/// <summary> /// The method calculates the intersection area of triangle a and b both /// of type XYPolygon. /// </summary> /// <param name="triangleA">Triangle of type XYPolygon</param> /// <param name="triangleB">Triangle of type XYPolygon</param> /// <returns> /// Intersection area between the triangles triangleA and triAngleB. /// </returns> protected static double TriangleIntersectionArea(XYPolygon triangleA, XYPolygon triangleB) { // TODO: Implement new algorithm - it is not very robust. // Consider an approach similar to the one used by DotSpatial and Java Topology Suite try { if (triangleA.Points.Count != 3 || triangleB.Points.Count != 3) { throw new System.Exception("Argument must be a polygon with 3 points"); } // TODO: implement an epsilon depending on the two triangles at hand. //XYExtent extentA = XYExtentUtil.GetExtent(triangleA); //XYExtent extentB = XYExtentUtil.GetExtent(triangleB); //double scalingLength // = Math.Max(extentA.XMax - extentA.XMin, // Math.Max(extentA.YMax - extentA.YMin, // Math.Max(extentB.XMax - extentB.XMin, extentB.YMax - extentB.YMin))); //double epsilon = EPSILON * scalingLength; int i = 1; // Index for "next" node in polygon a. int j = -1; // Index for "next" node in polygon b. // -1 indicates that the first has not yet been found. double area = 0; // Intersection area. Returned. XYPolygon intersectionPolygon = new XYPolygon(); // Intersection polygon. XYPoint pFirst = new XYPoint(); // First intersection point between triangles XYPoint pIntersect = new XYPoint(); // Latest intersection node found pIntersect.X = triangleA.Points[0].X; pIntersect.Y = triangleA.Points[0].Y; Intersect(triangleA, triangleB, ref pIntersect, ref i, ref j, ref intersectionPolygon); pFirst = pIntersect; if (j != -1) { int jStop = IncrementModula(j, 3); bool complete = false; int count = 0; while (!complete) { // coordinates for vectors pointing to next triangleA and triangleB point respectively double vax = triangleA.Points[i].X - pIntersect.X; double vay = triangleA.Points[i].Y - pIntersect.Y; double vbx = triangleB.Points[j].X - pIntersect.X; double vby = triangleB.Points[j].Y - pIntersect.Y; // The sideOf tells if the vb vector or the va vector is the one pointing "left" // If sideOf is positive, vb is pointing left, otherwise va is pointing left // The "left" vector is the one that is inside the polygon. double sideOf = vax * vby - vay * vbx; // Make sure to get out of EPSILON reach from the original point, hence 2*EPSILON if (sideOf < 0 && IsPointInPolygon(pIntersect.X + 2 * EPSILON * vax, pIntersect.Y + 2 * EPSILON * vay, triangleB)) { Intersect(triangleA, triangleB, ref pIntersect, ref i, ref j, ref intersectionPolygon); } else if (sideOf > 0 && IsPointInPolygon(pIntersect.X + 2 * EPSILON * vbx, pIntersect.Y + 2 * EPSILON * vby, triangleA)) { Intersect(triangleB, triangleA, ref pIntersect, ref j, ref i, ref intersectionPolygon); } // can be true if the point is on the edge of the triangleB // TODO: Replace with IsPointOnEdge of triangleB else if (IsPointInPolygonOrOnEdge(pIntersect.X + 2 * EPSILON * vax, pIntersect.Y + 2 * EPSILON * vay, triangleB)) { Intersect(triangleA, triangleB, ref pIntersect, ref i, ref j, ref intersectionPolygon); } // can be true if the point is on the edge of the triangleA // Should never happen, since above test basically does the same // TODO: Replace with IsPointOnEdge of triangleA else if (IsPointInPolygonOrOnEdge(pIntersect.X + 2 * EPSILON * vbx, pIntersect.Y + 2 * EPSILON * vby, triangleA)) { Intersect(triangleB, triangleA, ref pIntersect, ref j, ref i, ref intersectionPolygon); } else // triangleA and