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/*******************************************************************************
* polygon.cpp
*
* This module implements functions that manipulate polygons.
*
* This module was written by Dieter Bayer [DB].
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/shape/polygon.cpp $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
/****************************************************************************
*
* Explanation:
*
* Syntax:
*
* ---
*
* The "inside polygon"-test was taken from:
*
* E. Haines, "An Introduction to Ray-Tracing", ..., pp. 53-59
*
* ---
*
* May 1994 : Creation. [DB]
*
* Oct 1994 : Changed polygon structure. Polygon points are now stored
* in a seperate structure. This - together with the use of
* a transformation - allows to keep just one point definition
* for multiple copies of one polygon. [DB]
*
*****************************************************************************/
// frame.h must always be the first POV file included (pulls in platform config)
#include "backend/frame.h"
#include "backend/math/vector.h"
#include "backend/math/matrices.h"
#include "backend/scene/objects.h"
#include "backend/shape/polygon.h"
#include "backend/scene/threaddata.h"
#include "base/pov_err.h"
#include <algorithm>
// this must be the last file included
#include "base/povdebug.h"
namespace pov
{
/*****************************************************************************
* Local preprocessor defines
******************************************************************************/
/* Minimal intersection depth for a valid intersection. */
const DBL DEPTH_TOLERANCE = 1.0e-8;
/* If |x| < ZERO_TOLERANCE x is assumed to be 0. */
const DBL ZERO_TOLERANCE = 1.0e-10;
/*****************************************************************************
*
* FUNCTION
*
* All_Polygon_Intersections
*
* INPUT
*
* Object - Object
* Ray - Ray
* Depth_Stack - Intersection stack
*
* OUTPUT
*
* Depth_Stack
*
* RETURNS
*
* int - true, if a intersection was found
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Determine ray/polygon intersection and clip intersection found.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
bool Polygon::All_Intersections(const Ray& ray, IStack& Depth_Stack, TraceThreadData *Thread)
{
DBL Depth;
VECTOR IPoint;
if (Intersect(ray, &Depth, Thread))
{
VEvaluateRay(IPoint, ray.Origin, Depth, ray.Direction);
if (Clip.empty() || Point_In_Clip(IPoint, Clip, Thread))
{
Depth_Stack->push(Intersection(Depth, IPoint, this));
return(true);
}
}
return(false);
}
/*****************************************************************************
*
* FUNCTION
*
* intersect_poylgon
*
* INPUT
*
* Ray - Ray
* Polyg - Polygon
* Depth - Depth of intersection found
*
* OUTPUT
*
* Depth
*
* RETURNS
*
* int - true if intersection found
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Determine ray/polygon intersection.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
bool Polygon::Intersect(const Ray& ray, DBL *Depth, TraceThreadData *Thread) const
{
DBL x, y, len;
VECTOR p, d;
/* Don't test degenerate polygons. */
if (Test_Flag(this, DEGENERATE_FLAG))
return(false);
Thread->Stats()[Ray_Polygon_Tests]++;
/* Transform the ray into the polygon space. */
MInvTransPoint(p, ray.Origin, Trans);
MInvTransDirection(d, ray.Direction, Trans);
VLength(len, d);
VInverseScaleEq(d, len);
/* Intersect ray with the plane in which the polygon lies. */
if (fabs(d[Z]) < ZERO_TOLERANCE)
return(false);
*Depth = -p[Z] / d[Z];
if ((*Depth < DEPTH_TOLERANCE) || (*Depth > MAX_DISTANCE))
return(false);
/* Does the intersection point lie inside the polygon? */
x = p[X] + *Depth * d[X];
y = p[Y] + *Depth * d[Y];
if (in_polygon(Data->Number, Data->Points, x, y))
{
Thread->Stats()[Ray_Polygon_Tests_Succeeded]++;
*Depth /= len;
return (true);
}
else
return (false);
}
/*****************************************************************************
*
* FUNCTION
*
