diff options
author | Sven Göthel <[email protected]> | 2024-02-13 22:52:31 +0100 |
---|---|---|
committer | Sven Göthel <[email protected]> | 2024-02-13 22:52:31 +0100 |
commit | 08f0d34424aab6a496a71fa5d83af6c407c7c569 (patch) | |
tree | a9cdaf38b603ad3e09366d20abb556c7fe6e698a /src/jogl/classes/com/jogamp | |
parent | 220880f8105a35423a5c3dc3ea06147f9a8fd7e2 (diff) |
Bug 1501: VectorUtil: Deprecate prev line2line intersection tests, adding new impl; Add isConvex*() to determine whether a polyline is convex
I had problems using the previous line2line intersection methods in my (and my son's) C++ gfxbox2 project, e.g. freefall01.
Hence I found a different solution, also using less operations:
<https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel2f.hpp#n660>
While adding intersection tests for our Delaunay (Bug 1501) .. I came across this issue again
and hence swapped the implementation.
Diffstat (limited to 'src/jogl/classes/com/jogamp')
-rw-r--r-- | src/jogl/classes/com/jogamp/math/VectorUtil.java | 548 |
1 files changed, 476 insertions, 72 deletions
diff --git a/src/jogl/classes/com/jogamp/math/VectorUtil.java b/src/jogl/classes/com/jogamp/math/VectorUtil.java index 59824f10f..af2951956 100644 --- a/src/jogl/classes/com/jogamp/math/VectorUtil.java +++ b/src/jogl/classes/com/jogamp/math/VectorUtil.java @@ -27,8 +27,9 @@ */ package com.jogamp.math; -import java.util.ArrayList; +import java.util.List; +import com.jogamp.graph.geom.Vertex; import com.jogamp.math.geom.plane.Winding; public final class VectorUtil { @@ -649,14 +650,42 @@ public final class VectorUtil { return result.scale( -( ray.orig.dot(plane3) + plane.w() ) / tmp ).add(ray.orig); } + /** + * Compute intersection between two lines + * @param a vertex 1 of first line + * @param b vertex 2 of first line + * @param c vertex 1 of second line + * @param d vertex 2 of second line + * @return the intersection coordinates if the lines intersect, otherwise + * returns null + * @deprecated analyze correctness + */ + @Deprecated + public static Vec3f line2lineIntersection0(final Vec3f result, + final Vert2fImmutable a, final Vert2fImmutable b, + final Vert2fImmutable c, final Vert2fImmutable d) { + final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x()); + + if (determinant == 0) + return null; + + final float alpha = (a.x()*b.y()-a.y()*b.x()); + final float beta = (c.x()*d.y()-c.y()*d.y()); + final float xi = ((c.x()-d.x())*alpha-(a.x()-b.x())*beta)/determinant; + final float yi = ((c.y()-d.y())*alpha-(a.y()-b.y())*beta)/determinant; + + return result.set(xi, yi, 0); + } /** Compute intersection between two segments * @param a vertex 1 of first segment * @param b vertex 2 of first segment * @param c vertex 1 of second segment * @param d vertex 2 of second segment * @return the intersection coordinates if the segments intersect, otherwise returns null + * @deprecated use {@link #seg2SegIntersection(Vec3f, Vec2f, Vec2f, Vec2f, Vec2f, boolean) */ - public static Vec3f seg2SegIntersection(final Vec3f result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) { + @Deprecated + public static Vec3f seg2SegIntersection0(final Vec3f result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) { final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x()); if (determinant == 0) @@ -674,7 +703,6 @@ public final class VectorUtil { return result.set(xi, yi, 0); } - /** * Compute intersection between two segments * @param a vertex 1 of first segment @@ -682,9 +710,12 @@ public final class VectorUtil { * @param c vertex 1 of second segment * @param d vertex 2 of second segment * @return true if the segments intersect, otherwise returns false + * @deprecated use {@link #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable)} */ - public static boolean testSeg2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, - final Vert2fImmutable c, final Vert2fImmutable d) { + @Deprecated + public static boolean testSeg2SegIntersection0(final Vert2fImmutable a, final Vert2fImmutable b, + final Vert2fImmutable c, final Vert2fImmutable d) { + // Operations: 14+, 11*, 2 branches final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x()); if (determinant == 0) { @@ -704,76 +735,216 @@ public final class VectorUtil { return true; } /** - * Compute intersection between two segments, using given epsilon for comparison. - * @param a vertex 1 of first segment - * @param b vertex 2 of first segment - * @param c vertex 1 of second segment - * @param d vertex 2 of second segment - * @return true if the segments intersect, otherwise returns false + * Check if a segment intersects with a triangle + * @param a vertex 1 of the triangle + * @param b vertex 2 of the triangle + * @param c vertex 3 of the triangle + * @param d vertex 1 of first segment + * @param e vertex 2 of first segment + * @return true if the segment intersects at least one segment of the triangle, false otherwise + * @deprecated use {@link #testTri2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable)} */ - public static boolean testSeg2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, - final Vert2fImmutable c, final Vert2fImmutable d, - final float epsilon) { - final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x()); - - if ( FloatUtil.isZero(determinant, epsilon) ) { - return false; - } - - final float alpha = (a.x()*b.y()-a.y()*b.x()); - final float beta = (c.x()*d.y()-c.y()*d.y()); - final float xi = ((c.x()-d.x())*alpha-(a.x()-b.x())*beta)/determinant; - - final float gamma0 = (xi - a.x())/(b.x() - a.x()); - final float gamma1 = (xi - c.x())/(d.x() - c.x()); + @Deprecated + public static boolean testTri2SegIntersection0(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, + final Vert2fImmutable d, final Vert2fImmutable e){ + return testSeg2SegIntersection0(a, b, d, e) || + testSeg2SegIntersection0(b, c, d, e) || + testSeg2SegIntersection0(a, c, d, e) ; + } - if( FloatUtil.compare(gamma0, 0.0f, epsilon) <= 0 || - FloatUtil.compare(gamma0, 1.0f, epsilon) >= 0 || - FloatUtil.compare(gamma1, 0.0f, epsilon) <= 0 || - FloatUtil.compare(gamma1, 1.0f, epsilon) >= 0 ) { - return false; + /** + * See [p + t r = q + u s](https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/565282#565282) + * and [its terse C# implementation](https://www.codeproject.com/tips/862988/find-the-intersection-point-of-two-line-segments) + */ + public static boolean seg2SegIntersection(final Vec3f result, final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final boolean doCollinear) + { + final float eps = FloatUtil.EPSILON; + final Vec2f r = p2.minus(p); + final Vec2f s = q2.minus(q); + final float rxs = r.cross(s); + + if ( FloatUtil.isZero(rxs) ) { + if( doCollinear ) { + final Vec2f q_p = q.minus(p); + final float qpxr = q_p.cross(r); + if ( FloatUtil.isZero(qpxr) ) // disabled collinear case + { + // 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear. + final Vec2f p_q = p.minus(q); + final float qp_dot_r = q_p.dot(r); + final float pq_dot_s = p_q.dot(s); + // if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) || + // ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) ) + if ( ( eps <= qp_dot_r && qp_dot_r - r.dot(r) <= eps ) || + ( eps <= pq_dot_s && pq_dot_s - s.dot(s) <= eps ) ) + { + // 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping + // FIXME: result set to q2 endpoint, OK? + result.set(q2, 0); + return true; + } + // 1.2 the two lines are collinear but disjoint. + return false; + } else { + // 2) r × s = 0 and (q − p) × r ≠ 0, the two lines are parallel and non-intersecting. + return false; + } + } else { + // Not considering collinear case as an intersection + return false; + } + } else { + // r x s != 0 + final Vec2f q_p = q.minus(p); + final float qpxr = q_p.cross(r); + + // p + t r = q + u s + // (p + t r) × s = (q + u s) × s + // t (r × s) = (q − p) × s, with s x s = 0 + // t = (q - p) x s / (r x s) + final float t = q_p.cross(s) / rxs; + + // u = (p − q) × r / (s × r) = (q - p) x r / (r x s), with s × r = − r × s + final float u = qpxr / rxs; + + // if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) ) + if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) ) + { + // 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s. + result.set( p.plus( r.mul( t ) ), 0 ); // == q + (u * s) + return true; + } } - if(gamma0 <= 0 || gamma0 >= 1 || gamma1 <= 0 || gamma1 >= 1) { - return false; + return false; + } + /** + * Line segment intersection test. + * <p> + * See [p + t r = q + u s](https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/565282#565282) + * and [its terse C# implementation](https://www.codeproject.com/tips/862988/find-the-intersection-point-of-two-line-segments) + * </p> + * <p> + * Implementation uses float precision. + * </p> + */ + public static boolean testSeg2SegIntersection(final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final boolean doCollinear) + { + final float eps = FloatUtil.EPSILON; + final Vec2f r = p2.minus(p); + final Vec2f s = q2.minus(q); + final float rxs = r.cross(s); + + if ( FloatUtil.isZero(rxs) ) { + if( doCollinear ) { + final Vec2f q_p = q.minus(p); + final float qpxr = q_p.cross(r); + if ( FloatUtil.isZero(qpxr) ) // disabled collinear case + { + // 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear. + final Vec2f p_q = p.minus(q); + final float qp_dot_r = q_p.dot(r); + final float pq_dot_s = p_q.dot(s); + // if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) || + // ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) ) + if ( ( eps <= qp_dot_r && qp_dot_r - r.dot(r) <= eps ) || + ( eps <= pq_dot_s && pq_dot_s - s.dot(s) <= eps ) ) + { + // 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping + return true; + } + // 1.2 the two lines are collinear but disjoint. + return false; + } else { + // 2) r × s = 0 and (q − p) × r ≠ 0, the two lines are parallel and non-intersecting. + return false; + } + } else { + // Not considering collinear case as an intersection + return false; + } + } else { + // r x s != 0 + final Vec2f q_p = q.minus(p); + final float qpxr = q_p.cross(r); + + // p + t r = q + u s + // (p + t r) × s = (q + u s) × s + // t (r × s) = (q − p) × s, with s x s = 0 + // t = (q - p) x s / (r x s) + final float t = q_p.cross(s) / rxs; + + // u = (p − q) × r / (s × r) = (q - p) x r / (r x s), with s × r = − r × s + final float u = qpxr / rxs; + + // if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) ) + if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) ) + { + // 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s. + return true; + } } - - return true; + return false; } - /** - * Compute intersection between two lines - * @param a vertex 1 of first line - * @param b vertex 2 of first line - * @param c vertex 1 of second line - * @param d vertex 2 of second line - * @return the intersection coordinates if the lines intersect, otherwise - * returns null + * Line segment intersection test without considering collinear-case. + * <p> + * See [p + t r = q + u s](https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/565282#565282) + * and [its terse C# implementation](https://www.codeproject.com/tips/862988/find-the-intersection-point-of-two-line-segments) + * </p> + * <p> + * Implementation uses float precision. + * </p> */ - public static Vec3f line2lineIntersection(final Vec3f result, - final Vert2fImmutable a, final Vert2fImmutable b, - final Vert2fImmutable c, final Vert2fImmutable d) { - final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x()); - - if (determinant == 0) - return null; - - final float alpha = (a.x()*b.y()-a.y()*b.x()); - final float beta = (c.x()*d.y()-c.y()*d.y()); - final float xi = ((c.x()-d.x())*alpha-(a.x()-b.x())*beta)/determinant; - final float yi = ((c.y()-d.y())*alpha-(a.y()-b.y())*beta)/determinant; - - return result.set(xi, yi, 0); + public static boolean testSeg2SegIntersection(final Vert2fImmutable p, final Vert2fImmutable p2, final Vert2fImmutable q, final Vert2fImmutable q2) + { + // Operations: 11+, 8*, 2 branches + final float eps = FloatUtil.EPSILON; + final float rx = p2.x() - p.x(); // p2.minus(p) + final float ry = p2.y() - p.y(); + final float sx = q2.x() - q.x(); // q2.minus(q) + final float sy = q2.y() - q.y(); + final float rxs = rx * sy - ry * sx; // r.cross(s) + + if ( FloatUtil.isZero(rxs) ) { + // Not considering collinear case as an intersection + return false; + } else { + // r x s != 0 + final float q_px = q.x() - p.x(); // q.minus(p) + final float q_py = q.y() - p.y(); + final float qpxr = q_px * ry - q_py * rx; // q_p.cross(r) + + // p + t r = q + u s + // (p + t r) × s = (q + u s) × s + // t (r × s) = (q − p) × s, with s x s = 0 + // t = (q - p) x s / (r x s) + final