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https://github.com/PX4/PX4-Autopilot.git
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touching and parallel segment tests
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@@ -104,15 +104,17 @@ bool segmentsIntersect(const matrix::Vector2f &p1, const matrix::Vector2f &p2,
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}
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bool lineSegmentIntersectsPolygon(const matrix::Vector2f &start, const matrix::Vector2f &end,
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const matrix::Vector2f *vertices, int num_vertices)
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const matrix::Vector2f *vertices, int num_vertices, bool flipped)
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{
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// Return true iff the intersection of the closed line segment and the
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// closed polygon is non-empty
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// If flipped, consider the outside to be the interior of the polygon.
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// Simple case: If there is an actual intersection with an edge, it
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// intersects (TODO: technically only a strict intersectio, with all the
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// running variables in (0, 1))
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// For exclusion zones, set !flipped. Results in lines completely outside being non-intersecting (allowed) and inside being intersecting (disallowed).
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// For inclusion zones, set flipped. Results in lines completely ouside being intersecting (disallowed) and inside being non-intersecting (allowed).
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// First pass: If there is a proper intersection (open line segment
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// start-end with closed line segment between vertices), it is
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// intersecting.
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for (int vertex_idx = 0; vertex_idx < num_vertices; vertex_idx++) {
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int prev_idx = vertex_idx == 0 ? num_vertices - 1 : vertex_idx - 1;
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@@ -122,8 +124,10 @@ bool lineSegmentIntersectsPolygon(const matrix::Vector2f &start, const matrix::V
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}
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}
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// Remaining cases: The line is either completely outside or completely inside.
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const bool midpoint_inside = insidePolygon(vertices, num_vertices, 0.5f * (start + end));
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return false;
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return midpoint_inside == flipped;
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}
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bool lineSegmentIntersectsCircle(const matrix::Vector2f &start, const matrix::Vector2f &end,
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