 2.0)); t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, 0.0), Pair(3.0, 2.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t2 = Triangle(Pair(2.0, 1.0), Pair(3.0, -2.0), Pair(3.0, 4.0)); writeln(t1, " and\n", t2); overlap(t1, t2); writeln; t1 = Triangle(Pair(0.0, 0.0), Pair(1.0, 0.0), Pair(0.0, 1.0)); t2 = Triangle(Pair(1.0, 0.0), Pair(2.0, 0.0), Pair(1.0, 1.1)); writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points collide"); overlap(t1, t2); writeln; writeln(t1, " and\n", t2); writeln("which have only a single corner in contact, if boundary points do not collide"); overlap(t1, t2, 0.0, false, false); }
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Rewrite this program in C while keeping its functionality equivalent to the F# version.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Can you help me rewrite this code in C instead of F#, keeping it the same logically?
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Transform the following F# implementation into C#, maintaining the same output and logic.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Please provide an equivalent version of this F# code in C#.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Keep all operations the same but rewrite the snippet in C++.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Please provide an equivalent version of this F# code in C++.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Rewrite this program in Java while keeping its functionality equivalent to the F# version.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Port the following code from F# to Java with equivalent syntax and logic.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Port the provided F# code into Python while preserving the original functionality.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Convert the following code from F# to Python, ensuring the logic remains intact.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Convert this F# block to VB, preserving its control flow and logic.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Produce a functionally identical VB code for the snippet given in F#.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Rewrite the snippet below in Go so it works the same as the original F# code.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Translate this program into Go but keep the logic exactly as in F#.
open System type Point = double * double type Triangle = Point * Point * Point let Det2D (t:Triangle) = let (p1, p2, p3) = t let (p1x, p1y) = p1 let (p2x, p2y) = p2 let (p3x, p3y) = p3 p1x * (p2y - p3y) + p2x * (p3y - p1y) + p3x * (p1y - p2y) let CheckTriWinding allowReversed t = let detTri = Det2D t if detTri < 0.0 then if allowReversed then let (p1, p2, p3) = t (p1, p3, p2) else raise (Exception "Triangle has wrong winding direction") else t let boundaryCollideChk eps t = (Det2D t) < eps let boundaryDoesntCollideChk eps t = (Det2D t) <= eps let TriTri2D eps allowReversed onBoundary t1 t2 = let t3 = CheckTriWinding allowReversed t1 let t4 = CheckTriWinding allowReversed t2 let chkEdge = if onBoundary then boundaryCollideChk else boundaryDoesntCollideChk let (t1p1, t1p2, t1p3) = t3 let (t2p1, t2p2, t2p3) = t4 if (chkEdge eps (t1p1, t1p2, t2p1)) && (chkEdge eps (t1p1, t1p2, t2p2)) && (chkEdge eps (t1p1, t1p2, t2p3)) then false else if (chkEdge eps (t1p2, t1p3, t2p1)) && (chkEdge eps (t1p2, t1p3, t2p2)) && (chkEdge eps (t1p2, t1p3, t2p3)) then false else if (chkEdge eps (t1p3, t1p1, t2p1)) && (chkEdge eps (t1p3, t1p1, t2p2)) && (chkEdge eps (t1p3, t1p1, t2p3)) then false else if (chkEdge eps (t2p1, t2p2, t1p1)) && (chkEdge eps (t2p1, t2p2, t1p2)) && (chkEdge eps (t2p1, t2p2, t1p3)) then false else if (chkEdge eps (t2p2, t2p3, t1p1)) && (chkEdge eps (t2p2, t2p3, t1p2)) && (chkEdge eps (t2p2, t2p3, t1p3)) then false else if (chkEdge eps (t2p3, t2p1, t1p1)) && (chkEdge eps (t2p3, t2p1, t1p2)) && (chkEdge eps (t2p3, t2p1, t1p3)) then false else true let Print t1 t2 = Console.WriteLine("{0} and\n{1}\n{2}\n", t1, t2, if TriTri2D 0.0 false