// X2DPolygon.h // // by Testors , 2005/08/01 #pragma once #include #include #include #include #include "X2DBasicTypes.h" #include "X2DAlgorithm.h" namespace X2D { template< typename T = int > struct Polygon { typedef Point< T > Point; typedef Line< T > Line; typedef Box< T > Box; typedef Rect< T > Rect; Polygon() { Clear(); } virtual ~Polygon() { } Polygon( const Box & rh ) { Point pt[4]; pt[0].Set( rh.GetLeft(), rh.GetTop() ); pt[1].Set( rh.GetRight(), rh.GetTop() ); pt[2].Set( rh.GetRight(), rh.GetBottom() ); pt[3].Set( rh.GetLeft(), rh.GetBottom() ); Set( &pt[0], &pt[4] ); } Polygon( const Polygon & rh ) { Set( rh.m_vList.begin(), rh.m_vList.end() ); } template< typename POINT_ITERATOR > Polygon( POINT_ITERATOR begin, POINT_ITERATOR end ) { Set( begin, end ); } template< typename POINT_ITERATOR > bool Set( POINT_ITERATOR begin, POINT_ITERATOR end ) { Clear(); m_vList.reserve( end - begin ); // 점 생성 m_vList.assign( begin, end ); RemoveDuplicatedPoint(); m_bIsValid = isValid( m_vList ); if( m_bIsValid ) { // 시계방향인지 여부 계산 m_bIsClockWise = isClockWise(); // 영역 설정 calculateArea( m_vList, m_bxArea ); } else { Clear(); } return m_bIsValid; } /* void operator=( const Polygon & rh ) { Set( rh.m_vList.begin(), rh.m_vList.end() ); }*/ bool Scale( float fScale, bool bAlignCenter = false ) { std::vector< Point > tmpList = m_vList; for( std::vector< Point >::iterator it = tmpList.begin(); it != tmpList.end(); ++it ) { (*it).x *= fScale; (*it).y *= fScale; } if( !isValid( tmpList ) ) return false; T x_offset; T y_offset; Box bxArea; calculateArea( tmpList, bxArea ); if( bAlignCenter ) { x_offset = bxArea.GetCenter().x - m_bxArea.GetCenter().x; y_offset = bxArea.GetCenter().y - m_bxArea.GetCenter().y; } else { x_offset = bxArea.GetLeft() - m_bxArea.GetLeft(); y_offset = bxArea.GetTop() - m_bxArea.GetTop(); } for( std::vector< Point >::iterator it = tmpList.begin(); it != tmpList.end(); ++it ) { (*it).x -= x_offset; (*it).y -= y_offset; } Set( tmpList.begin(), tmpList.end() ); return true; } void Clear() { m_vList.erase( m_vList.begin(), m_vList.end() ); m_bxArea.Set( 0, 0, 0, 0 ); m_bIsClockWise = false; m_bIsValid = false; } void Reverse() { if( m_vList.empty() ) return; std::reverse( m_vList.begin(), m_vList.end() ); m_bIsClockWise = !m_bIsClockWise; } bool IsClockWise() const { return m_bIsClockWise; } void MakeToClockwise() { if( !IsClockWise() ) Reverse(); } template< typename GT > bool IsIn( const GT & t ) const { std::vector< Point >::const_iterator it; for( it = m_vList.begin(); it != m_vList.end(); ++it ) { if( !t.IsInclude( *it ) ) return false; } return true; } template< typename GT > bool IsLooseIn( const GT & t ) const { std::vector< Point >::const_iterator it; for( it = m_vList.begin(); it != m_vList.end(); ++it ) { if( !t.IsLooseInclude( *it ) ) return false; } return true; } bool Has( const Point & pt ) const { for( std::vector< Point >::const_iterator it = m_vList.begin(); it != m_vList.end(); ++it ) if( *it == pt ) return true; return false; } bool Has( const Line & line ) const { for( size_t idx = 0; idx < m_vList.size(); ++idx ) { if( GetSegment( idx ) == line ) return true; } return false; } const Box & GetBoundingBox() const { return m_bxArea; } // 기본 컨셉은 폴리곤 바깥의 임의의 점과 pt 두개로 구성된 선분이 폴리곤을 이루는 선분들과 // 몇개나 충돌하는지를 검사하고, 홀수이면 포함, 짝수이면 포함이 아니라고 판정하는 것이다. bool IsInclude( const Point & pt ) const { assert( IsValid() ); if( !m_bxArea.IsInclude( pt ) ) return false; // 폴리곤 바깥의 한 점 Point farAway( m_bxArea.GetRight(), pt.y ); farAway.x++; size_t nTouchCnt = 0; size_t nIntersectCnt = 0; for( size_t idx = 0; idx < m_vList.size(); ++idx ) { if( pt == m_vList[idx] ) return true; const Point & pt1 = m_vList[idx]; const Point & pt2 = m_vList[getNextIndex(idx)]; Line::INTERSECT_RESULT result = Line::IntersectCCW( pt1, pt2, farAway, pt ); // 교차의 경우 if( result == Line::INTERSECT ) nIntersectCnt++; // 선분의 끝점이 다른 선분에 걸친 경우 if( result == Line::TOUCH ) { if( pt.y == std::min( pt1.y, pt2.y ) && pt1.y != pt2.y ) nTouchCnt++; } } return ( ( nTouchCnt + nIntersectCnt ) % 2 == 1 ); } bool IsInclude( const T & x, const T & y ) const { return IsInclude( Point( x, y ) ); } bool IsLooseInclude( const Point & pt ) const { assert( IsValid() ); if( !m_bxArea.IsInclude( pt ) ) return false; // 폴리곤 바깥의 한 점 Point farAway( m_bxArea.GetRight(), pt.y ); farAway.x++; size_t nIntersectCnt = 0; size_t nTouchCnt = 0; for( size_t idx = 0; idx < m_vList.size(); ++idx ) { if( pt == m_vList[idx] ) return false; const Point & pt1 = m_vList[idx]; const Point & pt2 = m_vList[getNextIndex(idx)]; Line::INTERSECT_RESULT result = Line::IntersectCCW( pt1, pt2, farAway, pt ); // 교차의 경우 if( result == Line::INTERSECT ) nIntersectCnt++; // 선분의 끝점이 다른 선분에 걸친 경우 if( result == Line::TOUCH ) { if( pt.y == std::min( pt1.y, pt2.y ) && pt1.y != pt2.y ) nTouchCnt++; } } return ( ( nIntersectCnt + nTouchCnt ) % 2 == 1 ); } bool IsLooseInclude( const T & x, const T & y ) const { return IsLooseInclude( Point( x, y ) ); } bool IsValid() const { return m_bIsValid; } Line GetSegment( size_t idx ) const { assert( idx < m_vList.size() ); return Line( m_vList[idx], m_vList[getNextIndex(idx)] ); } bool operator==( const Polygon & rh ) const { assert( IsValid() && rh.IsValid() ); if( Size() != rh.Size() ) return false; int begin = 0; int add = 1; if( IsClockWise() != rh.IsClockWise() ) { begin = (int)Size() - 1; add = -1; } size_t mod = 0; std::vector< Point >::const_iterator it; for( it = rh.m_vList.begin(); it != rh.m_vList.end(); ++it, ++mod ) { if( m_vList[begin] == *it ) break; } // 똑같은 점이 하나도 없으면.. if( it == rh.m_vList.end() ) return false; int rh_idx = 0; for( int idx = begin; idx >= 0 && idx < (int)Size(); idx += add, ++rh_idx ) { if( rh.m_vList[ ( rh_idx + mod ) % rh.Size() ] != m_vList[ idx ] ) return false; } return true; } bool IsInclude( const Polygon & rh ) const { if( !m_bxArea.IsInclude( rh.m_bxArea ) ) return false; std::vector< Point >::const_iterator it; for( it = rh.m_vList.begin(); it != rh.m_vList.end(); ++it ) if( !IsInclude( *it ) ) return false; // 선분끼리 충돌하면 충돌임 for( size_t my_idx = 0; my_idx < Size(); ++my_idx ) { for( size_t rh_idx = 0; rh_idx < rh.Size(); ++rh_idx ) { if( GetSegment( my_idx ).IntersectCCW( rh.GetSegment( rh_idx ) ) != Line::SEPARATE ) return false; } } return true; } bool IsCollision( const Point & rh ) const { return IsInclude( rh ); } bool IsCollision( const Box & rh ) const { Polygon temp( rh ); return IsCollision( temp ); } bool IsCollision( const Rect & rc ) const { // Rect 의 왼쪽 끝점이 폴리곤 안에 있으면 충돌 if( IsInclude( Point( rc.GetLeft(), rc.GetTop() ) ) ) return true; // 서로 한 점이라도 포함하면 충돌 for( std::vector< Point >::const_iterator it = m_vList.begin(); it != m_vList.end(); ++it ) { if( INCLUDE( rc, *it ) ) return true; } X2D::Line< T > line_a( rc.GetLeft(), rc.GetTop(), rc.GetRight(),rc.GetTop() ); X2D::Line< T > line_b( rc.GetRight(),rc.GetTop(), rc.GetRight(),rc.GetBottom() ); X2D::Line< T > line_c( rc.GetRight(),rc.GetBottom(),rc.GetLeft(), rc.GetBottom() ); X2D::Line< T > line_d( rc.GetLeft(), rc.GetBottom(),rc.GetLeft(), rc.GetTop() ); for( size_t my_idx = 0; my_idx < Size(); ++my_idx ) { X2D::Line< T > line = GetSegment( my_idx ); X2D::Line< T >::INTERSECT_RESULT result_a, result_b, result_c, result_d; // 선분끼리 교차하면 충돌 if( ( result_a = line.IntersectCCW( line_a ) ) == Line::INTERSECT ) return true; if( ( result_b = line.IntersectCCW( line_b ) ) == Line::INTERSECT ) return true; if( ( result_c = line.IntersectCCW( line_c ) ) == Line::INTERSECT ) return true; if( ( result_d = line.IntersectCCW( line_d ) ) == Line::INTERSECT ) return true; if( line.begin.x != line.end.x && line.begin.y != line.end.y ) { if( result_b == Line::TOUCH && result_c == Line::TOUCH ) return true; } } return false; } bool IsCollision( const X2D::Line & line ) const { if( IsInclude( line.begin ) || IsInclude( line.end ) ) return true; for( size_t my_idx = 0; my_idx < Size(); ++my_idx ) { if( GetSegment( my_idx ).IntersectCCW( line ) != Line::SEPARATE ) return true; } return false; } bool IsCollision( const Polygon & rh ) const { if( !m_bxArea.IsCollision( rh.m_bxArea ) ) return false; // 서로가 한점이라도 포함하고 있으면 충돌임. std::vector< Point >::const_iterator it; for( it = m_vList.begin(); it != m_vList.end(); ++it ) if( rh.IsInclude( *it ) ) return true; for( it = rh.m_vList.begin(); it != rh.m_vList.end(); ++it ) if( IsInclude( *it ) ) return true; // 선분끼리 충돌하면 충돌임 for( size_t my_idx = 0; my_idx < Size(); ++my_idx ) { for( size_t rh_idx = 0; rh_idx < rh.Size(); ++rh_idx ) { if( GetSegment( my_idx ).IntersectCCW( rh.GetSegment( rh_idx ) ) != Line::SEPARATE ) return true; } } return false; } bool IsLooseCollision( const Point & rh ) const { return IsLooseInclude( rh ); } bool IsLooseCollision( const Box & rh ) const { Polygon temp( rh ); return IsLooseCollision( temp ); } bool IsLooseCollision( const Rect & rc ) const { // Rect 의 왼쪽 끝점이 폴리곤 안에 있으면 충돌 if( IsLooseInclude( Point( rc.GetLeft(), rc.GetTop() ) ) ) return true; // 서로 한 점이라도 포함하면 충돌 for( std::vector< Point >::const_iterator it = m_vList.begin(); it != m_vList.end(); ++it ) { if( LOOSE_INCLUDE( rc, *it ) ) return true; } X2D::Line< T > line_a( rc.GetLeft(), rc.GetTop(), rc.GetRight(),rc.GetTop() ); X2D::Line< T > line_b( rc.GetRight(),rc.GetTop(), rc.GetRight(),rc.GetBottom() ); X2D::Line< T > line_c( rc.GetRight(),rc.GetBottom(),rc.GetLeft(), rc.GetBottom() ); X2D::Line< T > line_d( rc.GetLeft(), rc.GetBottom(),rc.GetLeft(), rc.GetTop() ); for( size_t my_idx = 0; my_idx < Size(); ++my_idx ) { X2D::Line< T > line = GetSegment( my_idx ); X2D::Line< T >::INTERSECT_RESULT result_a, result_b, result_c, result_d; // 선분끼리 교차하면 충돌 if( ( result_a = line.IntersectCCW( line_a ) ) == Line::INTERSECT ) return true; if( ( result_b = line.IntersectCCW( line_b ) ) == Line::INTERSECT ) return true; if( ( result_c = line.IntersectCCW( line_c ) ) == Line::INTERSECT ) return true; if( ( result_d = line.IntersectCCW( line_d ) ) == Line::INTERSECT ) return true; } return false; } bool IsLooseCollision( const X2D::Line & line ) const { if( IsLooseInclude( line.begin ) || IsLooseInclude( line.end ) ) return true; for( size_t my_idx = 0; my_idx < Size(); ++my_idx ) { X2D::Line::INTERSECT_RESULT result = GetSegment( my_idx ).IntersectCCW( line ); if( result != Line::SEPARATE && result != Line::TOUCH ) return true; } return false; } bool IsLooseCollision( const Polygon & rh ) const { if( !m_bxArea.IsLooseCollision( rh.m_bxArea ) ) return false; // 서로가 한점이라도 포함하고 있으면 충돌임. std::vector< Point >::const_iterator it; for( it = m_vList.begin(); it != m_vList.end(); ++it ) if( rh.IsLooseInclude( *it ) ) return true; for( it = rh.m_vList.begin(); it != rh.m_vList.end(); ++it ) if( IsLooseInclude( *it ) ) return true; // 선분끼리 충돌하면 충돌임 for( size_t my_idx = 0; my_idx < Size(); ++my_idx ) { for( size_t rh_idx = 0; rh_idx < rh.Size(); ++rh_idx ) { X2D::Line::INTERSECT_RESULT result = GetSegment( my_idx ).IntersectCCW( rh.GetSegment( rh_idx ) ); if( result != Line::SEPARATE && result != Line::TOUCH ) return true; } } return false; } void RemoveDuplicatedPoint() { if( !IsValid() ) return; Point