Determine if two rectangles overlap each other? - c++

I am trying to write a C++ program that takes the following inputs from the user to construct rectangles (between 2 and 5): height, width, x-pos, y-pos. All of these rectangles will exist parallel to the x and the y axis, that is all of their edges will have slopes of 0 or infinity.
I've tried to implement what is mentioned in this question but I am not having very much luck.
My current implementation does the following:
// Gets all the vertices for Rectangle 1 and stores them in an array -> arrRect1
// point 1 x: arrRect1[0], point 1 y: arrRect1[1] and so on...
// Gets all the vertices for Rectangle 2 and stores them in an array -> arrRect2
// rotated edge of point a, rect 1
int rot_x, rot_y;
rot_x = -arrRect1[3];
rot_y = arrRect1[2];
// point on rotated edge
int pnt_x, pnt_y;
pnt_x = arrRect1[2];
pnt_y = arrRect1[3];
// test point, a from rect 2
int tst_x, tst_y;
tst_x = arrRect2[0];
tst_y = arrRect2[1];
int value;
value = (rot_x * (tst_x - pnt_x)) + (rot_y * (tst_y - pnt_y));
cout << "Value: " << value;
However I'm not quite sure if (a) I've implemented the algorithm I linked to correctly, or if I did exactly how to interpret this?
Any suggestions?

if (RectA.Left < RectB.Right && RectA.Right > RectB.Left &&
RectA.Top > RectB.Bottom && RectA.Bottom < RectB.Top )
or, using Cartesian coordinates
(With X1 being left coord, X2 being right coord, increasing from left to right and Y1 being Top coord, and Y2 being Bottom coord, increasing from bottom to top -- if this is not how your coordinate system [e.g. most computers have the Y direction reversed], swap the comparisons below) ...
if (RectA.X1 < RectB.X2 && RectA.X2 > RectB.X1 &&
RectA.Y1 > RectB.Y2 && RectA.Y2 < RectB.Y1)
Say you have Rect A, and Rect B.
Proof is by contradiction. Any one of four conditions guarantees that no overlap can exist:
Cond1. If A's left edge is to the right of the B's right edge,
- then A is Totally to right Of B
Cond2. If A's right edge is to the left of the B's left edge,
- then A is Totally to left Of B
Cond3. If A's top edge is below B's bottom edge,
- then A is Totally below B
Cond4. If A's bottom edge is above B's top edge,
- then A is Totally above B
So condition for Non-Overlap is
NON-Overlap => Cond1 Or Cond2 Or Cond3 Or Cond4
Therefore, a sufficient condition for Overlap is the opposite.
Overlap => NOT (Cond1 Or Cond2 Or Cond3 Or Cond4)
De Morgan's law says
Not (A or B or C or D) is the same as Not A And Not B And Not C And Not D
so using De Morgan, we have
Not Cond1 And Not Cond2 And Not Cond3 And Not Cond4
This is equivalent to:
A's Left Edge to left of B's right edge, [RectA.Left < RectB.Right], and
A's right edge to right of B's left edge, [RectA.Right > RectB.Left], and
A's top above B's bottom, [RectA.Top > RectB.Bottom], and
A's bottom below B's Top [RectA.Bottom < RectB.Top]
Note 1: It is fairly obvious this same principle can be extended to any number of dimensions.
Note 2: It should also be fairly obvious to count overlaps of just one pixel, change the < and/or the > on that boundary to a <= or a >=.
Note 3: This answer, when utilizing Cartesian coordinates (X, Y) is based on standard algebraic Cartesian coordinates (x increases left to right, and Y increases bottom to top). Obviously, where a computer system might mechanize screen coordinates differently, (e.g., increasing Y from top to bottom, or X From right to left), the syntax will need to be adjusted accordingly/

struct rect
{
int x;
int y;
int width;
int height;
};
bool valueInRange(int value, int min, int max)
{ return (value >= min) && (value <= max); }
bool rectOverlap(rect A, rect B)
{
bool xOverlap = valueInRange(A.x, B.x, B.x + B.width) ||
valueInRange(B.x, A.x, A.x + A.width);
bool yOverlap = valueInRange(A.y, B.y, B.y + B.height) ||
valueInRange(B.y, A.y, A.y + A.height);
return xOverlap && yOverlap;
}

struct Rect
{
Rect(int x1, int x2, int y1, int y2)
: x1(x1), x2(x2), y1(y1), y2(y2)
{
assert(x1 < x2);
assert(y1 < y2);
}
int x1, x2, y1, y2;
};
bool
overlap(const Rect &r1, const Rect &r2)
{
// The rectangles don't overlap if
// one rectangle's minimum in some dimension
// is greater than the other's maximum in
// that dimension.
bool noOverlap = r1.x1 > r2.x2 ||
r2.x1 > r1.x2 ||
r1.y1 > r2.y2 ||
r2.y1 > r1.y2;
return !noOverlap;
}

It is easier to check if a rectangle is completly outside the other, so if it is either
on the left...
(r1.x + r1.width < r2.x)
or on the right...
(r1.x > r2.x + r2.width)
or on top...
(r1.y + r1.height < r2.y)
or on the bottom...
(r1.y > r2.y + r2.height)
of the second rectangle, it cannot possibly collide with it. So to have a function that returns a Boolean saying weather the rectangles collide, we simply combine the conditions by logical ORs and negate the result:
function checkOverlap(r1, r2) : Boolean
{
return !(r1.x + r1.width < r2.x || r1.y + r1.height < r2.y || r1.x > r2.x + r2.width || r1.y > r2.y + r2.height);
}
To already receive a positive result when touching only, we can change the "<" and ">" by "<=" and ">=".