true t1 t2 then "overlap" else "do not overlap") [<EntryPoint>] let main _ = let t1 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t2 = ((0.0, 0.0), (5.0, 0.0), (0.0, 6.0)) Print t1 t2 let t3 = ((0.0, 0.0), (0.0, 5.0), (5.0, 0.0)) Console.WriteLine("{0} and\n{1}\n{2}\n", t3, t3, if TriTri2D 0.0 true true t3 t3 then "overlap (reversed)" else "do not overlap") let t4 = ((0.0, 0.0), (5.0, 0.0), (0.0, 5.0)) let t5 = ((-10.0, 0.0), (-5.0, 0.0), (-1.0, 6.0)) Print t4 t5 let t6 = ((0.0, 0.0), (5.0, 0.0), (2.5, 5.0)) let t7 = ((0.0, 4.0), (2.5, -1.0), (5.0, 4.0)) Print t6 t7 let t8 = ((0.0, 0.0), (1.0, 1.0), (0.0, 2.0)) let t9 = ((2.0, 1.0), (3.0, 0.0), (3.0, 2.0)) Print t8 t9 let t10 = ((2.0, 1.0), (3.0, -2.0), (3.0, 4.0)) Print t8 t10 let t11 = ((0.0, 0.0), (1.0, 0.0), (0.0, 1.0)) let t12 = ((1.0, 0.0), (2.0, 0.0), (1.0, 1.1)) printfn "The following triangles which have only a single corner in contact, if boundary points collide" Print t11 t12 Console.WriteLine("{0} and\n{1}\nwhich have only a single corner in contact, if boundary points do not collide\n{2}", t11, t12, if TriTri2D 0.0 false false t11 t12 then "overlap" else "do not overlap") 0
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Translate this program into C but keep the logic exactly as in Groovy.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Port the following code from Groovy to C with equivalent syntax and logic.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Produce a language-to-language conversion: from Groovy to C++, same semantics.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Translate this program into C++ but keep the logic exactly as in Groovy.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Keep all operations the same but rewrite the snippet in Python.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Maintain the same structure and functionality when rewriting this code in Python.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Preserve the algorithm and functionality while converting the code from Groovy to VB.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Change the following Groovy code into VB without altering its purpose.
import java.util.function.BiFunction class TriangleOverlap { private static class Pair { double first double second Pair(double first, double second) { this.first = first this.second = second } @Override 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 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) { checkTriWinding(t1, allowedReversed) checkTriWinding(t2, allowedReversed) BiFunction<Triangle, Double, Boolean> chkEdge = onBoundary ? TriangleOverlap.&boundaryCollideChk : TriangleOverlap.&boundaryDoesntCollideChk Pair[] lp1 = [t1.p1, t1.p2, t1.p3] Pair[] lp2 = [t2.p1, t2.p2, t2.p3] for (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3 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 } return true } 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)) printf("%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } t1 = new Triangle(new Pair(0.0, 0.0), new Pair(0.0, 5.0), new Pair(5.0, 0.0)) t2 = t1 printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2, 0.0, true)) { println("overlap (reversed)") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) if (triTri2D(t1, t2)) { println("overlap") } else { 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)) printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") if (triTri2D(t1, t2)) { println("overlap") } else { println("do not overlap") } printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points do not collide") if (triTri2D(t1, t2, 0.0, false, false)) { println("overlap") } else { println("do not overlap") } } }
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Please provide an equivalent version of this Haskell code in C.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Please provide an equivalent version of this Haskell code in C.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Can you help me rewrite this code in C# instead of Haskell, keeping it the same logically?