float t = ( q_px * sy - q_py * sx ) / rxs; // q_p.cross(s) / rxs + + // u = (p − q) × r / (s × r) = (q - p) x r / (r x s), with s × r = − r × s + final float u = qpxr / rxs; + + // if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) ) + if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) ) + { + // 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s. + return true; + } + } + return false; } - /** - * Check if a segment intersects with a triangle + * Check if a segment intersects with a triangle. + * <p> + * Implementation uses float precision. + * </p> * @param a vertex 1 of the triangle * @param b vertex 2 of the triangle * @param c vertex 3 of the triangle * @param d vertex 1 of first segment * @param e vertex 2 of first segment * @return true if the segment intersects at least one segment of the triangle, false otherwise + * @see #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable) */ public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d, final Vert2fImmutable e){ @@ -781,21 +952,254 @@ public final class VectorUtil { testSeg2SegIntersection(b, c, d, e) || testSeg2SegIntersection(a, c, d, e) ; } + /** - * Check if a segment intersects with a triangle, using given epsilon for comparison. - * @param a vertex 1 of the triangle - * @param b vertex 2 of the triangle - * @param c vertex 3 of the triangle - * @param d vertex 1 of first segment - * @param e vertex 2 of first segment - * @return true if the segment intersects at least one segment of the triangle, false otherwise + * Returns whether the given {@code polyline} denotes a convex shape + * <p> + * See [Determine whether a polygon is convex based on its vertices](https://math.stackexchange.com/questions/1743995/determine-whether-a-polygon-is-convex-based-on-its-vertices/1745427#1745427) + * </p> + * @param polyline connected {@link Vert2fImmutable}, i.e. a poly-line + * @param shortIsConvex return value if {@code vertices} have less than three elements, allows simplification */ - public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, - final Vert2fImmutable d, final Vert2fImmutable e, - final float epsilon){ - return testSeg2SegIntersection(a, b, d, e, epsilon) || - testSeg2SegIntersection(b, c, d, e, epsilon) || - testSeg2SegIntersection(a, c, d, e, epsilon) ; + public static boolean isConvex0(final List<? extends Vert2fImmutable> polyline, final boolean shortIsConvex) { + final int polysz = polyline.size(); + if( polysz < 3 ) { + return shortIsConvex; + } + final float eps = FloatUtil.EPSILON; + + float wSign = 0; // First nonzero orientation (positive or negative) + + int xSign = 0; + int xFirstSign = 0; // Sign of first nonzero edge vector x + int xFlips = 0; // Number of sign changes in x + + int ySign = 0; + int yFirstSign = 0; // Sign of first nonzero edge vector y + int yFlips = 0; // Number of sign changes in y + + Vert2fImmutable curr = polyline.get(polysz-2); // Second-to-last vertex + Vert2fImmutable next = polyline.get(polysz-1); // Last vertex + + for(int i=0; i<polysz; ++i) { // Each vertex, in order + final Vert2fImmutable prev = curr; // Previous vertex + curr = next; // Current vertex + next = polyline.get(i); // Next vertex + + // Previous edge vector ("before"): + final float bx = curr.x() - prev.x(); + final float by = curr.y() - prev.y(); + + // Next edge vector ("after"): + final float ax = next.x() - curr.x(); + final float ay = next.y() - curr.y(); + + // Calculate sign flips using the next edge vector ("after"), + // recording the first sign. + if( ax > eps ) { + if( xSign == 0 ) { + xFirstSign = +1; + } else if( xSign < 0 ) { + xFlips = xFlips + 1; + } + xSign = +1; + } else if( ax < -eps ) { + if( xSign == 0 ) { + xFirstSign = -1; + } else if ( xSign > 0 ) { + xFlips = xFlips + 1; + } + xSign = -1; + } + if( xFlips > 2 ) { + return false; + } + + if( ay > eps ) { + if( ySign == 0 ) { + yFirstSign = +1; + } else if( ySign < 0 ) { + yFlips = yFlips + 1; + } + ySign = +1; + } else if( ay < -eps ) { + if( ySign == 0 ) { + yFirstSign = -1; + } else if( ySign > 0 ) { + yFlips = yFlips + 1; + } + ySign = -1; + } + if( yFlips > 2 ) { + return false; + } + + // Find out the orientation of this pair of edges, + // and ensure it does not differ from previous