This is a very fast way to check with C++ if two rectangles overlap:
return std::max(rectA.left, rectB.left) < std::min(rectA.right, rectB.right)
&& std::max(rectA.top, rectB.top) < std::min(rectA.bottom, rectB.bottom);
It works by calculating the left and right borders of the intersecting rectangle, and then comparing them: if the right border is equal to or less than the left border, it means that the intersection is empty and therefore the rectangles do not overlap; otherwise, it tries again with the top and bottom borders.
What is the advantage of this method over the conventional alternative of 4 comparisons? It's about how modern processors are designed. They have something called branch prediction, which works well when the result of a comparison is always the same, but have a huge performance penalty otherwise. However, in the absence of branch instructions, the CPU performs quite well. By calculating the borders of the intersection instead of having two separate checks for each axis, we're saving two branches, one per pair.
It is possible that the four comparisons method outperforms this one, if the first comparison has a high chance of being false. That is very rare, though, because it means that the second rectangle is most often on the left side of the first rectangle, and not on the right side or overlapping it; and most often, you need to check rectangles on both sides of the first one, which normally voids the advantages of branch prediction.
This method can be improved even more, depending on the expected distribution of rectangles:
If you expect the checked rectangles to be predominantly to the left or right of each other, then the method above works best. This is probably the case, for example, when you're using the rectangle intersection to check collisions for a game, where the game objects are predominantly distributed horizontally (e.g. a SuperMarioBros-like game).
If you expect the checked rectangles to be predominantly to the top or bottom of each other, e.g. in an Icy Tower type of game, then checking top/bottom first and left/right last will probably be faster:
return std::max(rectA.top, rectB.top) < std::min(rectA.bottom, rectB.bottom)
&& std::max(rectA.left, rectB.left) < std::min(rectA.right, rectB.right);
If the probability of intersecting is close to the probability of not intersecting, however, it's better to have a completely branchless alternative:
return std::max(rectA.left, rectB.left) < std::min(rectA.right, rectB.right)
& std::max(rectA.top, rectB.top) < std::min(rectA.bottom, rectB.bottom);
(Note the change of && to a single &)

Suppose that you have defined the positions and sizes of the rectangles like this:
My C++ implementation is like this:
class Vector2D
{
public:
Vector2D(int x, int y) : x(x), y(y) {}
~Vector2D(){}
int x, y;
};
bool DoRectanglesOverlap( const Vector2D & Pos1,
const Vector2D & Size1,
const Vector2D & Pos2,
const Vector2D & Size2)
{
if ((Pos1.x < Pos2.x + Size2.x) &&
(Pos1.y < Pos2.y + Size2.y) &&
(Pos2.x < Pos1.x + Size1.x) &&
(Pos2.y < Pos1.y + Size1.y))
{
return true;
}
return false;
}
An example function call according to the given figure above:
DoRectanglesOverlap(Vector2D(3, 7),
Vector2D(8, 5),
Vector2D(6, 4),
Vector2D(9, 4));
The comparisons inside the if block will look like below:
if ((Pos1.x < Pos2.x + Size2.x) &&
(Pos1.y < Pos2.y + Size2.y) &&
(Pos2.x < Pos1.x + Size1.x) &&
(Pos2.y < Pos1.y + Size1.y))
↓
if (( 3 < 6 + 9 ) &&
( 7 < 4 + 4 ) &&
( 6 < 3 + 8 ) &&
( 4 < 7 + 5 ))

Ask yourself the opposite question: How can I determine if two rectangles do not intersect at all? Obviously, a rectangle A completely to the left of rectangle B does not intersect. Also if A is completely to the right. And similarly if A is completely above B or completely below B. In any other case A and B intersect.
What follows may have bugs, but I am pretty confident about the algorithm:
struct Rectangle { int x; int y; int width; int height; };
bool is_left_of(Rectangle const & a, Rectangle const & b) {
if (a.x + a.width <= b.x) return true;
return false;
}
bool is_right_of(Rectangle const & a, Rectangle const & b) {
return is_left_of(b, a);
}
bool not_intersect( Rectangle const & a, Rectangle const & b) {
if (is_left_of(a, b)) return true;
if (is_right_of(a, b)) return true;
// Do the same for top/bottom...
}
bool intersect(Rectangle const & a, Rectangle const & b) {
return !not_intersect(a, b);
}

In the question, you link to the maths for when rectangles are at arbitrary angles of rotation. If I understand the bit about angles in the question however, I interpret that all rectangles are perpendicular to one another.
A general knowing the area of overlap formula is:
Using the example:
1 2 3 4 5 6
1 +---+---+
| |
2 + A +---+---+
| | B |
3 + + +---+---+
| | | | |
4 +---+---+---+---+ +
| |
5 + C +
| |
6 +---+---+
1) collect all the x coordinates (both left and right) into a list, then sort it and remove duplicates
1 3 4 5 6
2) collect all the y coordinates (both top and bottom) into a list, then sort it and remove duplicates
1 2 3 4 6
3) create a 2D array by number of gaps between the unique x coordinates * number of gaps between the unique y coordinates.
4 * 4
4) paint all the rectangles into this grid, incrementing the count of each cell it occurs over:
1 3 4 5 6
1 +---+
| 1 | 0 0 0
2 +---+---+---+
| 1 | 1 | 1 | 0
3 +---+---+---+---+
| 1 | 1 | 2 | 1 |
4 +---+---+---+---+
0 0 | 1 | 1 |
6 +---+---+
5) As you paint the rectangles, its easy to intercept the overlaps.