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Generate an equivalent C# version of this Haskell code.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Translate this program into C++ but keep the logic exactly as in Haskell.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Produce a functionally identical C++ code for the snippet given in Haskell.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Write the same algorithm in Java as shown in this Haskell implementation.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Maintain the same structure and functionality when rewriting this code in Java.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Translate this program into Python but keep the logic exactly as in Haskell.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Write the same algorithm in Python as shown in this Haskell implementation.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Change the programming language of this snippet from Haskell to VB without modifying what it does.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Maintain the same structure and functionality when rewriting this code in VB.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Change the following Haskell code into Go without altering its purpose.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Convert this Haskell block to Go, preserving its control flow and logic.
isOverlapping :: Triangle Double -> Triangle Double -> Bool isOverlapping t1 t2 = vertexInside || midLineInside where vertexInside = any (isInside t1) (vertices t2) || any (isInside t2) (vertices t1) isInside t = (Outside /=) . overlapping t midLineInside = any (\p -> isInside t1 p && isInside t2 p) midPoints midPoints = [ intersections l1 l2 | l1 <- midLines t1 , l2 <- midLines t2 ] intersections (a1,b1,c1) (a2,b2,c2) = ( -(-b2*c1+b1*c2)/(a2*b1-a1*b2) , -(a2*c1-a1*c2)/(a2*b1-a1*b2) ) midLines (Triangle a b c) = [line a b c, line b c a, line c a b] line (x,y) (ax, ay) (bx, by) = (ay+by-2*y, -ax-bx+2*x, -ay*x-by*x+ax*y+bx*y) test = map (uncurry isOverlapping) [ (Triangle (0,0) (5,0) (0,5), Triangle (0,0) (5,0) (0,6)) , (Triangle (0,0) (0,5) (5,0), Triangle (0,0) (0,5) (5,0)) , (Triangle (0,0) (5,0) (0,5), Triangle (-10,0) (-5,0) (-1,6)) , (Triangle (0,0) (5,0) (2.5,5), Triangle (0,4) (2.5,-1) (5,4)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,0) (3,2)) , (Triangle (0,0) (1,1) (0,2), Triangle (2,1) (3,-2) (3,4)) , (Triangle (0,0) (1,0) (0,1), Triangle (1,0) (2,0) (1,1))]
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Rewrite the snippet below in C so it works the same as the original Julia code.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Write the same code in C as shown below in Julia.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Translate this program into C# but keep the logic exactly as in Julia.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Write a version of this Julia function in C# with identical behavior.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Write a version of this Julia function in C++ with identical behavior.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Port the provided Julia code into C++ while preserving the original functionality.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Convert this Julia snippet to Java and keep its semantics consistent.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Generate a Java translation of this Julia snippet without changing its computational steps.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Preserve the algorithm and functionality while converting the code from Julia to Python.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Generate an equivalent Python version of this Julia code.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Convert the following code from Julia to VB, ensuring the logic remains intact.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Convert the following code from Julia to VB, ensuring the logic remains intact.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Write a version of this Julia function in Go with identical behavior.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Keep all operations the same but rewrite the snippet in Go.
module Triangles using LinearAlgebra export AntiClockwise, Both, StrictCheck, MildCheck abstract type Widing end struct AntiClockwise <: Widing end struct Both <: Widing end function _check_triangle_winding(t, widing::AntiClockwise) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t det(trisq) < 0 && throw(ArgumentError("triangle has wrong winding direction")) return trisq end function _check_triangle_winding(t, widing::Both) trisq = fill!(Matrix{eltype(t)}(undef, 3, 3), 1) trisq[:, 1:2] .= t if det(trisq) < 0 tmp = trisq[2, :] trisq[2, :] .= trisq[1, :] trisq[1, :] .= tmp end return trisq end abstract type OnBoundaryCheck end struct StrictCheck <: OnBoundaryCheck end struct MildCheck <: OnBoundaryCheck end _checkedge(::StrictCheck, x, ϵ) = det(x) < ϵ _checkedge(::MildCheck, x, ϵ) = det(x) ≤ ϵ function overlap(T₁, T₂, onboundary::OnBoundaryCheck=MildCheck(),; ϵ=0.0, widing::Widing=AntiClockwise()) T₁ = _check_triangle_winding(T₁, widing) T₂ = _check_triangle_winding(T₂, widing) edge = similar(T₁) for (A, B) in ((T₁, T₂), (T₂, T₁)), i in 1:3 circshift!(edge, A, (i, 0)) @views if all(_checkedge(onboundary, vcat(edge[1:2, :], B[r, :]'), ϵ) for r in 1:3) return false end end return true end end