ones. + final float w = bx*ay - ax*by; + if( DoubleUtil.isZero(wSign) && !DoubleUtil.isZero(w) ) { + wSign = w; + } else if( wSign > eps && w < -eps ) { + return false; + } else if( wSign < -eps && w > eps ) { + return false; + } + } + + // Final/wraparound sign flips: + if( xSign != 0 && xFirstSign != 0 && xSign != xFirstSign ) { + xFlips = xFlips + 1; + } + if( ySign != 0 && yFirstSign != 0 && ySign != yFirstSign ) { + yFlips = yFlips + 1; + } + + // Concave polygons have two sign flips along each axis. + if( xFlips != 2 || yFlips != 2 ) { + return false; + } + + // This is a convex polygon. + return true; } + + private static int cmod(final int i, final int count) { + if( i >= 0 ) { + return i % count; + } else { + return i + count; + } + } + /** + * Returns whether the given on-curve {@code polyline} points denotes a convex shape + * <p> + * See [Determine whether a polygon is convex based on its vertices](https://math.stackexchange.com/questions/1743995/determine-whether-a-polygon-is-convex-based-on-its-vertices/1745427#1745427) + * </p> + * <p> + * All off-curve points are ignored. + * </p> + * @param polyline connected {@link Vert2fImmutable}, i.e. a poly-line + * @param shortIsConvex return value if {@code vertices} have less than three elements, allows simplification + */ + public static boolean isConvex1(final List<Vertex> polyline, final boolean shortIsConvex) { + final int polysz = polyline.size(); + if( polysz < 3 ) { + return shortIsConvex; + } + final float eps = FloatUtil.EPSILON; + + float wSign = 0; // First nonzero orientation (positive or negative) + + int xSign = 0; + int xFirstSign = 0; // Sign of first nonzero edge vector x + int xFlips = 0; // Number of sign changes in x + + int ySign = 0; + int yFirstSign = 0; // Sign of first nonzero edge vector y + int yFlips = 0; // Number of sign changes in y + + int offset=-3; + Vertex v0, v1; + { + do { + ++offset; // -2 + v0 = polyline.get(cmod(offset, polysz)); // current, polyline[-2] if on-curve + } while( !v0.isOnCurve() && offset < polysz ); + if( offset >= polysz ) { + return shortIsConvex; + } + do { + ++offset; // -1 + v1 = polyline.get(cmod(offset, polysz)); // next, polyline[-1] if both on-curve + } while( !v1.isOnCurve() && offset < polysz ); + if( offset >= polysz ) { + return shortIsConvex; + } + } + + while( offset < polysz ) { + final Vertex vp = v0; // previous on-curve vertex + v0 = v1; // current on-curve vertex + do { + ++offset; // 0, ... + v1 = polyline.get(cmod(offset, polysz)); // next on-curve vertex + } while( !v1.isOnCurve() && offset < polysz ); + + // Previous edge vector ("before"): + final float bx = v0.x() - vp.x(); + final float by = v0.y() - vp.y(); + + // Next edge vector ("after"): + final float ax = v1.x() - v0.x(); + final float ay = v1.y() - v0.y(); + + // Calculate sign flips using the next edge vector ("after"), + // recording the first sign. + if( ax > eps ) { + if( xSign == 0 ) { + xFirstSign = +1; + } else if( xSign < 0 ) { + xFlips = xFlips + 1; + } + xSign = +1; + } else if( ax < -eps ) { + if( xSign == 0 ) { + xFirstSign = -1; + } else if ( xSign > 0 ) { + xFlips = xFlips + 1; + } + xSign = -1; + } + if( xFlips > 2 ) { + return false; + } + + if( ay > eps ) { + if( ySign == 0 ) { + yFirstSign = +1; + } else if( ySign < 0 ) { + yFlips = yFlips + 1; + } + ySign = +1; + } else if( ay < -eps ) { + if( ySign == 0 ) { + yFirstSign = -1; + } else if( ySign > 0 ) { + yFlips = yFlips + 1; + } + ySign = -1; + } + if( yFlips > 2 ) { + return false; + } + + // Find out the orientation of this pair of edges, + // and ensure it does not differ from previous ones. + final float w = bx*ay - ax*by; + if( DoubleUtil.isZero(wSign) && !DoubleUtil.isZero(w) ) { + wSign = w; + } else if( wSign > eps && w < -eps ) { + return false; + } else if( wSign < -eps && w > eps ) { + return false; + } + } + + // Final/wraparound sign flips: + if( xSign != 0 && xFirstSign != 0 && xSign != xFirstSign ) { + xFlips = xFlips + 1; + } + if( ySign != 0 && yFirstSign != 0 && ySign != yFirstSign ) { + yFlips = yFlips + 1; + } + + // Concave polygons have two sign flips along each axis. + if( xFlips != 2 || yFlips != 2 ) { + return false; + } + + // This is a convex polygon. + return true; + } } |