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2026-06-01 12:46:52 +02:00

806 lines
37 KiB
C++

// X2DPolygon.h
//
// by Testors , 2005/08/01
#pragma once
#include <vector>
#include <algorithm>
#include <limits>
#include <cassert>
#include "X2DBasicTypes.h"
namespace X2D
{
template< typename T = int, template< class > class PointType = Point >
struct Polygon
{
typedef PointType< 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, bool bCheckValidity =
#ifdef _DEBUG
false
#else
//true
false
#endif
)
{
Clear();
m_vList.reserve( end - begin );
// 점 생성
m_vList.assign( begin, end );
RemoveDuplicatedPoint();
m_bIsValid = ( bCheckValidity ) ? isValid( m_vList ) : true;
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;
}
template< typename GT >
bool IsCloselyInclude( const GT & t ) const
{
std::vector< Point >::const_iterator it;
for( it = m_vList.begin(); it != m_vList.end(); ++it )
{
if( !t.IsCloselyInclude( *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<T> & 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<T> & line ) const
{
if( IsLooseInclude( line.begin ) || IsLooseInclude( line.end ) ) return true;
for( size_t my_idx = 0; my_idx < Size(); ++my_idx )
{
X2D::Line<T>::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<T>::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 & GetPrevPoint( size_t idx ) const { return GetPoint( getPrevIndex( idx ) ); }
const Point & GetNextPoint( size_t idx ) const { return GetPoint( getNextIndex( 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<T> & lh, const Point<T> & rh ) { return lh.IsInclude( rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Box<T> & rh ) { return lh.IsInclude( rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Rect<T> & rh ) { return lh.IsInclude( rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Line<T> & rh ) { return lh.IsInclude( rh.begin ) && lh.IsInclude( rh.end ); }
template< typename T > inline bool INCLUDE( const Line<T> & lh, const Polygon<T> & rh ) { return false; }
template< typename T > inline bool INCLUDE( const Rect<T> & lh, const Polygon<T> & rh ) { return rh.IsIn( lh ); }
template< typename T > inline bool INCLUDE( const Box<T> & lh, const Polygon<T> & rh ) { return rh.IsIn( lh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Polygon<T> & rh ) { return lh.IsInclude( rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Point<T> & rh ) { return lh.IsLooseInclude( rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Box<T> & rh ) { return lh.IsLooseInclude( rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Rect<T> & rh ) { return lh.IsLooseInclude( rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Line<T> & rh ) { return lh.IsLooseInclude( rh.begin ) && lh.IsLooseInclude( rh.end ); }
template< typename T > inline bool LOOSE_INCLUDE( const Line<T> & lh, const Polygon<T> & rh ) { return false; }
template< typename T > inline bool LOOSE_INCLUDE( const Rect<T> & lh, const Polygon<T> & rh ) { return rh.IsLooseIn( lh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Box<T> & lh, const Polygon<T> & rh ) { return rh.IsLooseIn( lh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Polygon<T> & rh ) { return lh.IsLooseInclude( rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Point<T> & rh ) { return lh.IsCloselyInclude( rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Box<T> & rh ) { return lh.IsCloselyInclude( rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Rect<T> & rh ) { return lh.IsCloselyInclude( rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Line<T> & rh ) { return lh.IsCloselyInclude( rh.begin ) && lh.IsCloselyInclude( rh.end ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Line<T> & lh, const Polygon<T> & rh ) { return false; }
template< typename T > inline bool CLOSELY_INCLUDE( const Rect<T> & lh, const Polygon<T> & rh ) { return rh.IsCloselyInclude( lh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Box<T> & lh, const Polygon<T> & rh ) { return rh.IsCloselyInclude( lh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Polygon<T> & rh ) { return lh.IsCloselyInclude( rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Point<T> & rh ) { return lh.IsCollision( rh ); }
template< typename T > inline bool COLLISION( const Point<T> & lh, const Polygon<T> & rh ) { return rh.IsInclude( lh); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Box<T> & rh ) { return lh.IsCollision( rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Rect<T> & rh ) { return lh.IsCollision( rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Line<T> & rh ) { return lh.IsCollision( rh ); }
template< typename T > inline bool COLLISION( const Line<T> & lh, const Polygon<T> & rh ) { return rh.IsCollision( lh ); }
template< typename T > inline bool COLLISION( const Box<T> & lh, const Polygon<T> & rh ) { return COLLISION( rh, lh ); }