* Inside_Polygon
*
* INPUT
*
* IPoint - Intersection point
* Object - Object
*
* OUTPUT
*
* RETURNS
*
* int - always false
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Polygons can't be used in CSG.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
bool Polygon::Inside(const VECTOR, TraceThreadData *Thread) const
{
return(false);
}
/*****************************************************************************
*
* FUNCTION
*
* Polygon_Normal
*
* INPUT
*
* Result - Normal vector
* Object - Object
* Inter - Intersection found
*
* OUTPUT
*
* Result
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Calculate the normal of the polygon in a given point.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Normal(VECTOR Result, Intersection *, TraceThreadData *) const
{
Assign_Vector(Result, S_Normal);
}
/*****************************************************************************
*
* FUNCTION
*
* Translate_Polygon
*
* INPUT
*
* Object - Object
* Vector - Translation vector
*
* OUTPUT
*
* Object
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Translate a polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Translate(const VECTOR, const TRANSFORM *tr)
{
Transform(tr);
}
/*****************************************************************************
*
* FUNCTION
*
* Rotate_Polygon
*
* INPUT
*
* Object - Object
* Vector - Rotation vector
*
* OUTPUT
*
* Object
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Rotate a polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Rotate(const VECTOR, const TRANSFORM *tr)
{
Transform(tr);
}
/*****************************************************************************
*
* FUNCTION
*
* Scale_Polygon
*
* INPUT
*
* Object - Object
* Vector - Scaling vector
*
* OUTPUT
*
* Object
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Scale a polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Scale(const VECTOR, const TRANSFORM *tr)
{
Transform(tr);
}
/*****************************************************************************
*
* FUNCTION
*
* Transform_Polygon
*
* INPUT
*
* Object - Object
* Trans - Transformation to apply
*
* OUTPUT
*
* Object
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Transform a polygon by transforming all points
* and recalculating the polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Transform(const TRANSFORM *tr)
{
VECTOR N;
if(Trans == NULL)
Trans = Create_Transform();
Compose_Transforms(Trans, tr);
Make_Vector(N, 0.0, 0.0, 1.0);
MTransNormal(S_Normal, N, Trans);
VNormalizeEq(S_Normal);
Compute_BBox();
}
/*****************************************************************************
*
* FUNCTION
*
* Invert_Polygon
*
* INPUT
*
* Object - Object
*
* OUTPUT
*
* Object
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Invert a polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Invert()
{
}
/*****************************************************************************
*
* FUNCTION
*
* Create_Polygon
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* POLYGON * - new polygon
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Create a new polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
Polygon::Polygon() : ObjectBase(POLYGON_OBJECT)
{
Trans = Create_Transform();
Make_Vector(S_Normal, 0.0, 0.0, 1.0);
Data = NULL;
}
/*****************************************************************************
*
* FUNCTION
*
* Copy_Polygon
*
* INPUT
*
* Object - Object
*
* OUTPUT
*
* RETURNS
*
* void * - New polygon
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Copy a polygon structure.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
ObjectPtr Polygon::Copy()
{
Polygon *New = new Polygon();
Destroy_Transform(New->Trans);
*New = *this;
New->Trans = Copy_Transform(Trans);
New->Data = Data;
New->Data->References++;
return (New);
}
/*****************************************************************************
*
* FUNCTION
*
* Destroy_Polygon
*
* INPUT
*
* Object - Object
*
* OUTPUT
*
* Object
