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/*
* Copyright (c) 2016 Vivid Solutions.
*
* All rights reserved. This program and the accompanying materials
* are made available under the terms of the Eclipse Public License v1.0
* and Eclipse Distribution License v. 1.0 which accompanies this distribution.
* The Eclipse Public License is available at http://www.eclipse.org/legal/epl-v10.html
* and the Eclipse Distribution License is available at
*
* http://www.eclipse.org/org/documents/edl-v10.php.
*/
package org.locationtech.jts.geom;
import org.locationtech.jts.algorithm.Angle;
import org.locationtech.jts.algorithm.HCoordinate;
import org.locationtech.jts.algorithm.Orientation;
/**
* Represents a planar triangle, and provides methods for calculating various
* properties of triangles.
*
* @version 1.7
*/
public class Triangle
{
/**
* Tests whether a triangle is acute. A triangle is acute iff all interior
* angles are acute. This is a strict test - right triangles will return
* false A triangle which is not acute is either right or obtuse.
*
* Note: this implementation is not robust for angles very close to 90
* degrees.
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return true if the triangle is acute
*/
public static boolean isAcute(Coordinate a, Coordinate b, Coordinate c)
{
if (!Angle.isAcute(a, b, c))
return false;
if (!Angle.isAcute(b, c, a))
return false;
if (!Angle.isAcute(c, a, b))
return false;
return true;
}
/**
* Computes the line which is the perpendicular bisector of the line segment
* a-b.
*
* @param a
* a point
* @param b
* another point
* @return the perpendicular bisector, as an HCoordinate
*/
public static HCoordinate perpendicularBisector(Coordinate a, Coordinate b)
{
// returns the perpendicular bisector of the line segment ab
double dx = b.x - a.x;
double dy = b.y - a.y;
HCoordinate l1 = new HCoordinate(a.x + dx / 2.0, a.y + dy / 2.0, 1.0);
HCoordinate l2 = new HCoordinate(a.x - dy + dx / 2.0, a.y + dx + dy / 2.0,
1.0);
return new HCoordinate(l1, l2);
}
/**
* Computes the circumcentre of a triangle. The circumcentre is the centre of
* the circumcircle, the smallest circle which encloses the triangle. It is
* also the common intersection point of the perpendicular bisectors of the
* sides of the triangle, and is the only point which has equal distance to
* all three vertices of the triangle.
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the circumcentre of the triangle
*/
/*
* // original non-robust algorithm public static Coordinate
* circumcentre(Coordinate a, Coordinate b, Coordinate c) { // compute the
* perpendicular bisector of chord ab HCoordinate cab =
* perpendicularBisector(a, b); // compute the perpendicular bisector of chord
* bc HCoordinate cbc = perpendicularBisector(b, c); // compute the
* intersection of the bisectors (circle radii) HCoordinate hcc = new
* HCoordinate(cab, cbc); Coordinate cc = null; try { cc = new
* Coordinate(hcc.getX(), hcc.getY()); } catch (NotRepresentableException ex)
* { // MD - not sure what we can do to prevent this (robustness problem) //
* Idea - can we condition which edges we choose? throw new
* IllegalStateException(ex.getMessage()); }
*
* //System.out.println("Acc = " + a.distance(cc) + ", Bcc = " +
* b.distance(cc) + ", Ccc = " + c.distance(cc) );
*
* return cc; }
*/
/**
* Computes the circumcentre of a triangle. The circumcentre is the centre of
* the circumcircle, the smallest circle which encloses the triangle. It is
* also the common intersection point of the perpendicular bisectors of the
* sides of the triangle, and is the only point which has equal distance to
* all three vertices of the triangle.
*
* The circumcentre does not necessarily lie within the triangle. For example,
* the circumcentre of an obtuse isosceles triangle lies outside the triangle.