prevPt = m_vList.back(); std::vector< Point >::iterator new_it = m_vList.begin(); std::vector< Point >::iterator target_it = m_vList.begin(); for( std::vector< Point >::iterator target_it = m_vList.begin(); target_it != m_vList.end(); ++target_it ) { if( target_it == m_vList.begin() ) { if( prevPt != *new_it ) new_it++; continue; } if( prevPt == *target_it ) continue; *new_it = *target_it; prevPt = *target_it; new_it++; } m_vList.resize( new_it - m_vList.begin() ); size_t cnt = m_vList.size(); // 폴리곤이 아니라면.. if( cnt < 3 ) Clear(); } size_t Size() const { return m_vList.size(); } const Point & GetPoint( size_t idx ) const { return m_vList[idx]; } const Point * GetRawPoint() const { return &m_vList[0]; } Point GetCenter() const { return m_bxArea.GetCenter(); } const T GetTop() const { return m_bxArea.GetTop(); } const T GetBottom() const { return m_bxArea.GetBottom(); } const T GetLeft() const { return m_bxArea.GetLeft(); } const T GetRight() const { return m_bxArea.GetRight(); } size_t getPrevIndex( size_t idx ) const { return idx == 0 ? m_vList.size() - 1 : idx - 1; } size_t getNextIndex( size_t idx ) const { return idx == m_vList.size() - 1 ? 0 : idx + 1; } protected: bool isValid( const std::vector< Point > & vList ) const { if( vList.size() < 3 ) return false; // 동일한 점이 있는지 검사 std::vector< Point >::const_iterator cur_it = vList.begin(); std::vector< Point >::const_iterator target_it = vList.begin(); for( cur_it = vList.begin(); cur_it != vList.end(); ++cur_it ) { for( target_it = cur_it + 1; target_it != vList.end(); ++target_it ) { if( (*target_it) == (*cur_it) ) return false; } } // 선분이 서로 충돌하는지 검사 for( size_t idx_1 = 0; idx_1 < vList.size(); ++idx_1 ) { for( size_t idx_2 = idx_1 + 1; idx_2 < vList.size(); ++idx_2 ) { size_t p1 = idx_1; size_t p2 = getNextIndex(idx_1); size_t p3 = idx_2; size_t p4 = getNextIndex(idx_2); Line::INTERSECT_RESULT nResult = Line::IntersectCCW( vList[p1], vList[p2], vList[p3], vList[p4] ); if( nResult == Line::INTERSECT ) return false; if( nResult == Line::TOUCH && p2 != p3 && p1 != p4 ) return false; } } return true; } bool isClockWise() const { // x 가 가장 작은 점을 찾는다 size_t mid_idx = 0; for( size_t i = 0; i < m_vList.size(); ++i ) { if( m_vList[ mid_idx ].x > m_vList[i].x ) mid_idx = i; } int nCCWResult = X2D::CLOCK_WISE; size_t cnt = 0; while( true ) { size_t prev_idx = getPrevIndex( mid_idx ); size_t next_idx = getNextIndex( mid_idx ); nCCWResult = X2D::CheckClockWise( m_vList[prev_idx].x, m_vList[prev_idx].y, m_vList[mid_idx].x, m_vList[mid_idx].y, m_vList[next_idx].x, m_vList[next_idx].y ); if( nCCWResult != PARALLELISM ) break; assert( mid_idx < m_vList.size() ); ++mid_idx; ++cnt; if( cnt > m_vList.size() ) break; if( mid_idx == m_vList.size() ) mid_idx = 0; } return ( nCCWResult == CLOCK_WISE ); } void loop() { for( size_t idx = 0; idx < m_vList.size(); ++idx ) { // do( idx, getNextIndex( idx ) ); } } void calculateArea( const std::vector< Point > & vList, Box & area ) { std::vector< Point >::const_iterator it; area.Set( vList.front(), vList.front() ); for( it = vList.begin(); it != vList.end(); ++it ) { if( (*it).x < area.GetLeft() ) area.SetLeft( (*it).x ); if( (*it).y < area.GetTop() ) area.SetTop( (*it).y ); if( (*it).x > area.GetRight() ) area.SetRight( (*it).x ); if( (*it).y > area.GetBottom() ) area.SetBottom( (*it).y ); } } bool m_bIsValid; bool m_bIsClockWise; // 점 순서가 시계방향인지 여부 std::vector< Point > m_vList; Box m_bxArea; // 포함체크등에서 박스체크를 선행해서 속도 이득을 볼 수 있는 경우가 많으므로 미리 계산해 놓는다. }; template< typename T > inline bool INCLUDE( const Polygon & lh, const Point & rh ) { return lh.IsInclude( rh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Box & rh ) { return