triangleB only touches one another but do not intersect { area = 0; return(area); } if (intersectionPolygon.Points.Count > 1) { complete = (CalculatePointToPointDistance(pIntersect, pFirst) < EPSILON); } count++; if (count > 20) { throw new System.Exception("Failed to find intersection polygon"); } } area = intersectionPolygon.GetArea(); } else { XYPoint pa = new XYPoint(); // internal point in triangle a XYPoint pb = new XYPoint(); // internal point in triangle b pa.X = (triangleA.GetX(0) + triangleA.GetX(1) + triangleA.GetX(2)) / 3; pa.Y = (triangleA.GetY(0) + triangleA.GetY(1) + triangleA.GetY(2)) / 3; pb.X = (triangleB.GetX(0) + triangleB.GetX(1) + triangleB.GetX(2)) / 3; pb.Y = (triangleB.GetY(0) + triangleB.GetY(1) + triangleB.GetY(2)) / 3; if (IsPointInPolygon(pa, triangleB) || IsPointInPolygon(pb, triangleA)) // triangleA is completely inside triangleB { area = Math.Min(triangleA.GetArea(), triangleB.GetArea()); } else // triangleA and triangleB do dot intersect { area = 0; } } return(area); } catch (System.Exception e) { throw new System.Exception("TriangleIntersectionArea failed", e); } }
/// <summary> /// The method calculates the intersection area of triangle a and b both /// of type XYPolygon. /// </summary> /// <param name="triangleA">Triangle of type XYPolygon</param> /// <param name="triangleB">Triangle of type XYPolygon</param> /// <returns> /// Intersection area between the triangles triangleA and triAngleB. /// </returns> protected static double TriangleIntersectionArea(XYPolygon triangleA, XYPolygon triangleB) { try { if (triangleA.Points.Count != 3 || triangleB.Points.Count != 3) { throw new System.Exception("Argument must be a polygon with 3 points"); } int i = 1; // Index for "next" node in polygon a. int j = -1; // Index for "next" node in polygon b. // -1 indicates that the first has not yet been found. double area = 0; // Intersection area. Returned. XYPolygon intersectionPolygon = new XYPolygon(); // Intersection polygon. XYPoint p = new XYPoint(); // Latest intersection node found p.X = ((XYPoint)triangleA.Points[0]).X; p.Y = ((XYPoint)triangleA.Points[0]).Y; Intersect(triangleA, triangleB, ref p, ref i, ref j, ref intersectionPolygon); if (j != -1) { // ERB 8/30/2012: For efficiency, allocate and initialize pFirst inside if block XYPoint pFirst = new XYPoint(); // First intersection point between triangles pFirst = p; int jStop = Increase(j, 2); bool complete = false; int count = 0; while (!complete) { // coordinates for vectors pointing to next triangleA and triangleB point respectively double vax = ((XYPoint)triangleA.Points[i]).X - p.X; double vay = ((XYPoint)triangleA.Points[i]).Y - p.Y; double vbx = ((XYPoint)triangleB.Points[j]).X - p.X; double vby = ((XYPoint)triangleB.Points[j]).Y - p.Y; if (IsPointInPolygonOrOnEdge(p.X + EPSILON * vax, p.Y + EPSILON * vay, triangleB)) { Intersect(triangleA, triangleB, ref p, ref i, ref j, ref intersectionPolygon); } else if (IsPointInPolygonOrOnEdge(p.X + EPSILON * vbx, p.Y + EPSILON * vby, triangleA)) { Intersect(triangleB, triangleA, ref p, ref j, ref i, ref intersectionPolygon); } else // triangleA and triangleB only touches one another but do not intersect { area = 0; return(area); } if (intersectionPolygon.Points.Count > 1) { complete = (CalculatePointToPointDistance(p, pFirst) < EPSILON); } count++; if (count > 20) { throw new System.Exception("Failed to find intersection polygon"); } } area = intersectionPolygon.GetArea(); } else { XYPoint pa = new XYPoint(); // internal point in triangle a XYPoint pb = new XYPoint(); // internal point in triangle b pa.X = (triangleA.GetX(0) + triangleA.GetX(1) + triangleA.GetX(2)) / 3; pa.Y = (triangleA.GetY(0) + triangleA.GetY(1) + triangleA.GetY(2)) / 3; pb.X = (triangleB.GetX(0) + triangleB.GetX(1) + triangleB.GetX(2)) / 3; pb.Y = (triangleB.GetY(0) + triangleB.GetY(1) + triangleB.GetY(2)) / 3; if (IsPointInPolygon(pa, triangleB) || IsPointInPolygon(pb, triangleA)) // triangleA is completely inside triangleB { area = Math.Min(triangleA.GetArea(), triangleB.GetArea()); } else // triangleA and triangleB do dot intersect { area = 0; } } return(area); } catch (System.Exception e) { throw new System.Exception("TriangleIntersectionArea failed", e); } }
/// <summary> /// The method calculates the intersection area of triangle a and b both /// of type XYPolygon. /// </summary> /// <param name="triangleA">Triangle of type XYPolygon</param> /// <param name="triangleB">Triangle of type XYPolygon</param> /// <returns> /// Intersection area between the triangles triangleA and triAngleB. /// </returns> protected static double TriangleIntersectionArea(XYPolygon triangleA, XYPolygon triangleB) { try { if (triangleA.Points.Count != 3 || triangleB.Points.Count != 3) { throw new System.Exception("Argument must be a polygon with 3 points"); } int i = 1; // Index for "next" node in polygon a. int j = -1; // Index for "next" node in polygon b. // -1 indicates that the first has not yet been found. double area = 0; // Intersection area. Returned. XYPolygon intersectionPolygon = new XYPolygon(); // Intersection polygon. XYPoint pFirst = new XYPoint(); // First intersection point between triangles XYPoint p = new XYPoint(); // Latest intersection node found p.X = ((XYPoint) triangleA.Points[0]).X; p.Y = ((XYPoint) triangleA.Points[0]).Y; Intersect(triangleA, triangleB, ref p, ref i, ref j, ref intersectionPolygon); pFirst = p; if (j != -1) { int jStop = Increase(j, 2); bool complete = false; int count = 0; while (!complete) { // coordinates for vectors pointing to next triangleA and triangleB point respectively double vax= ((XYPoint) triangleA.Points[i]).X - p.X; double vay= ((XYPoint) triangleA.Points[i]).Y - p.Y; double vbx= ((XYPoint) triangleB.Points[j]).X - p.X; double vby= ((XYPoint) triangleB.Points[j]).Y - p.Y; if(IsPointInPolygonOrOnEdge(p.X + EPSILON*vax, p.Y + EPSILON*vay, triangleB)) { Intersect(triangleA, triangleB, ref p, ref i, ref j, ref intersectionPolygon); } else if(IsPointInPolygonOrOnEdge(p.X + EPSILON*vbx, p.Y + EPSILON*vby, triangleA)) { Intersect(triangleB, triangleA, ref p, ref j, ref i, ref intersectionPolygon); } else // triangleA and triangleB only touches one another but do not intersect { area = 0; return area; } if (intersectionPolygon.Points.Count > 1) { complete = (CalculatePointToPointDistance(p, pFirst) < EPSILON); } count++; if ( count > 20 ) { throw new System.Exception("Failed to find intersection polygon"); } } area = intersectionPolygon.GetArea(); } else { XYPoint pa = new XYPoint(); // internal point in triangle a XYPoint pb = new XYPoint(); // internal point in triangle b pa.X = (triangleA.GetX(0)+triangleA.GetX(1)+triangleA.GetX(2))/3; pa.Y = (triangleA.GetY(0)+triangleA.GetY(1)+triangleA.GetY(2))/3; pb.X = (triangleB.GetX(0)+triangleB.GetX(1)+triangleB.GetX(2))/3; pb.Y = (triangleB.GetY(0)+triangleB.GetY(1)+triangleB.GetY(2))/3; if (IsPointInPolygon(pa,triangleB) || IsPointInPolygon(pb,triangleA)) // triangleA is completely inside triangleB { area = Math.Min(triangleA.GetArea(),triangleB.GetArea()); } else // triangleA and triangleB do dot intersect { area = 0; } } return area; } catch (System.Exception e) { throw new System.Exception("TriangleIntersectionArea failed",e); } }