Here's how it's done in the Java API:
public boolean intersects(Rectangle r) {
int tw = this.width;
int th = this.height;
int rw = r.width;
int rh = r.height;
if (rw <= 0 || rh <= 0 || tw <= 0 || th <= 0) {
return false;
}
int tx = this.x;
int ty = this.y;
int rx = r.x;
int ry = r.y;
rw += rx;
rh += ry;
tw += tx;
th += ty;
// overflow || intersect
return ((rw < rx || rw > tx) &&
(rh < ry || rh > ty) &&
(tw < tx || tw > rx) &&
(th < ty || th > ry));
}

struct Rect
{
Rect(int x1, int x2, int y1, int y2)
: x1(x1), x2(x2), y1(y1), y2(y2)
{
assert(x1 < x2);
assert(y1 < y2);
}
int x1, x2, y1, y2;
};
//some area of the r1 overlaps r2
bool overlap(const Rect &r1, const Rect &r2)
{
return r1.x1 < r2.x2 && r2.x1 < r1.x2 &&
r1.y1 < r2.y2 && r2.x1 < r1.y2;
}
//either the rectangles overlap or the edges touch
bool touch(const Rect &r1, const Rect &r2)
{
return r1.x1 <= r2.x2 && r2.x1 <= r1.x2 &&
r1.y1 <= r2.y2 && r2.x1 <= r1.y2;
}

Don't think of coordinates as indicating where pixels are. Think of them as being between the pixels. That way, the area of a 2x2 rectangle should be 4, not 9.
bool bOverlap = !((A.Left >= B.Right || B.Left >= A.Right)
&& (A.Bottom >= B.Top || B.Bottom >= A.Top));

Easiest way is
/**
* Check if two rectangles collide
* x_1, y_1, width_1, and height_1 define the boundaries of the first rectangle
* x_2, y_2, width_2, and height_2 define the boundaries of the second rectangle
*/
boolean rectangle_collision(float x_1, float y_1, float width_1, float height_1, float x_2, float y_2, float width_2, float height_2)
{
return !(x_1 > x_2+width_2 || x_1+width_1 < x_2 || y_1 > y_2+height_2 || y_1+height_1 < y_2);
}
first of all put it in to your mind that in computers the coordinates system is upside down. x-axis is same as in mathematics but y-axis increases downwards and decrease on going upward..
if rectangle are drawn from center.
if x1 coordinates is greater than x2 plus its its half of widht. then it means going half they will touch each other. and in the same manner going downward + half of its height. it will collide..

For those of you who are using center points and half sizes for their rectangle data, instead of the typical x,y,w,h, or x0,y0,x1,x1, here's how you can do it:
#include <cmath> // for fabsf(float)
struct Rectangle
{
float centerX, centerY, halfWidth, halfHeight;
};
bool isRectangleOverlapping(const Rectangle &a, const Rectangle &b)
{
return (fabsf(a.centerX - b.centerX) <= (a.halfWidth + b.halfWidth)) &&
(fabsf(a.centerY - b.centerY) <= (a.halfHeight + b.halfHeight));
}

Lets say the two rectangles are rectangle A and rectangle B. Let their centers be A1 and B1 (coordinates of A1 and B1 can be easily found out), let the heights be Ha and Hb, width be Wa and Wb, let dx be the width(x) distance between A1 and B1 and dy be the height(y) distance between A1 and B1.
Now we can say we can say A and B overlap: when
if(!(dx > Wa+Wb)||!(dy > Ha+Hb)) returns true

If the rectangles overlap then the overlap area will be greater than zero. Now let us find the overlap area:
If they overlap then the left edge of overlap-rect will be the max(r1.x1, r2.x1) and right edge will be min(r1.x2, r2.x2). So the length of the overlap will be min(r1.x2, r2.x2) - max(r1.x1, r2.x1)
So the area will be:
area = (max(r1.x1, r2.x1) - min(r1.x2, r2.x2)) * (max(r1.y1, r2.y1) - min(r1.y2, r2.y2))
If area = 0 then they don't overlap.
Simple isn't it?

I have implemented a C# version, it is easily converted to C++.
public bool Intersects ( Rectangle rect )
{
float ulx = Math.Max ( x, rect.x );
float uly = Math.Max ( y, rect.y );
float lrx = Math.Min ( x + width, rect.x + rect.width );
float lry = Math.Min ( y + height, rect.y + rect.height );
return ulx <= lrx && uly <= lry;
}

I have a very easy solution
let x1,y1 x2,y2 ,l1,b1,l2,be cordinates and lengths and breadths of them respectively
consider the condition ((x2
now the only way these rectangle will overlap is if the point diagonal to x1,y1 will lie inside the other rectangle or similarly the point diagonal to x2,y2 will lie inside the other rectangle. which is exactly the above condition implies.

A and B be two rectangle. C be their covering rectangle.
four points of A be (xAleft,yAtop),(xAleft,yAbottom),(xAright,yAtop),(xAright,yAbottom)
four points of A be (xBleft,yBtop),(xBleft,yBbottom),(xBright,yBtop),(xBright,yBbottom)
A.width = abs(xAleft-xAright);
A.height = abs(yAleft-yAright);
B.width = abs(xBleft-xBright);
B.height = abs(yBleft-yBright);
C.width = max(xAleft,xAright,xBleft,xBright)-min(xAleft,xAright,xBleft,xBright);
C.height = max(yAtop,yAbottom,yBtop,yBbottom)-min(yAtop,yAbottom,yBtop,yBbottom);
A and B does not overlap if
(C.width >= A.width + B.width )
OR
(C.height >= A.height + B.height)
It takes care all possible cases.

