1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.Linq;
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4 | using System.Text;
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5 | using System.Windows;
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6 | using System.Windows.Media.Media3D;
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7 |
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8 | namespace Microsoft.Research.DynamicDataDisplay.Common.Auxiliary
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9 | {
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10 | public static class TriangleMath
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11 | {
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12 | public static bool TriangleContains(Point a, Point b, Point c, Point m)
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13 | {
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14 | double a0 = a.X - c.X;
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15 | double a1 = b.X - c.X;
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16 | double a2 = a.Y - c.Y;
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17 | double a3 = b.Y - c.Y;
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18 |
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19 | if (AreClose(a0 * a3, a1 * a2))
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20 | {
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21 | // determinant is too close to zero => apexes are on one line
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22 | Vector ab = a - b;
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23 | Vector ac = a - c;
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24 | Vector bc = b - c;
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25 | Vector ax = a - m;
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26 | Vector bx = b - m;
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27 | bool res = AreClose(ab.X * ax.Y, ab.Y * ax.X) && !AreClose(ab.LengthSquared, 0) ||
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28 | AreClose(ac.X * ax.Y, ac.Y * ax.X) && !AreClose(ac.LengthSquared, 0) ||
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29 | AreClose(bc.X * bx.Y, bc.Y * bx.X) && !AreClose(bc.LengthSquared, 0);
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30 | return res;
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31 | }
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32 | else
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33 | {
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34 | double b1 = m.X - c.X;
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35 | double b2 = m.Y - c.Y;
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36 |
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37 | // alpha, beta and gamma - are baricentric coordinates of v
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38 | // in triangle with apexes a, b and c
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39 | double beta = (b2 / a2 * a0 - b1) / (a3 / a2 * a0 - a1);
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40 | double alpha = (b1 - a1 * beta) / a0;
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41 | double gamma = 1 - beta - alpha;
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42 | return alpha >= 0 && beta >= 0 && gamma >= 0;
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43 | }
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44 | }
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45 |
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46 | private const double eps = 0.00001;
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47 | private static bool AreClose(double x, double y)
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48 | {
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49 | return Math.Abs(x - y) < eps;
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50 | }
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51 |
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52 | public static Vector3D GetBaricentricCoordinates(Point a, Point b, Point c, Point m)
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53 | {
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54 | double Sac = GetSquare(a, c, m);
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55 | double Sbc = GetSquare(b, c, m);
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56 | double Sab = GetSquare(a, b, m);
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57 |
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58 | double sum = (Sab + Sac + Sbc) / 3;
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59 |
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60 | return new Vector3D(Sbc / sum, Sac / sum, Sab / sum);
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61 | }
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62 |
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63 | public static double GetSquare(Point a, Point b, Point c)
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64 | {
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65 | double ab = (a - b).Length;
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66 | double ac = (a - c).Length;
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67 | double bc = (b - c).Length;
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68 |
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69 | double p = 0.5 * (ab + ac + bc); // half of perimeter
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70 | return Math.Sqrt(p * (p - ab) * (p - ac) * (p - bc));
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71 | }
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72 | }
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73 | }
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