Created
June 1, 2013 15:18
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Trying to determine which side of a contour a vertex lies on.
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| ofVec2f closestPointOnLine(const ofVec2f& p1, const ofVec2f& p2, const ofVec2f& p3) { | |
| if(p1 == p2) { | |
| return p1; | |
| } | |
| float u = (p3.x - p1.x) * (p2.x - p1.x); | |
| u += (p3.y - p1.y) * (p2.y - p1.y); | |
| float len = (p2 - p1).length(); | |
| u /= (len * len); | |
| if(u > 1) { | |
| u = 1; | |
| } else if(u < 0) { | |
| u = 0; | |
| } | |
| return p1.getInterpolated(p2, u); | |
| } | |
| bool isLeft(ofVec2f a, ofVec2f b, ofVec2f c){ | |
| return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) > 0; | |
| } | |
| bool sideTest(ofPolyline& polyline, ofVec2f position) { | |
| ofVec2f a, b; | |
| float bestDistance = 0; | |
| for(int i = 0; i + 1 < polyline.size(); i++) { | |
| ofVec2f v0 = polyline[i], v1 = polyline[i + 1]; | |
| ofVec2f closest = closestPointOnLine(v0, v1, position); | |
| float distance = closest.distance(position); | |
| if(i == 0 || distance < bestDistance) { | |
| bestDistance = distance; | |
| a = v0, b = v1; | |
| } | |
| } | |
| if(bestDistance == 0) { | |
| return true; | |
| } else { | |
| return isLeft(a, b, position); | |
| } | |
| } |
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