This is from exercise 3.28 from the book Introduction to Java Programming- Comprehensive Edition. The code tests whether the two rectangles are indenticle, whether one is inside the other and whether one is outside the other. If none of these condition are met then the two overlap.
**3.28 (Geometry: two rectangles) Write a program that prompts the user to enter the
center x-, y-coordinates, width, and height of two rectangles and determines
whether the second rectangle is inside the first or overlaps with the first, as shown
in Figure 3.9. Test your program to cover all cases.
Here are the sample runs:
Enter r1's center x-, y-coordinates, width, and height: 2.5 4 2.5 43
Enter r2's center x-, y-coordinates, width, and height: 1.5 5 0.5 3
r2 is inside r1
Enter r1's center x-, y-coordinates, width, and height: 1 2 3 5.5
Enter r2's center x-, y-coordinates, width, and height: 3 4 4.5 5
r2 overlaps r1
Enter r1's center x-, y-coordinates, width, and height: 1 2 3 3
Enter r2's center x-, y-coordinates, width, and height: 40 45 3 2
r2 does not overlap r1
import java.util.Scanner;
public class ProgrammingEx3_28 {
public static void main(String[] args) {
Scanner input = new Scanner(System.in);
System.out
.print("Enter r1's center x-, y-coordinates, width, and height:");
double x1 = input.nextDouble();
double y1 = input.nextDouble();
double w1 = input.nextDouble();
double h1 = input.nextDouble();
w1 = w1 / 2;
h1 = h1 / 2;
System.out
.print("Enter r2's center x-, y-coordinates, width, and height:");
double x2 = input.nextDouble();
double y2 = input.nextDouble();
double w2 = input.nextDouble();
double h2 = input.nextDouble();
w2 = w2 / 2;
h2 = h2 / 2;
// Calculating range of r1 and r2
double x1max = x1 + w1;
double y1max = y1 + h1;
double x1min = x1 - w1;
double y1min = y1 - h1;
double x2max = x2 + w2;
double y2max = y2 + h2;
double x2min = x2 - w2;
double y2min = y2 - h2;
if (x1max == x2max && x1min == x2min && y1max == y2max
&& y1min == y2min) {
// Check if the two are identicle
System.out.print("r1 and r2 are indentical");
} else if (x1max <= x2max && x1min >= x2min && y1max <= y2max
&& y1min >= y2min) {
// Check if r1 is in r2
System.out.print("r1 is inside r2");
} else if (x2max <= x1max && x2min >= x1min && y2max <= y1max
&& y2min >= y1min) {
// Check if r2 is in r1
System.out.print("r2 is inside r1");
} else if (x1max < x2min || x1min > x2max || y1max < y2min
|| y2min > y1max) {
// Check if the two overlap
System.out.print("r2 does not overlaps r1");
} else {
System.out.print("r2 overlaps r1");
}
}
}

bool Square::IsOverlappig(Square &other)
{
bool result1 = other.x >= x && other.y >= y && other.x <= (x + width) && other.y <= (y + height); // other's top left falls within this area
bool result2 = other.x >= x && other.y <= y && other.x <= (x + width) && (other.y + other.height) <= (y + height); // other's bottom left falls within this area
bool result3 = other.x <= x && other.y >= y && (other.x + other.width) <= (x + width) && other.y <= (y + height); // other's top right falls within this area
bool result4 = other.x <= x && other.y <= y && (other.x + other.width) >= x && (other.y + other.height) >= y; // other's bottom right falls within this area
return result1 | result2 | result3 | result4;
}

struct point { int x, y; };
struct rect { point tl, br; }; // top left and bottom right points
// return true if rectangles overlap
bool overlap(const rect &a, const rect &b)
{
return a.tl.x <= b.br.x && a.br.x >= b.tl.x &&
a.tl.y >= b.br.y && a.br.y <= b.tl.y;
}

Related

Algorithm to detect if two lines intersect does not give accurate/wanted results in SFML