*
* This method uses an algorithm due to J.R.Shewchuk which uses normalization
* to the origin to improve the accuracy of computation. (See Lecture Notes
* on Geometric Robustness, Jonathan Richard Shewchuk, 1999).
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the circumcentre of the triangle
*/
public static Coordinate circumcentre(Coordinate a, Coordinate b, Coordinate c)
{
double cx = c.x;
double cy = c.y;
double ax = a.x - cx;
double ay = a.y - cy;
double bx = b.x - cx;
double by = b.y - cy;
double denom = 2 * det(ax, ay, bx, by);
double numx = det(ay, ax * ax + ay * ay, by, bx * bx + by * by);
double numy = det(ax, ax * ax + ay * ay, bx, bx * bx + by * by);
double ccx = cx - numx / denom;
double ccy = cy + numy / denom;
return new Coordinate(ccx, ccy);
}
/**
* Computes the determinant of a 2x2 matrix. Uses standard double-precision
* arithmetic, so is susceptible to round-off error.
*
* @param m00
* the [0,0] entry of the matrix
* @param m01
* the [0,1] entry of the matrix
* @param m10
* the [1,0] entry of the matrix
* @param m11
* the [1,1] entry of the matrix
* @return the determinant
*/
private static double det(double m00, double m01, double m10, double m11)
{
return m00 * m11 - m01 * m10;
}
/**
* Computes the incentre of a triangle. The inCentre of a triangle is
* the point which is equidistant from the sides of the triangle. It is also
* the point at which the bisectors of the triangle's angles meet. It is the
* centre of the triangle's incircle, which is the unique circle that
* is tangent to each of the triangle's three sides.
*
* The incentre always lies within the triangle.
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the point which is the incentre of the triangle
*/
public static Coordinate inCentre(Coordinate a, Coordinate b, Coordinate c)
{
// the lengths of the sides, labelled by their opposite vertex
double len0 = b.distance(c);
double len1 = a.distance(c);
double len2 = a.distance(b);
double circum = len0 + len1 + len2;
double inCentreX = (len0 * a.x + len1 * b.x + len2 * c.x) / circum;
double inCentreY = (len0 * a.y + len1 * b.y + len2 * c.y) / circum;
return new Coordinate(inCentreX, inCentreY);
}
/**
* Computes the centroid (centre of mass) of a triangle. This is also the
* point at which the triangle's three medians intersect (a triangle median is
* the segment from a vertex of the triangle to the midpoint of the opposite
* side). The centroid divides each median in a ratio of 2:1.
*
* The centroid always lies within the triangle.
*
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the centroid of the triangle
*/
public static Coordinate centroid(Coordinate a, Coordinate b, Coordinate c)
{
double x = (a.x + b.x + c.x) / 3;
double y = (a.y + b.y + c.y) / 3;
return new Coordinate(x, y);
}
/**
* Computes the length of the longest side of a triangle
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the length of the longest side of the triangle
*/
public static double longestSideLength(Coordinate a, Coordinate b,
Coordinate c)
{
double lenAB = a.distance(b);
double lenBC = b.distance(c);
double lenCA = c.distance(a);
double maxLen = lenAB;
if (lenBC > maxLen)
maxLen = lenBC;
if (lenCA > maxLen)
maxLen = lenCA;
return maxLen;
}
/**
* Computes the point at which the bisector of the angle ABC cuts the segment
* AC.
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the angle bisector cut point
*/
public static Coordinate angleBisector(Coordinate a, Coordinate b,
Coordinate c)
{
/**
* Uses the fact that the lengths of the parts of the split segment are
* proportional to the lengths of the adjacent triangle sides
*/
double len0 = b.distance(a);
double len2 = b.distance(c);
double frac = len0 / (len0 + len2);
double dx = c.x - a.x;
double dy = c.y - a.y;
Coordinate splitPt = new Coordinate(a.x + frac * dx, a.y + frac * dy);
return splitPt;
}
/**
* Computes the 2D area of a triangle. The area value is always non-negative.
