mirror of
https://github.com/NGSolve/netgen.git
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251 lines
5.2 KiB
C++
251 lines
5.2 KiB
C++
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#include <mystdlib.h>
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#include <myadt.hpp>
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#include <gprim.hpp>
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namespace netgen
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{
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ostream & operator<<(ostream & s, const Point2d & p)
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{
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return s << "(" << p.px << ", " << p.py << ")";
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}
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ostream & operator<<(ostream & s, const Vec2d & v)
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{
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return s << "(" << v.vx << ", " << v.vy << ")";
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}
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#ifdef none
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ostream & operator<<(ostream & s, const Line2d & l)
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{
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return s << l.p1 << "-" << l.p2;
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}
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ostream & operator<<(ostream & s, const TRIANGLE2D & t)
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{
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return s << t.p1 << "-" << t.p2 << "-" << t.p3;
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}
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#endif
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double Fastatan2 (double x, double y)
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{
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if (y > 0)
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{
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if (x > 0)
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return y / (x+y);
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else
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return 1 - x / (y-x);
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}
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else if (y < 0)
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{
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if (x < 0)
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return 2 + y / (x+y);
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else
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return 3 - x / (y-x);
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}
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else
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{
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if (x >= 0)
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return 0;
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else
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return 2;
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}
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}
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double Angle (const Vec2d & v)
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{
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if (v.X() == 0 && v.Y() == 0)
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return 0;
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double ang = atan2 (v.Y(), v.X());
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if (ang < 0) ang+= 2 * M_PI;
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return ang;
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}
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double FastAngle (const Vec2d & v)
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{
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return Fastatan2 (v.X(), v.Y());
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}
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double Angle (const Vec2d & v1, const Vec2d & v2)
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{
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double ang = Angle(v2) - Angle(v1);
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if (ang < 0) ang += 2 * M_PI;
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return ang;
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}
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double FastAngle (const Vec2d & v1, const Vec2d & v2)
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{
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double ang = FastAngle(v2) - FastAngle(v1);
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if (ang < 0) ang += 4;
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return ang;
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}
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/*
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int CW (const Point2d & p1,const Point2d & p2,const Point2d & p3)
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{
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return Cross (p2 - p1, p3 - p2) < 0;
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}
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int CCW (const Point2d & p1,const Point2d & p2,const Point2d & p3)
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{
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return Cross (p2 - p1, p3 - p2) > 0;
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}
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*/
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double Dist2(const Line2d & g, const Line2d & h )
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{
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double dd = 0.0, d1,d2,d3,d4;
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Point2d cp = CrossPoint(g,h);
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if ( Parallel(g,h) || !IsOnLine(g,cp) || !IsOnLine(h,cp) )
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{
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d1 = Dist2(g.P1(),h.P1());
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d2 = Dist2(g.P1(),h.P2());
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d3 = Dist2(g.P2(),h.P1());
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d4 = Dist2(g.P2(),h.P2());
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if (d1<d2) d2 = d1;
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if (d3<d4) d4 = d3;
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dd = ( d2 < d4 ) ? d2 : d4;
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}
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return dd;
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}
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Point2d CrossPoint (const Line2d & l1, const Line2d & l2)
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{
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double den = Cross (l1.Delta(), l2.Delta());
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double num = Cross ( (l2.P1() - l1.P1()), l2.Delta());
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if (den == 0)
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return l1.P1();
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else
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return l1.P1() + (num/den) * l1.Delta();
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}