I've been scratching my head for a couple of days on this one.
In my 2D top down game I have an array of FloatRects which represents walls.
I want to shoot a bullet represented by a point at X distance from the player (X being the weapon's range).
What I want to do is to check if there is a wall on the bullet's trajectory and if there is set the new bullet target to the collision point.
To do this I've tried to check if a side of a rectangle intersects with my bullet's trajectory line using this solution:
https://stackoverflow.com/a/1968345/10546991
I've used the program linked above but it gives me strange results, when the target is higher than the player the bullet just shoot behind.
Take a look at the following example :
Note : In SFML the Y axis points down
A is the player
B is the bullet's impact point or target, call it however you want.
C is the rectangle's Top Left side
D is the rectangle's Top Right side
(2500,2000) = a
(2500, 1300) = b
(2400, 2500) = c
(2600, 2500) = d
S1 = (0, -700)
S2 = (200, 0)
numeratorS = 700 * -100
numeratorT = 200 * -500
denominator = -200 * 700
s = 700 * - 100 / -200 * 700 = -70 000 / -140 000 = 7/14 = 1/2
t = -100 000 / -140 000 = 10 / 14 = 5 / 7
intersectionPoint.x = 2500 + (1/2 * 0) = 2500
intersectionPoint.y = 2000 + (1/2 * -700) = 1650
intersectionPoint (2500,1650)
So as you can see when testing if there is an intersection between the line between the player and the bullet's impact point and the top side of the rectangle (which is below the player) the program finds an intersection in between the player and the bullet!
I'm also providing a part of the code I use to detect collisions
Vector2f intersectionPoint = target;
//Check if bullet hits a wall and calculate new target
for (int i = 0; i < arraySize; i++)
{
float intersectionPointMagnitude = sqrt(intersectionPoint.x * intersectionPoint.x + intersectionPoint.y * intersectionPoint.y);
//Storing rect corner positions
Vector2f rectTopLeft;
rectTopLeft.x = collisions[i].left;
rectTopLeft.y = collisions[i].top;
Vector2f rectBottomLeft;
rectBottomLeft.x = collisions[i].left;
rectBottomLeft.y = collisions[i].top + collisions[i].height;
Vector2f rectBottomRight;
rectBottomRight.x = collisions[i].left + collisions[i].width;
rectBottomRight.y = collisions[i].top + collisions[i].height;
Vector2f rectTopRight;
rectTopRight.x = collisions[i].left + collisions[i].width;
rectTopRight.y = collisions[i].top;
Vector2f intersectionLeft = intersectionPoint;
if (Maths::vectorsIntersect(start, target, rectTopLeft, rectBottomLeft, intersectionLeft))
{
//We want to set a new target only if the detected collision is closer than the previous one
intersectionLeft = intersectionLeft - start;
float intersectionLeftMagnitude = sqrt(intersectionLeft.x * intersectionLeft.x + intersectionLeft.y * intersectionLeft.y);
if (intersectionLeftMagnitude < intersectionPointMagnitude)
{
intersectionPoint = intersectionLeft;
target = start + intersectionPoint;
}
}
I just can't understand where the issue is coming from so if anyone could help me out it'll be greatly appreciated.
Edit : Here is Maths::vectorsIntersect which is really similar to the function in the link above
bool vectorsIntersect(Vector2f A, Vector2f B, Vector2f C, Vector2f D, Vector2f& intersectionPoint)
{
Vector2f S1 = B - A;
Vector2f S2 = D - C;
//Calculate scalar parameters
float denominator = (S1.x * S2.y - S1.y * S2.x);
//We can't divide by 0!
if (denominator == 0.0f)
return false;
//S & T have the same denominator
float numeratorS = (S1.x * (A.y - C.y) - S1.y * (A.x - C.x));
float numeratorT = (S2.x * (A.y - C.y) - S2.y * (A.x - C.x));
float s, t;
s = numeratorS / denominator;
t = numeratorT / denominator;
//Check for intersection point
if (abs(s) > 0.0f && abs(s) < 1.0f && abs(t) > 0.0f && abs(t) < 1.0f)
{
//Return intersection point
intersectionPoint.x = A.x + (t * S1.x);
intersectionPoint.y = A.y + (t * S1.y);
return true;
}
return false;
}
EDIT 2 :
Alright I feel stupid now, in my Maths::vectorIntersect function I was checking if the absolute values of both s and t are between 0 and 1, which is why when the scalar parameters where between -0 and -1 the function returned true and led to unexpected behaviors.
Problem solved thank you for the help

c++ computer graphic midpoint line algorithm with eight octant

I have problem about implement midpoint algorithm with eight octant. The current situation is show in the picture below as y axis is inverted.
so far I manage to make zone 1 working prefect, I have no ideas how to make it work for other zone, I been google and all I find is zone 1 example not in other zone.
here my code for zone 1
void Line2D::MPOct1(const Window& window, const Point2D& start,
const Point2D& end, const float& delta_x, const float& delta_y) const
{
Color color = mStartVtx.GetColor();
int int_delta_x = static_cast<int>(round(delta_x));
int int_delta_y = static_cast<int>(round(delta_y));
int start_x = static_cast<int>(round(start.GetX()));
int start_y = static_cast<int>(round(start.GetY()));
int const end_x = static_cast<int>(round(end.GetX()));
int f = 2 * int_delta_y - int_delta_x;
int f_e = 2 * int_delta_y ;
// should be se due to y axis inverted
int f_ne = 2 * int_delta_y + 2 * int_delta_x;
while (start_x <= end_x )
{
if (f >= 0)
{
window.SetPixel(start_x, start_y, color);
f += f_e;
start_x ++;
}
else
{
window.SetPixel(start_x, start_y, color);
f += f_ne;
start_x ++;
// y axis inveted so --
start_y --;
}
}
}
by default the decision parameter given is 2deltaY -deltaX and the 8 direction I assume is:
east = 2deltaY
west = -2deltaY
north = 2deltaX (-2deltaX due to inverse of y axis)
south = -2deltaX (2deltaX due to inverse of y axis)
north-east = 2deltaY -2deltaX (2deltaY +2deltaX due to inverse of y axis )
north-west = -2deltaY -2deltaX (-2deltaY +2deltaX due to inverse of y axis )
south-east = 2deltaY +2deltaX (2deltaY -2deltaX due to inverse of y axis )
south-west = -2deltaY +2deltaX (-2deltaY -2deltaX due to inverse of y axis )
anyone can tell me how solve other oct zone, by manipulate
update I manage to make zone 1 ,4,5,and 8 work
1) Treat vertical and horizontal lines by special functions
2) Make two functions - F1 for the first octant (where x changes faster) and F2 for the second octant (where y changes faster)
3) Get absolute delta values like DeltaX = Abs(X2 - X1)
4) Get step direction like XStep = (X2 - X1>0)?1:-1
5) For 1,4,5,8 octants use function F1 with deltas and steps (instead start_x ++ make start_x += XStep etc)
6) For 2,3,6,7 octants use function F2, with deltas and steps