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the area of the triangle
*
* @see #signedArea(Coordinate, Coordinate, Coordinate)
*/
public static double area(Coordinate a, Coordinate b, Coordinate c)
{
return Math
.abs(((c.x - a.x) * (b.y - a.y) - (b.x - a.x) * (c.y - a.y)) / 2);
}
/**
* Computes the signed 2D area of a triangle. The area value is positive if
* the triangle is oriented CW, and negative if it is oriented CCW.
*
* The signed area value can be used to determine point orientation, but the
* implementation in this method is susceptible to round-off errors. Use
* {@link Orientation#index(Coordinate, Coordinate, Coordinate)}
* for robust orientation calculation.
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the signed 2D area of the triangle
*
* @see Orientation#index(Coordinate, Coordinate, Coordinate)
*/
public static double signedArea(Coordinate a, Coordinate b, Coordinate c)
{
/**
* Uses the formula 1/2 * | u x v | where u,v are the side vectors of the
* triangle x is the vector cross-product For 2D vectors, this formula
* simplifies to the expression below
*/
return ((c.x - a.x) * (b.y - a.y) - (b.x - a.x) * (c.y - a.y)) / 2;
}
/**
* Computes the 3D area of a triangle. The value computed is always
* non-negative.
*
* @param a
* a vertex of the triangle
* @param b
* a vertex of the triangle
* @param c
* a vertex of the triangle
* @return the 3D area of the triangle
*/
public static double area3D(Coordinate a, Coordinate b, Coordinate c)
{
/**
* Uses the formula 1/2 * | u x v | where u,v are the side vectors of the
* triangle x is the vector cross-product
*/
// side vectors u and v
double ux = b.x - a.x;
double uy = b.y - a.y;
double uz = b.z - a.z;
double vx = c.x - a.x;
double vy = c.y - a.y;
double vz = c.z - a.z;
// cross-product = u x v
double crossx = uy * vz - uz * vy;
double crossy = uz * vx - ux * vz;
double crossz = ux * vy - uy * vx;
// tri area = 1/2 * | u x v |
double absSq = crossx * crossx + crossy * crossy + crossz * crossz;
double area3D = Math.sqrt(absSq) / 2;
return area3D;
}
/**
* Computes the Z-value (elevation) of an XY point on a three-dimensional
* plane defined by a triangle whose vertices have Z-values. The defining
* triangle must not be degenerate (in other words, the triangle must enclose
* a non-zero area), and must not be parallel to the Z-axis.
*
* This method can be used to interpolate the Z-value of a point inside a
* triangle (for example, of a TIN facet with elevations on the vertices).
*
* @param p
* the point to compute the Z-value of
* @param v0
* a vertex of a triangle, with a Z ordinate
* @param v1
* a vertex of a triangle, with a Z ordinate
* @param v2
* a vertex of a triangle, with a Z ordinate
* @return the computed Z-value (elevation) of the point
*/
public static double interpolateZ(Coordinate p, Coordinate v0, Coordinate v1,
Coordinate v2)
{
double x0 = v0.x;
double y0 = v0.y;
double a = v1.x - x0;
double b = v2.x - x0;
double c = v1.y - y0;
double d = v2.y - y0;
double det = a * d - b * c;
double dx = p.x - x0;
double dy = p.y - y0;
double t = (d * dx - b * dy) / det;
double u = (-c * dx + a * dy) / det;
double z = v0.z + t * (v1.z - v0.z) + u * (v2.z - v0.z);
return z;
}
/**
* The coordinates of the vertices of the triangle
*/
public Coordinate p0, p1, p2;
/**
* Creates a new triangle with the given vertices.