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Destroy a polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
* Dec 1994 : Fixed memory leakage. [DB]
*
******************************************************************************/
Polygon::~Polygon()
{
if (--(Data->References) == 0)
{
POV_FREE (Data->Points);
POV_FREE (Data);
}
Destroy_Transform(Trans);
}
/*****************************************************************************
*
* FUNCTION
*
* Compute_Polygon
*
* INPUT
*
* Polyg - Polygon
* Points - 3D points describing the polygon
*
* OUTPUT
*
* Polyg
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Compute the following things for a given polygon:
*
* - Polygon transformation
*
* - Array of 2d points describing the shape of the polygon
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Compute_Polygon(int number, VECTOR *points)
{
int i;
DBL x, y, z, d;
VECTOR o, u, v, w, N;
MATRIX a, b;
/* Create polygon data. */
if (Data == NULL)
{
Data = (POLYGON_DATA *)POV_MALLOC(sizeof(POLYGON_DATA), "polygon points");
Data->References = 1;
Data->Number = number;
Data->Points = (UV_VECT *)POV_MALLOC(number*sizeof(UV_VECT), "polygon points");
}
else
{
throw POV_EXCEPTION_STRING("Polygon data already computed.");
}
/* Get polygon's coordinate system (one of the many possible) */
Assign_Vector(o, points[0]);
/* Find valid, i.e. non-zero u vector. */
for (i = 1; i < number; i++)
{
VSub(u, points[i], o);
if (VSumSqr(u) > EPSILON)
{
break;
}
}
if (i == number)
{
Set_Flag(this, DEGENERATE_FLAG);
;// TODO MESSAGE Warning(0, "Points in polygon are co-linear. Ignoring polygon.");
}
/* Find valid, i.e. non-zero v and w vectors. */
for (i++; i < number; i++)
{
VSub(v, points[i], o);
VCross(w, u, v);
if ((VSumSqr(v) > EPSILON) && (VSumSqr(w) > EPSILON))
{
break;
}
}
if (i == number)
{
Set_Flag(this, DEGENERATE_FLAG);
;// TODO MESSAGE Warning(0, "Points in polygon are co-linear. Ignoring polygon.");
}
VCross(u, v, w);
VCross(v, w, u);
VNormalize(u, u);
VNormalize(v, v);
VNormalize(w, w);
MIdentity(a);
MIdentity(b);
a[3][0] = -o[X];
a[3][1] = -o[Y];
a[3][2] = -o[Z];
b[0][0] = u[X];
b[1][0] = u[Y];
b[2][0] = u[Z];
b[0][1] = v[X];
b[1][1] = v[Y];
b[2][1] = v[Z];
b[0][2] = w[X];
b[1][2] = w[Y];
b[2][2] = w[Z];
MTimesC(Trans->inverse, a, b);
MInvers(Trans->matrix, Trans->inverse);
/* Project points onto the u,v-plane (3D --> 2D) */
for (i = 0; i < number; i++)
{
x = points[i][X] - o[X];
y = points[i][Y] - o[Y];
z = points[i][Z] - o[Z];
d = x * w[X] + y * w[Y] + z * w[Z];
if (fabs(d) > ZERO_TOLERANCE)
{
Set_Flag(this, DEGENERATE_FLAG);
;// TODO MESSAGE Warning(0, "Points in polygon are not co-planar. Ignoring polygons.");
}
Data->Points[i][X] = x * u[X] + y * u[Y] + z * u[Z];
Data->Points[i][Y] = x * v[X] + y * v[Y] + z * v[Z];
}
Make_Vector(N, 0.0, 0.0, 1.0);
MTransNormal(S_Normal, N, Trans);
VNormalizeEq(S_Normal);
Compute_BBox();
}
/*****************************************************************************
*
* FUNCTION
*
* Compute_Polygon_BBox
*
* INPUT
*
* Polyg - Polygon
*
* OUTPUT
*
* Polyg
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Calculate the bounding box of a polygon.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
void Polygon::Compute_BBox()
{
int i;
VECTOR p, Puv, Min, Max;
Min[X] = Min[Y] = Min[Z] = BOUND_HUGE;
Max[X] = Max[Y] = Max[Z] = -BOUND_HUGE;
for (i = 0; i < Data->Number; i++)
{
Puv[X] = Data->Points[i][X];
Puv[Y] = Data->Points[i][Y];
Puv[Z] = 0.0;
MTransPoint(p, Puv, Trans);
Min[X] = min(Min[X], p[X]);
Min[Y] = min(Min[Y], p[Y]);
Min[Z] = min(Min[Z], p[Z]);
Max[X] = max(Max[X], p[X]);
Max[Y] = max(Max[Y], p[Y]);
Max[Z] = max(Max[Z], p[Z]);
}
Make_BBox_from_min_max(BBox, Min, Max);
if (fabs(BBox.Lengths[X]) < SMALL_TOLERANCE)
{
BBox.Lower_Left[X] -= SMALL_TOLERANCE;
BBox.Lengths[X] += 2.0 * SMALL_TOLERANCE;
}
if (fabs(BBox.Lengths[Y]) < SMALL_TOLERANCE)
{
BBox.Lower_Left[Y] -= SMALL_TOLERANCE;
BBox.Lengths[Y] += 2.0 * SMALL_TOLERANCE;
}