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int CrossPointBarycentric (const Line2d & l1, const Line2d & l2,
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double & lam1, double & lam2)
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{
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// p = l1.1 + lam1 (l1.2-l1.1) = l2.1 + lam2 (l2.2-l2.1)
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double a11 = l1.p2.X() - l1.p1.X();
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double a21 = l1.p2.Y() - l1.p1.Y();
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double a12 = -(l2.p2.X() - l2.p1.X());
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double a22 = -(l2.p2.Y() - l2.p1.Y());
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double b1 = l2.p1.X() - l1.p1.X();
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double b2 = l2.p1.Y() - l1.p1.Y();
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double det = a11*a22 - a12 * a21;
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if (det == 0)
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return 1;
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lam1 = (a22 * b1 - a12 * b2) / det;
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lam2 = (a11 * b2 - a21 * b1) / det;
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return 0;
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}
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int Parallel (const Line2d & l1, const Line2d & l2, double peps)
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{
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double p = fabs (Cross (l1.Delta(), l2.Delta()));
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// (*mycout) << endl << p << " " << l1.Length() << " " << l2.Length() << endl;
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return p <= peps * l1.Length() * l2.Length();
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}
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int IsOnLine (const Line2d & l, const Point2d & p, double heps)
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{
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double c1 = (p - l.P1()) * l.Delta();
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double c2 = (p - l.P2()) * l.Delta();
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double d = fabs (Cross ( (p - l.P1()), l.Delta()));
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double len2 = l.Length2();
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return c1 >= -heps * len2 && c2 <= heps * len2 && d <= heps * len2;
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}
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#ifdef none
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int IsOnLine (const PLine2d & l, const Point2d & p, double heps)
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{
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double c1 = (p - l.P1()) * l.Delta();
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double c2 = (p - l.P2()) * l.Delta();
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double d = fabs (Cross ( (p - l.P1()), l.Delta()));
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double len2 = l.Length2();
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return c1 >= -heps * len2 && c2 <= heps * len2 && d <= heps * len2;
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}
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int IsOnLongLine (const Line2d & l, const Point2d & p)
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{
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double d = fabs (Cross ( (p - l.P1()), l.Delta()));
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return d <= EPSGEOM * l.Length();
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}
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int Hit (const Line2d & l1, const Line2d & l2, double heps)
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{
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double den = Cross ( (l1.P2() - l1.P1()), (l2.P1() - l2.P2()));
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double num1 = Cross ( (l2.P1() - l1.P1()), (l2.P1() - l2.P2()));
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double num2 = Cross ( (l1.P2() - l1.P1()), (l2.P1() - l1.P1()));
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num1 *= sgn (den);
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num2 *= sgn (den);
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den = fabs (den);
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int ch = (-den * heps <= num1 && num1 <= den * (1 + heps) &&
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-den * heps <= num2 && num2 <= den * (1 + heps));
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return ch;
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}
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void Line2d :: GetNormal (Line2d & n) const
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{
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double ax = P2().X()-P1().X(),
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ay = P2().Y()-P1().Y();
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Point2d mid(P1().X()+.5*ax, P1().Y()+.5*ay);
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n=Line2d(mid,Point2d(mid.X()+ay,mid.Y()-ax)) ;
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}
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Vec2d Line2d :: NormalDelta () const
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{
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Line2d tmp;
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GetNormal(tmp);
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return tmp.Delta();
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}
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int TRIANGLE2D :: IsOn (const Point2d & p) const
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{
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return IsOnLine (Line2d (p1, p2), p) ||
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IsOnLine (Line2d (p1, p3), p) ||
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IsOnLine (Line2d (p2, p3), p);
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}
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int TRIANGLE2D :: IsIn (const Point2d & p) const
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{
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return ::CW(p, p1, p2) == ::CW(p, p2, p3) &&
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::CW(p, p1, p2) == ::CW(p, p3, p1);
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}
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int PTRIANGLE2D :: IsOn (const Point2d & p) const
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{
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return IsOnLine (Line2d (*p1, *p2), p) ||
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IsOnLine (Line2d (*p1, *p3), p) ||
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IsOnLine (Line2d (*p2, *p3), p);
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}
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int PTRIANGLE2D :: IsIn (const Point2d & p) const
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{
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return ::CW(p, *p1, *p2) == ::CW(p, *p2, *p3) &&
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::CW(p, *p1, *p2) == ::CW(p, *p3, *p1);
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}
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#endif
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}
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