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Please provide an equivalent version of this Lua code in C.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Translate the given Lua code snippet into C without altering its behavior.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Transform the following Lua implementation into C#, maintaining the same output and logic.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Preserve the algorithm and functionality while converting the code from Lua to C#.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Convert this Lua block to C++, preserving its control flow and logic.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Write a version of this Lua function in C++ with identical behavior.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Transform the following Lua implementation into Java, maintaining the same output and logic.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Rewrite this program in Java while keeping its functionality equivalent to the Lua version.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Port the following code from Lua to Python with equivalent syntax and logic.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Port the provided Lua code into Python while preserving the original functionality.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Write a version of this Lua function in VB with identical behavior.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Translate the given Lua code snippet into VB without altering its behavior.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 Me.P2 = p2 Me.P3 = p3 End Sub Function Det2D() As Double Return P1.Item1 * (P2.Item2 - P3.Item2) + P2.Item1 * (P3.Item2 - P1.Item2) + P3.Item1 * (P1.Item2 - P2.Item2) End Function Sub CheckTriWinding(allowReversed As Boolean) Dim detTri = Det2D() If detTri < 0.0 Then If allowReversed Then Dim a = P3 P3 = P2 P2 = a Else Throw New Exception("Triangle has wrong winding direction") End If End If End Sub Function BoundaryCollideChk(eps As Double) As Boolean Return Det2D() < eps End Function Function BoundaryDoesntCollideChk(eps As Double) As Boolean Return Det2D() <= eps End Function Public Overrides Function ToString() As String Return String.Format("Triangle: {0}, {1}, {2}", P1, P2, P3) End Function End Class Function TriTri2D(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional alloweReversed As Boolean = False, Optional onBoundary As Boolean = True) As Boolean t1.CheckTriWinding(alloweReversed) t2.CheckTriWinding(alloweReversed) Dim chkEdge = If(onBoundary, Function(t As Triangle) t.BoundaryCollideChk(eps), Function(t As Triangle) t.BoundaryDoesntCollideChk(eps)) Dim lp1 As New List(Of Tuple(Of Double, Double)) From {t1.P1, t1.P2, t1.P3} Dim lp2 As New List(Of Tuple(Of Double, Double)) From {t2.P1, t2.P2, t2.P3} For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp1(i), lp1(j), lp2(0))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(1))) AndAlso chkEdge(New Triangle(lp1(i), lp1(j), lp2(2))) Then Return False End If Next For i = 0 To 2 Dim j = (i + 1) Mod 3 If chkEdge(New Triangle(lp2(i), lp2(j), lp1(0))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(1))) AndAlso chkEdge(New Triangle(lp2(i), lp2(j), lp1(2))) Then Return False End If Next Return True End Function Sub Overlap(t1 As Triangle, t2 As Triangle, Optional eps As Double = 0.0, Optional allowReversed As Boolean = False, Optional onBoundary As Boolean = True) If TriTri2D(t1, t2, eps, allowReversed, onBoundary) Then Console.WriteLine("overlap") Else Console.WriteLine("do not overlap") End If End Sub Sub Main() Dim t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) Dim t2 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(0.0, 5.0), Tuple.Create(5.0, 0.0)) t2 = t1 Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2, 0.0, True) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(5.0, 0.0), Tuple.Create(0.0, 5.0)) t2 = New Triangle(Tuple.Create(-10.0, 0.0), Tuple.Create(-5.0, 0.0), Tuple.Create(-1.0, 6.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1.P3 = Tuple.Create(2.5, 5.0) t2 = New Triangle(Tuple.Create(0.0, 4.0), Tuple.Create(2.5, -1.0), Tuple.Create(5.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 1.0), Tuple.Create(0.0, 2.0)) t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, 0.0), Tuple.Create(3.0, 2.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t2 = New Triangle(Tuple.Create(2.0, 1.0), Tuple.Create(3.0, -2.0), Tuple.Create(3.0, 4.0)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Overlap(t1, t2) Console.WriteLine() t1 = New Triangle(Tuple.Create(0.0, 0.0), Tuple.Create(1.0, 0.0), Tuple.Create(0.0, 1.0)) t2 = New Triangle(Tuple.Create(1.0, 0.0), Tuple.Create(2.0, 0.0), Tuple.Create(1.0, 1.1)) Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points collide") Overlap(t1, t2) Console.WriteLine() Console.WriteLine("{0} and", t1) Console.WriteLine("{0}", t2) Console.WriteLine("which have only a single corner in contact, if boundary points do not collide") Overlap(t1, t2, 0.0, False, False) End Sub End Module
Transform the following Lua implementation into Go, maintaining the same output and logic.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Generate a Go translation of this Lua snippet without changing its computational steps.