Check point within polygon

int pnpoly(int npol, float *xp, float *yp, float x, float y)
{
int i, j, c = 0;
for (i = 0, j = npol-1; i < npol; j = i++) {
if ((((yp[i] <= y) && (y < yp[j])) ||
((yp[j] <= y) && (y < yp[i]))) &&
(x < (xp[j] - xp[i]) * (y - yp[i]) / (yp[j] - yp[i]) + xp[i]))
c = !c;
}
return c;
}
This function checks if a point is within a polygon. How do I deal with a polygon coordinate that is negative? For example,
float x[3] = { 0.16, 1.2, -10 };
float y[3] = { 1.8, 10, -5.5 };
I tried checking a valid point within the polygon and it returns 0.
There are pretty good implementations from the iSurfer
The two methods used in most cases (and the two I know of) are crossing number and winding number. Both of them are not affected by the signs of the polygon/point coordinates. So it must be a bug in your code.
For completeness I'm placing the code for a crossing number test which seems to be what you're trying to do in your code
// a Point is defined by its coordinates {int x, y;}
// isLeft(): tests if a point is Left|On|Right of an infinite line.
// Input: three points P0, P1, and P2
// Return: >0 for P2 left of the line through P0 and P1
// =0 for P2 on the line
// <0 for P2 right of the line
// See: Algorithm 1 "Area of Triangles and Polygons"
inline int isLeft( Point P0, Point P1, Point P2 )
{
return ( (P1.x - P0.x) * (P2.y - P0.y) - (P2.x - P0.x) * (P1.y - P0.y) );
}
//===================================================================
// cn_PnPoly(): crossing number test for a point in a polygon
// Input: P = a point,
// V[] = vertex points of a polygon V[n+1] with V[n]=V[0]
// Return: 0 = outside, 1 = inside
// This code is patterned after [Franklin, 2000]
int cn_PnPoly( Point P, Point* V, int n )
{
int cn = 0; // the crossing number counter
// loop through all edges of the polygon
for (int i=0; i<n; i++) { // edge from V[i] to V[i+1]
if (((V[i].y <= P.y) && (V[i+1].y > P.y)) // an upward crossing
|| ((V[i].y > P.y) && (V[i+1].y <= P.y))) { // a downward crossing
// compute the actual edge-ray intersect x-coordinate
float vt = (float)(P.y - V[i].y) / (V[i+1].y - V[i].y);
if (P.x < V[i].x + vt * (V[i+1].x - V[i].x)) // P.x < intersect
++cn; // a valid crossing of y=P.y right of P.x
}
}
return (cn&1); // 0 if even (out), and 1 if odd (in)
}
//===================================================================
A special case that can arise with the crossing number number test, is when the ray overlaps an edge of the polygon. In that case it becomes somewhat fuzzy how to count intersections. That's why it's not the actual number of intersections we count, but the number we crossed over semiplanes defined by the ray.
The winding number test is more robust to this respect
Note that if your polygon N and N+1 have the same y value then this test can fail computing vt. For example: determining if a point is inside an axis aligned square.
You need to deal with lines parallel on y