*
* @param p0
* a vertex
* @param p1
* a vertex
* @param p2
* a vertex
*/
public Triangle(Coordinate p0, Coordinate p1, Coordinate p2)
{
this.p0 = p0;
this.p1 = p1;
this.p2 = p2;
}
/**
* Computes the incentre of this triangle. The incentre of a triangle
* is the point which is equidistant from the sides of the triangle. It is
* also the point at which the bisectors of the triangle's angles meet. It is
* the centre of the triangle's incircle, which is the unique circle
* that is tangent to each of the triangle's three sides.
*
* @return the point which is the inCentre of this triangle
*/
public Coordinate inCentre()
{
return inCentre(p0, p1, p2);
}
/**
* Tests whether this triangle is acute. A triangle is acute iff all interior
* angles are acute. This is a strict test - right triangles will return
* false A triangle which is not acute is either right or obtuse.
*
* Note: this implementation is not robust for angles very close to 90
* degrees.
*
* @return true if this triangle is acute
*/
public boolean isAcute()
{
return isAcute(this.p0, this.p1, this.p2);
}
/**
* Computes the circumcentre of this triangle. The circumcentre is the centre
* of the circumcircle, the smallest circle which encloses the triangle. It is
* also the common intersection point of the perpendicular bisectors of the
* sides of the triangle, and is the only point which has equal distance to
* all three vertices of the triangle.
*
* The circumcentre does not necessarily lie within the triangle.
*
* This method uses an algorithm due to J.R.Shewchuk which uses normalization
* to the origin to improve the accuracy of computation. (See Lecture Notes
* on Geometric Robustness, Jonathan Richard Shewchuk, 1999).
*
* @return the circumcentre of this triangle
*/
public Coordinate circumcentre()
{
return circumcentre(this.p0, this.p1, this.p2);
}
/**
* Computes the centroid (centre of mass) of this triangle. This is also the
* point at which the triangle's three medians intersect (a triangle median is
* the segment from a vertex of the triangle to the midpoint of the opposite
* side). The centroid divides each median in a ratio of 2:1.
*
* The centroid always lies within the triangle.
*
* @return the centroid of this triangle
*/
public Coordinate centroid()
{
return centroid(this.p0, this.p1, this.p2);
}
/**
* Computes the length of the longest side of this triangle
*
* @return the length of the longest side of this triangle
*/
public double longestSideLength()
{
return longestSideLength(this.p0, this.p1, this.p2);
}
/**
* Computes the 2D area of this triangle. The area value is always
* non-negative.
*
* @return the area of this triangle
*
* @see #signedArea()
*/
public double area()
{
return area(this.p0, this.p1, this.p2);
}
/**
* Computes the signed 2D area of this triangle. The area value is positive if
* the triangle is oriented CW, and negative if it is oriented CCW.
*
* The signed area value can be used to determine point orientation, but the
* implementation in this method is susceptible to round-off errors. Use
* {@link Orientation#index(Coordinate, Coordinate, Coordinate)}
* for robust orientation calculation.
*
* @return the signed 2D area of this triangle
*
* @see Orientation#index(Coordinate, Coordinate, Coordinate)
*/
public double signedArea()
{
return signedArea(this.p0, this.p1, this.p2);
}
/**
* Computes the 3D area of this triangle. The value computed is always
* non-negative.
*
* @return the 3D area of this triangle
*/
public double area3D()
{
return area3D(this.p0, this.p1, this.p2);
}
/**
* Computes the Z-value (elevation) of an XY point on a three-dimensional
* plane defined by this triangle (whose vertices must have Z-values). This
* triangle must not be degenerate (in other words, the triangle must enclose
* a non-zero area), and must not be parallel to the Z-axis.
*
* This method can be used to interpolate the Z-value of a point inside this
* triangle (for example, of a TIN facet with elevations on the vertices).
*
* @param p
* the point to compute the Z-value of
* @return the computed Z-value (elevation) of the point
*/
public double interpolateZ(Coordinate p)
{
if (p == null)
throw new IllegalArgumentException("Supplied point is null.");
return interpolateZ(p, this.p0, this.p1, this.p2);
}
}