function det2D(p1,p2,p3) return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y) end function checkTriWinding(p1,p2,p3,allowReversed) local detTri = det2D(p1,p2,p3) if detTri < 0.0 then if allowReversed then local t = p3 p3 = p2 p2 = t else error("triangle has wrong winding direction") end end return nil end function boundaryCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) < eps end function boundaryDoesntCollideChk(p1,p2,p3,eps) return det2D(p1,p2,p3) <= eps end function triTri2D(t1,t2,eps,allowReversed,onBoundary) eps = eps or 0.0 allowReversed = allowReversed or false onBoundary = onBoundary or true checkTriWinding(t1[1], t1[2], t1[3], allowReversed) checkTriWinding(t2[1], t2[2], t2[3], allowReversed) local chkEdge if onBoundary then chkEdge = boundaryCollideChk else chkEdge = boundaryDoesntCollideChk end for i=0,2 do local j = (i+1)%3 if chkEdge(t1[i+1], t1[j+1], t2[1], eps) and chkEdge(t1[i+1], t1[j+1], t2[2], eps) and chkEdge(t1[i+1], t1[j+1], t2[3], eps) then return false end end for i=0,2 do local j = (i+1)%3 if chkEdge(t2[i+1], t2[j+1], t1[1], eps) and chkEdge(t2[i+1], t2[j+1], t1[2], eps) and chkEdge(t2[i+1], t2[j+1], t1[3], eps) then return false end end return true end function formatTri(t) return "Triangle: ("..t[1].x..", "..t[1].y .."), ("..t[2].x..", "..t[2].y .."), ("..t[3].x..", "..t[3].y..")" end function overlap(t1,t2,eps,allowReversed,onBoundary) if triTri2D(t1,t2,eps,allowReversed,onBoundary) then return "overlap\n" else return "do not overlap\n" end end local t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} local t2 = {{x=0,y=0},{x=5,y=0},{x=0,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} t2 = {{x=0,y=0},{x=0,y=5},{x=5,y=0}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,true)) t1 = {{x=0,y=0},{x=5,y=0},{x=0,y=5}} t2 = {{x=-10,y=0},{x=-5,y=0},{x=-1,y=6}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=5,y=0},{x=2.5,y=5}} t2 = {{x=0,y=4},{x=2.5,y=-1},{x=5,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=0},{x=3,y=2}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=1},{x=0,y=2}} t2 = {{x=2,y=1},{x=3,y=-2},{x=3,y=4}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2)) t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,true)) local t1 = {{x=0,y=0},{x=1,y=0},{x=0,y=1}} local t2 = {{x=1,y=0},{x=2,y=0},{x=1,y=1}} print(formatTri(t1).." and") print(formatTri(t2)) print(overlap(t1,t2,0.0,false,false))
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangle) det2D() float64 { return t.p1.x * (t.p2.y - t.p3.y) + t.p2.x * (t.p3.y - t.p1.y) + t.p3.x * (t.p1.y - t.p2.y) } func (t *triangle) checkTriWinding(allowReversed bool) { detTri := t.det2D() if detTri < 0.0 { if allowReversed { a := t.p3 t.p3 = t.p2 t.p2 = a } else { panic("Triangle has wrong winding direction.") } } } func boundaryCollideChk(t *triangle, eps float64) bool { return t.det2D() < eps } func boundaryDoesntCollideChk(t *triangle, eps float64) bool { return t.det2D() <= eps } func triTri2D(t1, t2 *triangle, eps float64, allowReversed, onBoundary bool) bool { t1.checkTriWinding(allowReversed) t2.checkTriWinding(allowReversed) var chkEdge func (*triangle, float64) bool if onBoundary { chkEdge = boundaryCollideChk } else { chkEdge = boundaryDoesntCollideChk } lp1 := [3]point{t1.p1, t1.p2, t1.p3} lp2 := [3]point{t2.p1, t2.p2, t2.p3} for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp1[i], lp1[j], lp2[0]} tri2 := &triangle{lp1[i], lp1[j], lp2[1]} tri3 := &triangle{lp1[i], lp1[j], lp2[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } for i := 0; i < 3; i++ { j := (i + 1) % 3 tri1 := &triangle{lp2[i], lp2[j], lp1[0]} tri2 := &triangle{lp2[i], lp2[j], lp1[1]} tri3 := &triangle{lp2[i], lp2[j], lp1[2]} if chkEdge(tri1, eps) && chkEdge(tri2, eps) && chkEdge(tri3, eps) { return false } } return true } func iff(cond bool, s1, s2 string) string { if cond { return s1 } return s2 } func main() { t1 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 := &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 6.0}} fmt.Printf("%s and\n%s\n", t1, t2) overlapping := triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{0.0, 5.0}, point{5.0, 0.0}} t2 = t1 fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, true, true) fmt.Println(iff(overlapping, "overlap (reversed)", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{5.0, 0.0}, point{0.0, 5.0}} t2 = &triangle{point{-10.0, 0.0}, point{-5.0, 0.0}, point{-1.0, 6.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1.p3 = point{2.5, 5.0} t2 = &triangle{point{0.0, 4.0}, point{2.5, -1.0}, point{5.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 1.0}, point{0.0, 2.0}} t2 = &triangle{point{2.0, 1.0}, point{3.0, 0.0}, point{3.0, 2.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t2 = &triangle{point{2.0, 1.0}, point{3.0, -2.0}, point{3.0, 4.0}} fmt.Printf("\n%s and\n%s\n", t1, t2) overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) t1 = &triangle{point{0.0, 0.0}, point{1.0, 0.0}, point{0.0, 1.0}} t2 = &triangle{point{1.0, 0.0}, point{2.0, 0.0}, point{1.0, 1.1}} fmt.Printf("\n%s and\n%s\n", t1, t2) println("which have only a single corner in contact, if boundary points collide") overlapping = triTri2D(t1, t2, 0.0, false, true) fmt.Println(iff(overlapping, "overlap", "do not overlap")) fmt.Printf("\n%s and\n%s\n", t1, t2) fmt.Println("which have only a single corner in contact, if boundary points do not collide") overlapping = triTri2D(t1, t2, 0.0, false, false) fmt.Println(iff(overlapping, "overlap", "do not overlap")) }
Maintain the same structure and functionality when rewriting this code in C.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Can you help me rewrite this code in C instead of Mathematica, keeping it the same logically?