if (fabs(BBox.Lengths[Z]) < SMALL_TOLERANCE)
{
BBox.Lower_Left[Z] -= SMALL_TOLERANCE;
BBox.Lengths[Z] += 2.0 * SMALL_TOLERANCE;
}
}
/*****************************************************************************
*
* FUNCTION
*
* in_polygon
*
* INPUT
*
* Number - Number of points
* Points - Points describing polygon's shape
* u, v - 2D-coordinates of the point to test
*
* OUTPUT
*
* RETURNS
*
* int - true, if inside
*
* AUTHOR
*
* Eric Haines, 3D/Eye Inc, erich@eye.com
*
* DESCRIPTION
*
* ======= Crossings Multiply algorithm ===================================
*
* This version is usually somewhat faster than the original published in
* Graphics Gems IV; by turning the division for testing the X axis crossing
* into a tricky multiplication test this part of the test became faster,
* which had the additional effect of making the test for "both to left or
* both to right" a bit slower for triangles than simply computing the
* intersection each time. The main increase is in triangle testing speed,
* which was about 15% faster; all other polygon complexities were pretty much
* the same as before. On machines where division is very expensive (not the
* case on the HP 9000 series on which I tested) this test should be much
* faster overall than the old code. Your mileage may (in fact, will) vary,
* depending on the machine and the test data, but in general I believe this
* code is both shorter and faster. This test was inspired by unpublished
* Graphics Gems submitted by Joseph Samosky and Mark Haigh-Hutchinson.
* Related work by Samosky is in:
*
* Samosky, Joseph, "SectionView: A system for interactively specifying and
* visualizing sections through three-dimensional medical image data",
* M.S. Thesis, Department of Electrical Engineering and Computer Science,
* Massachusetts Institute of Technology, 1993.
*
*
* Shoot a test ray along +X axis. The strategy is to compare vertex Y values
* to the testing point's Y and quickly discard edges which are entirely to one
* side of the test ray.
*
* CHANGES
*
* -
*
******************************************************************************/
bool Polygon::in_polygon(int number, UV_VECT *points, DBL u, DBL v)
{
int i, yflag0, yflag1, inside_flag;
DBL ty, tx;
const DBL *vtx0, *vtx1, *first;
tx = u;
ty = v;
vtx0 = &points[0][X];
vtx1 = &points[1][X];
first = vtx0;
/* get test bit for above/below X axis */
yflag0 = (vtx0[Y] >= ty);
inside_flag = false;
for (i = 1; i < number; )
{
yflag1 = (vtx1[Y] >= ty);
/*
* Check if endpoints straddle (are on opposite sides) of X axis
* (i.e. the Y's differ); if so, +X ray could intersect this edge.
* The old test also checked whether the endpoints are both to the
* right or to the left of the test point. However, given the faster
* intersection point computation used below, this test was found to
* be a break-even proposition for most polygons and a loser for
* triangles (where 50% or more of the edges which survive this test
* will cross quadrants and so have to have the X intersection computed
* anyway). I credit Joseph Samosky with inspiring me to try dropping
* the "both left or both right" part of my code.
*/
if (yflag0 != yflag1)
{
/*
* Check intersection of pgon segment with +X ray.
* Note if >= point's X; if so, the ray hits it.
* The division operation is avoided for the ">=" test by checking
* the sign of the first vertex wrto the test point; idea inspired
* by Joseph Samosky's and Mark Haigh-Hutchinson's different
* polygon inclusion tests.
*/
if (((vtx1[Y]-ty) * (vtx0[X]-vtx1[X]) >= (vtx1[X]-tx) * (vtx0[Y]-vtx1[Y])) == yflag1)
{
inside_flag = !inside_flag;
}
}
/* Move to the next pair of vertices, retaining info as possible. */
if ((i < number-2) && (vtx1[X] == first[X]) && (vtx1[Y] == first[Y]))
{
vtx0 = &points[++i][X];
vtx1 = &points[++i][X];
yflag0 = (vtx0[Y] >= ty);
first = vtx0;
}
else
{
vtx0 = vtx1;
vtx1 = &points[++i][X];
yflag0 = yflag1;
}
}
return(inside_flag);
}
}
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