Determine if angle lies between 2 other angles

I am trying to figure out whether a angle lies between 2 other angles. I have been trying to create a simple function to perform this but none of my techniques will work for all possible values of the angles.
Can you help me edit my function to correctly determine if a angle lies between 2 other angles?
In the above picture; I use the green point as the central point, then I determine the angle of each line to the green point. I then calculate the angle of the black point to the green point. I am trying to check if the angle of the black dot is BETWEEN the 2 lines' angles.
NOTE: In my case; an angle(targetAngle) is said to lie between 2 other angles IF the difference between the 2 angles is < 180 degrees AND the targetAngle lies in the cavity made by those 2 angles.
The following code should work but it fails for these(which do lie between the angle):
- is_angle_between(150, 190, 110)
- is_angle_between(3, 41, 345)
bool is_angle_between(int target, int angle1, int angle2)
{
int rAngle1 = ((iTarget - iAngle1) % 360 + 360) % 360;
int rAngle2 = ((iAngle2 - iAngle1) % 360 + 360) % 360;
return (0 <= rAngle1 && rAngle1 <= rAngle2);
}
// Example usage
is_angle_between(3, 41, 345);
Another technique I attempted which also doesn't work:
int is_angle_between(int target, int angle1, int angle2)
{
int dif1 = angle1-angle2;
int dif2 = angle2-angle1;
int uDif1 = convert_to_positive_angle( dif1 ); // for eg; convert -15 to 345
int uDif2 = convert_to_positive_angle( dif2 );
if (uDif1 <= uDif2) {
if (dif1 < 0) {
return (target <= angle1 && target >= angle2);
}
else return (in_between_numbers(iTarget, iAngle1, iAngle2));
}
else {
if (dif2 < 0) {
return (target <= angle1 && target >= angle2);
}
else return (in_between_numbers(iTarget, iAngle1, iAngle2));
}
return -1;
}
bool is_angle_between(int target, int angle1, int angle2)
{
// make the angle from angle1 to angle2 to be <= 180 degrees
int rAngle = ((angle2 - angle1) % 360 + 360) % 360;
if (rAngle >= 180)
std::swap(angle1, angle2);
// check if it passes through zero
if (angle1 <= angle2)
return target >= angle1 && target <= angle2;
else
return target >= angle1 || target <= angle2;
}
Inspired by a post about Intervals in modular arithmetic:
static bool is_angle_between(int x, int a, int b) {
b = modN(b - a);
x = modN(x - a);
if (b < 180) {
return x < b;
} else {
return b < x;
}
}
where (in case of checking angles) modN() would be implemented as
// modN(x) is assumed to calculate Euclidean (=non-negative) x % N.
static int modN(int x) {
const int N = 360;
int m = x % N;
if (m < 0) {
m += N;
}
return m;
}
void normalize( float& angle )
{
while ( angle < -180 ) angle += 360;
while ( angle > 180 ) angle -= 360;
}
bool isWithinRange( float testAngle, float a, float b )
{
a -= testAngle;
b -= testAngle;
normalize( a );
normalize( b );
if ( a * b >= 0 )
return false;
return fabs( a - b ) < 180;
}
If angle2 were always 0, and angle1 were always between 0 and 180, this would be easy:
return angle1 < 180 && 0 < target && target < angle1;
if I'm reading the requirements correctly.
But it's not that hard to get there.
int reduced1 = (angle1 - angle2 + 360) % 360; // and imagine reduced2 = 0
if (180 < reduced1) { angle2 = angle1; reduced1 = 360 - reduced1; } // swap if backwards
int reducedTarget = (target - angle2 + 360) % 360;
return reduced1 < 180 && 0 < reducedTarget && reducedTarget < reduced1;
I've done this before by comparing angles.
In the sketch above vector AD will be between AB and AC if and only if
angle BAD + angle CAD == angle BAC
Because of floating point inaccuracies I compared the values after rounding them first to say 5 decimal places.
So it comes down to having an angle algorithm between two vectors p and q which is simply put like:
double a = p.DotProduct(q);
double b = p.Length() * q.Length();
return acos(a / b); // radians
I'll leave the vector DotProduct and Length calculations as a google search exercise. And you get vectors simply by subtracting the coordinates of one terminal from the other.
You should of course first check whether AB and AC are parallel or anti-parallel.
All the top answers here are wrong. As such I feel it is necessary for me to post an answer.
I'm just reposting a portion of an answer which I posted here: https://stackoverflow.com/a/42424631/2642059 That answer also deals with the case where you already know which angle is the lefthand side and righthand side of the reflexive angle. But you also need to determine which side of the angle is which.
1st to find the leftmost angle if either of these statements are true angle1 is your leftmost angle:
angle1 <= angle2 && angle2 - angle1 <= PI
angle1 > angle2 && angle1 - angle2 >= PI
For simplicity let's say that your leftmost angle is l and your rightmost angle is r and you're trying to find if g is between them.
The problem here is the seem. There are essentially 3 positive cases that we're looking for:
l ≤ g ≤ r
l ≤ g ∧ r < l
g ≤ r ∧ r < l
Since you're calculating the lefthand and righthand sides of the angle, you'll notice there is an optimization opportunity here in doing both processes at once. Your function will look like:
if(angle1 <= angle2) {
if(angle2 - angle1 <= PI) {
return angle1 <= target && target <= angle2;
} else {
return angle2 <= target || target <= angle1;
}
} else {
if(angle1 - angle2 <= PI) {
return angle2 <= target && target <= angle1;
} else {
return angle1 <= target || target <= angle2;
}
}
Or if you need it you could expand into this nightmare condition:
angle1 <= angle2 ?
(angle2 - angle1 <= PI && angle1 <= target && target <= angle2) || (angle2 - angle1 > PI && (angle2 <= target || target <= angle1)) :
(angle1 - angle2 <= PI && angle2 <= target && target <= angle1) || (angle1 - angle2 > PI && (angle1 <= target || target <= angle2))
Note that all this math presumes that your input is in radians and in the range [0 : 2π].
Live Example
Is angle T between angles A and B, there are always two answers: true and false.
We need specify what we mean, and in this case we're looking for the normalized small sweep angles and whether our angle is between those values. Given any two angles, there is a reflex angle between them, is the normalized value of T within that reflex angle?
If we rotate A and B and T such that T = 0 and normalize A and B to within +-hemicircumference (180° or 2PI). Then our answer is whether A and B have different signs, and are within a hemicircumference of each other.
If we subtract the angle from test, then add 180° (so A is relative to T+180). Then we mod by 360 giving us a range between [-360°,360°] we add 360° and mod again (note, you could also just check if it's negative and add 360 if it is), giving us a value that is certain to be [0°,360°]. We subtract 180° giving us a value between [-180°,180°] relative to T+180°-180° aka, T. So T is now angle zero and all angles fall within the normalized range. Now we check to make sure the angles have a sign change and that they are not more than 180° apart, we have our answer.
Because the question asks in C++:
bool isAngleBetweenNormalizedSmallSweepRange(int test, int a, int b) {
int a_adjust = ((((a - test + 180)) % 360) + 360) % 360 - 180;
int b_adjust = ((((b - test + 180)) % 360) + 360) % 360 - 180;
return ((a_adjust ^ b_adjust) < 0) && ((a_adjust - b_adjust) < 180) && ((a_adjust - b_adjust) > -180);
}
We can also do some tricks to simplify out the code and avoid any unneeded modulo ops (see comments below). Normalize will move angle a into the range [-180°,180°] relative to angle t.
int normalized(int a, int test) {
int n = a - test + 180;
if ((n > 360) || (n < -360)) n %= 360;
return (n > 0)? n - 180: n + 180;
}
bool isAngleBetweenNormalizedSmallSweepRange(int test, int a, int b) {
int a_adjust = normalized(a,test);
int b_adjust = normalized(b,test);
return ((a_adjust ^ b_adjust) < 0) &&
((a_adjust > b_adjust)? a_adjust-b_adjust: b_adjust-a_adjust) < 180;
}
Also if we can be sure the range is [0,360], we can make do with a simpler if statement
bool isAngleBetweenNormalizedSmallSweepRange(int test, int a, int b) {
int dA = a - test + 180;
if (dA > 360) {
dA -= 360;
}
int a_adjust = (dA > 0) ? dA - 180 : dA + 180;
int dB = b - test + 180;
if (dB > 360) {
dB -= 360;
}
int b_adjust = (dB > 0) ? dB - 180 : dB + 180;
return ((a_adjust ^ b_adjust) < 0)
&& ((a_adjust > b_adjust) ? a_adjust - b_adjust : b_adjust - a_adjust) < 180;
}
JS Fiddle test of the code
I've found this quote from this thread:
if a point P is inside triangle ABC, then
Area PAB+Area PBC +Area PAC=Area ABC
notice that if P is on the edge of AB, BC, or CA, the above hold. But
effectively, one of the area PAB, PBC, PAC is 0 (so just make sure you
check that).
if P is outside, the above equality does NOT hold...
How to determine area? you have two options: 1) Heron's theorem,
involves sqrt, slower 2) the more perferred way is the cross products
(or effectively, the half of absolute value of (sum of the down
products minus the sum of up products))
for example, if A=(x1,y1) B=(x2,y2), C=(x3,y3) Area=
abs(x1*y2+x2*y3+x3*y1-x1*y3-x3*y2-x2*y1)/2
also you might want to be careful about floating point errors...
instead of checking for strict inequality, check for abs(b-a)
Hopefully that will help
Using a similar style of function as in your question, I have had good luck with the following methods:
public static bool IsInsideRange(double testAngle, double startAngle, double endAngle)
{
var a1 = System.Math.Abs(AngleBetween(startAngle, testAngle));
var a2 = System.Math.Abs(AngleBetween(testAngle, endAngle));
var a3 = System.Math.Abs(AngleBetween(startAngle, endAngle));
return a1 + a2 == a3;
}
public static double AngleBetween(double start, double end)
{
return (end - start) % 360;
}
I know this post is old, but there doesn't seem to be an accepted answer and I have found the following approach to be quite reliable. Although it might be more than what you need. It supports angle ranges larger than 180 degrees (as well as larger than 360 degrees and negative angles). It also supports decimal accuracy.
The method uses this normalize() helper function to convert angles into the right space:
float normalize( float degrees )
{
//-- Converts the specified angle to an angle between 0 and 360 degrees
float circleCount = (degrees / 360.0f);
degrees -= (int)circleCount * 360;
if( 0.0f > degrees )
{
degrees += 360.0f;
}
return degrees;
}
Here's the solution:
bool isWithinRange( float start, float end, float angle )
{
if( fabsf( end - start ) >= 360.0f )
{
//-- Ranges greater or equal to 360 degrees cover everything
return true;
}
//-- Put our angle between 0 and 360 degrees
float degrees = normalize( angle );
//-- Resolve degree value for the start angle; make sure it's
// smaller than our angle.
float startDegrees = normalize( start );
if( startDegrees > degrees )
{
startDegrees -= 360.0f;
}
//-- Resolve degree value for the end angle to be within the
// same 360 degree range as the start angle and make sure it
// comes after the start angle.
float endDegrees = normalize( end );
if( endDegrees < startDegrees )
{
endDegrees += 360.0f;
}
else if( (endDegrees - startDegrees) >= 360.0f )
{
endDegrees -= 360.0f;
}
//-- All that remains is to validate that our angle is between
// the start and the end.
if( (degrees < startDegrees) || (degrees > endDegrees) )
{
return false;
}
return true;
}
Hope this helps someone.
If you have angles $$a$ and $b$, and wan't to see if angle x is between these angles.
You can calculate the angle between a->x and a->b.
If ∠a->x is less than ∠a->b, x must be between a and b.
The distance between to angles, a and b
function distanceBetweenAngles(a, b) {
distance = b - a;
if (a > b) {
distance += 2*pi;
}
return distance;
}
Then you can do
// Checks if angle 'x' is between angle 'a' and 'b'
function isAngleBetween(x, a, b) {
return distanceBetweenAngles(a, b) >= distanceBetweenAngles(a, x);
}
This assumes you are using Radians, and not Degrees, as one should. It removes a lot of unnecessary code.