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } void checkTriWinding(Point * p1, Point * p2, Point * p3, bool allowReversed) { double detTri = det2D(p1, p2, p3); if (detTri < 0.0) { if (allowReversed) { double t = p3->x; p3->x = p2->x; p2->x = t; t = p3->y; p3->y = p2->y; p2->y = t; } else { errno = 1; } } } bool boundaryCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) < eps; } bool boundaryDoesntCollideChk(const Point *p1, const Point *p2, const Point *p3, double eps) { return det2D(p1, p2, p3) <= eps; } bool triTri2D(Point t1[], Point t2[], double eps, bool allowReversed, bool onBoundary) { bool(*chkEdge)(Point*, Point*, Point*, double); int i; checkTriWinding(&t1[0], &t1[1], &t1[2], allowReversed); if (errno != 0) { return false; } checkTriWinding(&t2[0], &t2[1], &t2[2], allowReversed); if (errno != 0) { return false; } if (onBoundary) { chkEdge = boundaryCollideChk; } else { chkEdge = boundaryDoesntCollideChk; } for (i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (i = 0; i < 3; i++) { int j = (i + 1) % 3; 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; } return true; } int main() { { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {0, 0}, {5, 0}, {0, 6} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {0, 5}, {5, 0} }; Point t2[] = { {0, 0}, {0, 5}, {5, 0} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, true, true)); } { Point t1[] = { {0, 0}, {5, 0}, {0, 5} }; Point t2[] = { {-10, 0}, {-5, 0}, {-1, 6} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {5, 0}, {2.5, 5} }; Point t2[] = { {0, 4}, {2.5, -1}, {5, 4} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, 0}, {3, 2} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 1}, {0, 2} }; Point t2[] = { {2, 1}, {3, -2}, {3, 4} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,true\n", triTri2D(t1, t2, 0.0, false, true)); } { Point t1[] = { {0, 0}, {1, 0}, {0, 1} }; Point t2[] = { {1, 0}, {2, 0}, {1, 1} }; printf("%d,false\n", triTri2D(t1, t2, 0.0, false, false)); } return EXIT_SUCCESS; }
Can you help me rewrite this code in C# instead of Mathematica, keeping it the same logically?
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Convert the following code from Mathematica to C#, ensuring the logic remains intact.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
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) { t1.CheckTriWinding(allowReversed); t2.CheckTriWinding(allowReversed); 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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 (int i = 0; i < 3; i++) { var j = (i + 1) % 3; 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; } } 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(); 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); } } }
Write the same algorithm in C++ as shown in this Mathematica implementation.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Write the same algorithm in C++ as shown in this Mathematica implementation.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
#include <vector> #include <iostream> #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) { 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) chkEdge = BoundaryCollideChk; else chkEdge = BoundaryDoesntCollideChk; for(int i=0; i<3; i++) { int j=(i+1)%3; 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(int i=0; i<3; i++) { int j=(i+1)%3; 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; } 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;} {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;} {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;} }
Translate the given Mathematica code snippet into Java without altering its behavior.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Produce a language-to-language conversion: from Mathematica to Java, same semantics.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
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) { checkTriWinding(t1, allowedReversed); checkTriWinding(t2, allowedReversed); 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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 (int i = 0; i < 3; ++i) { int j = (i + 1) % 3; 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; } 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"); } 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"); } } }
Write the same algorithm in Python as shown in this Mathematica implementation.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)
Produce a functionally identical Python code for the snippet given in Mathematica.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {2.5, 5}}; p2 = Polygon@{{0, 4}, {2.5, -1}, {5, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, 0}, {3, 2}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 1}, {0, 2}}; p2 = Polygon@{{2, 1}, {3, -2}, {3, 4}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {1, 0}, {0, 1}}; p2 = Polygon@{{1, 0}, {2, 0}, {1, 1}}; ! RegionDisjoint[p1, p2]
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): t1s = CheckTriWinding(t1, allowReversed) t2s = CheckTriWinding(t2, allowReversed) if onBoundary: chkEdge = lambda x: np.linalg.det(x) < eps else: chkEdge = lambda x: np.linalg.det(x) <= eps for i in range(3): edge = np.roll(t1s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t2s[0]))) and chkEdge(np.vstack((edge, t2s[1]))) and chkEdge(np.vstack((edge, t2s[2])))): return False for i in range(3): edge = np.roll(t2s, i, axis=0)[:2,:] if (chkEdge(np.vstack((edge, t1s[0]))) and chkEdge(np.vstack((edge, t1s[1]))) and chkEdge(np.vstack((edge, t1s[2])))): return False 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) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = True), True) t1 = [[0,0],[1,0],[0,1]] t2 = [[1,0],[2,0],[1,1]] print (TriTri2D(t1, t2, onBoundary = False), False)