lh.IsInclude( rh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Rect & rh ) { return lh.IsInclude( rh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Line & rh ) { return lh.IsInclude( rh.begin ) && lh.IsInclude( rh.end ); } template< typename T > inline bool INCLUDE( const Line & lh, const Polygon & rh ) { return false; } template< typename T > inline bool INCLUDE( const Rect & lh, const Polygon & rh ) { return rh.IsIn( lh ); } template< typename T > inline bool INCLUDE( const Box & lh, const Polygon & rh ) { return rh.IsIn( lh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Polygon & rh ) { return lh.IsInclude( rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Point & rh ) { return lh.IsLooseInclude( rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Box & rh ) { return lh.IsLooseInclude( rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Rect & rh ) { return lh.IsLooseInclude( rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Line & rh ) { return lh.IsLooseInclude( rh.begin ) && lh.IsLooseInclude( rh.end ); } template< typename T > inline bool LOOSE_INCLUDE( const Line & lh, const Polygon & rh ) { return false; } template< typename T > inline bool LOOSE_INCLUDE( const Rect & lh, const Polygon & rh ) { return rh.IsLooseIn( lh ); } template< typename T > inline bool LOOSE_INCLUDE( const Box & lh, const Polygon & rh ) { return rh.IsLooseIn( lh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Polygon & rh ) { return lh.IsLooseInclude( rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Point & rh ) { return lh.IsCollision( rh ); } template< typename T > inline bool COLLISION( const Point & lh, const Polygon & rh ) { return rh.IsInclude( lh); } template< typename T > inline bool COLLISION( const Polygon & lh, const Box & rh ) { return lh.IsCollision( rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Rect & rh ) { return lh.IsCollision( rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Line & rh ) { return lh.IsCollision( rh ); } template< typename T > inline bool COLLISION( const Line & lh, const Polygon & rh ) { return rh.IsCollision( lh ); } template< typename T > inline bool COLLISION( const Box & lh, const Polygon & rh ) { return COLLISION( rh, lh ); } template< typename T > inline bool COLLISION( const Rect & lh, const Polygon & rh ) { return COLLISION( rh, lh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Polygon & rh ) { return lh.IsCollision( rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Point & rh ) { return lh.IsLooseCollision( rh ); } template< typename T > inline bool LOOSE_COLLISION( const Point & lh, const Polygon & rh ) { return rh.IsLooseInclude( lh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Box & rh ) { return lh.IsLooseCollision( rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Rect & rh ) { return lh.IsLooseCollision( rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Line & rh ) { return lh.IsLooseCollision( rh ); } template< typename T > inline bool LOOSE_COLLISION( const Line & lh, const Polygon & rh ) { return rh.IsLooseCollision( lh ); } template< typename T > inline bool LOOSE_COLLISION( const Box & lh, const Polygon & rh ) { return LOOSE_COLLISION( rh, lh ); } template< typename T > inline bool LOOSE_COLLISION( const Rect & lh, const Polygon & rh ) { return LOOSE_COLLISION( rh, lh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Polygon & rh ) { return lh.IsLooseCollision( rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Point & rh ) { return INCLUDE( *lh, rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Box & rh ) { return INCLUDE( *lh, rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Rect & rh ) { return INCLUDE( *lh, rh ); } template< typename T > inline bool INCLUDE( const Rect * lh, const Polygon & rh ) { return INCLUDE( *lh, rh ); } template< typename T > inline bool INCLUDE( const Box * lh, const Polygon & rh ) { return INCLUDE( *lh, rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Polygon & rh ) { return INCLUDE( *lh, rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Point & rh ) { return LOOSE_INCLUDE( *lh, rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Box & rh ) { return LOOSE_INCLUDE( *lh, rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Rect & rh ) { return LOOSE_INCLUDE( *lh, rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Rect * lh, const Polygon & rh ) { return LOOSE_INCLUDE( *lh, rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Box * lh, const Polygon & rh ) { return LOOSE_INCLUDE( *lh, rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Polygon & rh ) { return LOOSE_INCLUDE( *lh, rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Point & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Point * lh, const Polygon & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Box & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Rect & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Line & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Box * lh, const Polygon & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Rect * lh, const Polygon & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Line * lh, const Polygon & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Polygon & rh ) { return COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Point & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Point * lh, const Polygon & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Box & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Rect & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Line & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Box * lh, const Polygon & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Rect * lh, const Polygon & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Line * lh, const Polygon & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Polygon & rh ) { return LOOSE_COLLISION( *lh, rh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Point * rh ) { return INCLUDE( lh, *rh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Box * rh ) { return INCLUDE( lh, *rh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Rect * rh ) { return INCLUDE( lh, *rh ); } template< typename T > inline bool INCLUDE( const Rect & lh, const Polygon * rh ) { return INCLUDE( lh, *rh ); } template< typename T > inline bool INCLUDE( const Box & lh, const Polygon * rh ) { return INCLUDE( lh, *rh ); } template< typename T > inline bool INCLUDE( const Polygon & lh, const Polygon * rh ) { return INCLUDE( lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Point * rh ) { return LOOSE_INCLUDE( lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Box * rh ) { return LOOSE_INCLUDE( lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Rect * rh ) { return LOOSE_INCLUDE( lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Rect & lh, const Polygon * rh ) { return LOOSE_INCLUDE( lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Box & lh, const Polygon * rh ) { return LOOSE_INCLUDE( lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon & lh, const Polygon * rh ) { return LOOSE_INCLUDE( lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Point * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Point & lh, const Polygon * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Box * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Rect * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Line * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Box & lh, const Polygon * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Rect & lh, const Polygon * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Line & lh, const Polygon * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon & lh, const Polygon * rh ) { return COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Point * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Point & lh, const Polygon * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Box * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Rect * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Line * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Box & lh, const Polygon * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Rect & lh, const Polygon * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Line & lh, const Polygon * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon & lh, const Polygon * rh ) { return LOOSE_COLLISION( lh, *rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Point * rh ) { return INCLUDE( *lh, *rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Box * rh ) { return INCLUDE( *lh, *rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Rect * rh ) { return INCLUDE( *lh, *rh ); } template< typename T > inline bool INCLUDE( const Rect * lh, const Polygon * rh ) { return INCLUDE( *lh, *rh ); } template< typename T > inline bool INCLUDE( const Box * lh, const Polygon * rh ) { return INCLUDE( *lh, *rh ); } template< typename T > inline bool INCLUDE( const Polygon * lh, const Polygon * rh ) { return INCLUDE( *lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Point * rh ) { return LOOSE_INCLUDE( *lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Box * rh ) { return LOOSE_INCLUDE( *lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Rect * rh ) { return LOOSE_INCLUDE( *lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Rect * lh, const Polygon * rh ) { return LOOSE_INCLUDE( *lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Box * lh, const Polygon * rh ) { return LOOSE_INCLUDE( *lh, *rh ); } template< typename T > inline bool LOOSE_INCLUDE( const Polygon * lh, const Polygon * rh ) { return LOOSE_INCLUDE( *lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Point * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Point * lh, const Polygon * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Box * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Rect * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Line * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Box * lh, const Polygon * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Rect * lh, const Polygon * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Line * lh, const Polygon * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool COLLISION( const Polygon * lh, const Polygon * rh ) { return COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Point * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Point * lh, const Polygon * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Box * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Rect * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Line * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Box * lh, const Polygon * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Rect * lh, const Polygon * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Line * lh, const Polygon * rh ) { return LOOSE_COLLISION( *lh, *rh ); } template< typename T > inline bool LOOSE_COLLISION( const Polygon * lh, const Polygon * rh ) { return LOOSE_COLLISION( *lh, *rh ); } }; // namespace X2D