template< typename T > inline bool COLLISION( const Rect<T> & lh, const Polygon<T> & rh ) { return COLLISION( rh, lh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Polygon<T> & rh ) { return lh.IsCollision( rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Point<T> & rh ) { return lh.IsLooseCollision( rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Point<T> & lh, const Polygon<T> & rh ) { return rh.IsLooseInclude( lh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Box<T> & rh ) { return lh.IsLooseCollision( rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Rect<T> & rh ) { return lh.IsLooseCollision( rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Line<T> & rh ) { return lh.IsLooseCollision( rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Line<T> & lh, const Polygon<T> & rh ) { return rh.IsLooseCollision( lh ); }
template< typename T > inline bool LOOSE_COLLISION( const Box<T> & lh, const Polygon<T> & rh ) { return LOOSE_COLLISION( rh, lh ); }
template< typename T > inline bool LOOSE_COLLISION( const Rect<T> & lh, const Polygon<T> & rh ) { return LOOSE_COLLISION( rh, lh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Polygon<T> & rh ) { return lh.IsLooseCollision( rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Point<T> & rh ) { return INCLUDE( *lh, rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Box<T> & rh ) { return INCLUDE( *lh, rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Rect<T> & rh ) { return INCLUDE( *lh, rh ); }
template< typename T > inline bool INCLUDE( const Rect<T> * lh, const Polygon<T> & rh ) { return INCLUDE( *lh, rh ); }
template< typename T > inline bool INCLUDE( const Box<T> * lh, const Polygon<T> & rh ) { return INCLUDE( *lh, rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Polygon<T> & rh ) { return INCLUDE( *lh, rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Point<T> & rh ) { return LOOSE_INCLUDE( *lh, rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Box<T> & rh ) { return LOOSE_INCLUDE( *lh, rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Rect<T> & rh ) { return LOOSE_INCLUDE( *lh, rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Rect<T> * lh, const Polygon<T> & rh ) { return LOOSE_INCLUDE( *lh, rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Box<T> * lh, const Polygon<T> & rh ) { return LOOSE_INCLUDE( *lh, rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Polygon<T> & rh ) { return LOOSE_INCLUDE( *lh, rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Point<T> & rh ) { return CLOSELY_INCLUDE( *lh, rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Box<T> & rh ) { return CLOSELY_INCLUDE( *lh, rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Rect<T> & rh ) { return CLOSELY_INCLUDE( *lh, rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Rect<T> * lh, const Polygon<T> & rh ) { return CLOSELY_INCLUDE( *lh, rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Box<T> * lh, const Polygon<T> & rh ) { return CLOSELY_INCLUDE( *lh, rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Polygon<T> & rh ) { return CLOSELY_INCLUDE( *lh, rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Point<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Point<T> * lh, const Polygon<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Box<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Rect<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Line<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Box<T> * lh, const Polygon<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Rect<T> * lh, const Polygon<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Line<T> * lh, const Polygon<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Polygon<T> & rh ) { return COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Point<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Point<T> * lh, const Polygon<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Box<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Rect<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Line<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Box<T> * lh, const Polygon<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Rect<T> * lh, const Polygon<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Line<T> * lh, const Polygon<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Polygon<T> & rh ) { return LOOSE_COLLISION( *lh, rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Point<T> * rh ) { return INCLUDE( lh, *rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Box<T> * rh ) { return INCLUDE( lh, *rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Rect<T> * rh ) { return INCLUDE( lh, *rh ); }
template< typename T > inline bool INCLUDE( const Rect<T> & lh, const Polygon<T> * rh ) { return INCLUDE( lh, *rh ); }
template< typename T > inline bool INCLUDE( const Box<T> & lh, const Polygon<T> * rh ) { return INCLUDE( lh, *rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> & lh, const Polygon<T> * rh ) { return INCLUDE( lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Point<T> * rh ) { return LOOSE_INCLUDE( lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Box<T> * rh ) { return LOOSE_INCLUDE( lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Rect<T> * rh ) { return LOOSE_INCLUDE( lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Rect<T> & lh, const Polygon<T> * rh ) { return LOOSE_INCLUDE( lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Box<T> & lh, const Polygon<T> * rh ) { return LOOSE_INCLUDE( lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> & lh, const Polygon<T> * rh ) { return