Rectangle intersect code - Is this right?

Can someone tell me whether my rectangle intersect code is correct?
bool checkCollide(int x, int y, int oWidth, int oHeight,
int x2, int y2, int o2Width, int o2Height) {
bool collide = false;
if (x >= x2 && x <= x2+o2Width && y >= y2 && y <= y2+o2Height)
collide = true;
if (x+oWidth >= x2 && x+oWidth <= x2+o2Width && y >= y2 && y <= y2+o2Height)
collide = true;
if (x >= x2 && x<= x2+o2Width && y+oHeight >= y2 && y+oHeight <= y2+o2Height)
collide = true;
if (x+oWidth >= x2 && x+oWidth <= x2+o2Width && y+oHeight >= y2 && y+oHeight <= y2+o2Height)
collide = true;
return collide;
}
Nope, a corner of a rectangle doesn't have to be in the other rectangle for the rectangles to collide. What you want to do is to find the logic when they do not intersect and use the negation of that. The picture below shows two rectangles that clearly intersect each other, but only the sides are intersecting, not the corners.
Just formulate the logic as follows: What does it take for the blue to not intersect the red? Well it's either completely to the right, completely to the left, up or below. Formulate an if statement to that and negate it.
Let me help you with the beginning:
if (!(x2 > x+oWidth || x2+o2Width < x || ..))
collide = true;
Following on from Magnus's answer, I'd take a slightly different approach.
As he says, if the two don't intersect then one will be completely left, completely right, etc. For performance however you can stop testing as soon as any of these conditions are found to be false, e.g.:
if (x2 + owidth2 < x)
return false; // box 2 is left of box 1
if (x + owidth < x2)
return false; // box 1 is left of box 2
// etc...
First implement interval intersection (i.e. one dimension).
Then you can implement rectangle intersection by first applying interval intersection to the x-coordinates and then applying interval intersection to the y-coordinates.
checkCollide(0, 0, 3, 3, 1, 1, 1, 1) == false
I'm guessing that's not what you want.