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Created March 28, 2016 10:41
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Collision detection of triangles in 2D implemented in C++
//2D Triangle-Triangle collisions in C++
//Release by Tim Sheerman-Chase 2016 under CC0
#include <vector>
#include <iostream>
#include <stdexcept>
using namespace std;
typedef std::pair<double, double> TriPoint;
inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3)
{
return +p1.first*(p2.second-p3.second)
+p2.first*(p3.second-p1.second)
+p3.first*(p1.second-p2.second);
}
void CheckTriWinding(TriPoint &p1, TriPoint &p2, TriPoint &p3, bool allowReversed)
{
double detTri = Det2D(p1, p2, p3);
if(detTri < 0.0)
{
if (allowReversed)
{
TriPoint a = p3;
p3 = p2;
p2 = a;
}
else throw std::runtime_error("triangle has wrong winding direction");
}
}
bool BoundaryCollideChk(TriPoint &p1, TriPoint &p2, TriPoint &p3, double eps)
{
return Det2D(p1, p2, p3) < eps;
}
bool BoundaryDoesntCollideChk(TriPoint &p1, TriPoint &p2, TriPoint &p3, double eps)
{
return Det2D(p1, p2, p3) <= eps;
}
bool TriTri2D(TriPoint *t1,
TriPoint *t2,
double eps = 0.0, bool allowReversed = false, bool onBoundary = true)
{
//Trangles must be expressed anti-clockwise
CheckTriWinding(t1[0], t1[1], t1[2], allowReversed);
CheckTriWinding(t2[0], t2[1], t2[2], allowReversed);
bool (*chkEdge)(TriPoint &, TriPoint &, TriPoint &, double) = NULL;
if(onBoundary) //Points on the boundary are considered as colliding
chkEdge = BoundaryCollideChk;
else //Points on the boundary are not considered as colliding
chkEdge = BoundaryDoesntCollideChk;
//For edge E of trangle 1,
for(int i=0; i<3; i++)
{
int j=(i+1)%3;
//Check all points of trangle 2 lay on the external side of the edge E. If
//they do, the triangles do not collide.
if (chkEdge(t1[i], t1[j], t2[0], eps) &&
chkEdge(t1[i], t1[j], t2[1], eps) &&
chkEdge(t1[i], t1[j], t2[2], eps))
return false;
}
//For edge E of trangle 2,
for(int i=0; i<3; i++)
{
int j=(i+1)%3;
//Check all points of trangle 1 lay on the external side of the edge E. If
//they do, the triangles do not collide.
if (chkEdge(t2[i], t2[j], t1[0], eps) &&
chkEdge(t2[i], t2[j], t1[1], eps) &&
chkEdge(t2[i], t2[j], t1[2], eps))
return false;
}
//The triangles collide
return true;
}
int main()
{
{TriPoint t1[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(0,5)};
TriPoint t2[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(0,6)};
cout << TriTri2D(t1, t2) << "," << true << endl;}
{TriPoint t1[] = {TriPoint(0,0),TriPoint(0,5),TriPoint(5,0)};
TriPoint t2[] = {TriPoint(0,0),TriPoint(0,5),TriPoint(5,0)};
cout << TriTri2D(t1, t2, 0.0, true) << "," << true << endl;}
{TriPoint t1[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(0,5)};
TriPoint t2[] = {TriPoint(-10,0),TriPoint(-5,0),TriPoint(-1,6)};
cout << TriTri2D(t1, t2) << "," << false << endl;}
{TriPoint t1[] = {TriPoint(0,0),TriPoint(5,0),TriPoint(2.5,5)};
TriPoint t2[] = {TriPoint(0,4),TriPoint(2.5,-1),TriPoint(5,4)};
cout << TriTri2D(t1, t2) << "," << true << endl;}
{TriPoint t1[] = {TriPoint(0,0),TriPoint(1,1),TriPoint(0,2)};
TriPoint t2[] = {TriPoint(2,1),TriPoint(3,0),TriPoint(3,2)};
cout << TriTri2D(t1, t2) << "," << false << endl;}
{TriPoint t1[] = {TriPoint(0,0),TriPoint(1,1),TriPoint(0,2)};
TriPoint t2[] = {TriPoint(2,1),TriPoint(3,-2),TriPoint(3,4)};
cout << TriTri2D(t1, t2) << "," << false << endl;}
//Barely touching
{TriPoint t1[] = {TriPoint(0,0),TriPoint(1,0),TriPoint(0,1)};
TriPoint t2[] = {TriPoint(1,0),TriPoint(2,0),TriPoint(1,1)};
cout << TriTri2D(t1, t2, 0.0, false, true) << "," << true << endl;}
//Barely touching
{TriPoint t1[] = {TriPoint(0,0),TriPoint(1,0),TriPoint(0,1)};
TriPoint t2[] = {TriPoint(1,0),TriPoint(2,0),TriPoint(1,1)};
cout << TriTri2D(t1, t2, 0.0, false, false) << "," << false << endl;}
}
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