LOOSE_INCLUDE( lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Point<T> * rh ) { return CLOSELY_INCLUDE( lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Box<T> * rh ) { return CLOSELY_INCLUDE( lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Rect<T> * rh ) { return CLOSELY_INCLUDE( lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Rect<T> & lh, const Polygon<T> * rh ) { return CLOSELY_INCLUDE( lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Box<T> & lh, const Polygon<T> * rh ) { return CLOSELY_INCLUDE( lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> & lh, const Polygon<T> * rh ) { return CLOSELY_INCLUDE( lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Point<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Point<T> & lh, const Polygon<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Box<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Rect<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Line<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Box<T> & lh, const Polygon<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Rect<T> & lh, const Polygon<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Line<T> & lh, const Polygon<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> & lh, const Polygon<T> * rh ) { return COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Point<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Point<T> & lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Box<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Rect<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Line<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Box<T> & lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Rect<T> & lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Line<T> & lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> & lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( lh, *rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Point<T> * rh ) { return INCLUDE( *lh, *rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Box<T> * rh ) { return INCLUDE( *lh, *rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Rect<T> * rh ) { return INCLUDE( *lh, *rh ); }
template< typename T > inline bool INCLUDE( const Rect<T> * lh, const Polygon<T> * rh ) { return INCLUDE( *lh, *rh ); }
template< typename T > inline bool INCLUDE( const Box<T> * lh, const Polygon<T> * rh ) { return INCLUDE( *lh, *rh ); }
template< typename T > inline bool INCLUDE( const Polygon<T> * lh, const Polygon<T> * rh ) { return INCLUDE( *lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Point<T> * rh ) { return LOOSE_INCLUDE( *lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Box<T> * rh ) { return LOOSE_INCLUDE( *lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Rect<T> * rh ) { return LOOSE_INCLUDE( *lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Rect<T> * lh, const Polygon<T> * rh ) { return LOOSE_INCLUDE( *lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Box<T> * lh, const Polygon<T> * rh ) { return LOOSE_INCLUDE( *lh, *rh ); }
template< typename T > inline bool LOOSE_INCLUDE( const Polygon<T> * lh, const Polygon<T> * rh ) { return LOOSE_INCLUDE( *lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Point<T> * rh ) { return CLOSELY_INCLUDE( *lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Box<T> * rh ) { return CLOSELY_INCLUDE( *lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Rect<T> * rh ) { return CLOSELY_INCLUDE( *lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Rect<T> * lh, const Polygon<T> * rh ) { return CLOSELY_INCLUDE( *lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Box<T> * lh, const Polygon<T> * rh ) { return CLOSELY_INCLUDE( *lh, *rh ); }
template< typename T > inline bool CLOSELY_INCLUDE( const Polygon<T> * lh, const Polygon<T> * rh ) { return CLOSELY_INCLUDE( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Point<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Point<T> * lh, const Polygon<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Box<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Rect<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Line<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Box<T> * lh, const Polygon<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Rect<T> * lh, const Polygon<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Line<T> * lh, const Polygon<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool COLLISION( const Polygon<T> * lh, const Polygon<T> * rh ) { return COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Point<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Point<T> * lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Box<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Rect<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Line<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Box<T> * lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Rect<T> * lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Line<T> * lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
template< typename T > inline bool LOOSE_COLLISION( const Polygon<T> * lh, const Polygon<T> * rh ) { return LOOSE_COLLISION( *lh, *rh ); }
}; // namespace X2D