Intersection
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android
object Intersection
Contains functions for intersection of ink geometry classes. For Kotlin callers, these are available as extension functions on the geometry classes themselves.
Summary
Public functions |
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Boolean |
Vec.intersects(box: Box) |
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Boolean |
Segment.intersects(box: Box)Returns true when a |
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Boolean |
Triangle.intersects(box: Box)Returns true when a |
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Boolean |
Parallelogram.intersects(box: Box)Returns true when a |
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Boolean |
Box.intersects(other: Box)Returns true when a |
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Boolean |
Parallelogram.intersects(other: Parallelogram)Returns true when a |
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Boolean |
Segment.intersects(other: Segment)Returns true when a |
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Boolean |
Triangle.intersects(other: Triangle)Returns true when a |
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Boolean |
Vec.intersects(other: Vec)Returns true if the point (a |
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Boolean |
Vec.intersects(parallelogram: Parallelogram)Returns true when the point (a |
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Boolean |
Segment.intersects(parallelogram: Parallelogram)Returns true when a |
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Boolean |
Triangle.intersects(parallelogram: Parallelogram)Returns true when a |
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Boolean |
Box.intersects(parallelogram: Parallelogram)Returns true when a |
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Boolean |
Segment.intersects(point: Vec)Returns true when the |
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Boolean |
Triangle.intersects(point: Vec)Returns true when the |
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Boolean |
Parallelogram.intersects(point: Vec)Returns true when the |
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Boolean |
Box.intersects(point: Vec) |
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Boolean |
Vec.intersects(segment: Segment)Returns true when the point (a |
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Boolean |
Triangle.intersects(segment: Segment)Returns true when a |
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Boolean |
Parallelogram.intersects(segment: Segment)Returns true when a |
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Boolean |
Box.intersects(segment: Segment)Returns true when a |
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Boolean |
Vec.intersects(triangle: Triangle)Returns true when the point (a |
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Boolean |
Segment.intersects(triangle: Triangle)Returns true when a |
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Boolean |
Parallelogram.intersects(triangle: Triangle)Returns true when a |
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Boolean |
Box.intersects(triangle: Triangle)Returns true when a |
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Boolean |
PartitionedMesh.intersects(box: Box, meshToBox: AffineTransform)Returns true when a |
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Boolean |
Box.intersects(mesh: PartitionedMesh, meshToBox: AffineTransform)Returns true when a |
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Boolean |
Parallelogram.intersects(RReturns true when a |
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Boolean |
Vec.intersects(mesh: PartitionedMesh, meshToPoint: AffineTransform) |
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Boolean |
Segment.intersects(Returns true when a |
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Boolean |
Triangle.intersects(Returns true when a |
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Boolean |
PartitionedMesh.intersects(Returns true when a |
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Boolean |
PartitionedMesh.intersects(point: Vec, meshToPoint: AffineTransform)Returns true when the |
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Boolean |
PartitionedMesh.intersects(Returns true when a |
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Boolean |
PartitionedMesh.intersects(Returns true when a |
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Boolean |
Segment.intersects(x: Float, y: Float)Returns true when the |
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Boolean |
Triangle.intersects(x: Float, y: Float)Returns true when the |
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Boolean |
Parallelogram.intersects(x: Float, y: Float)Returns true when the |
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Boolean |
Box.intersects(x: Float, y: Float)Returns true when the |
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Boolean |
PartitionedMesh.intersects(Returns true when a |
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Boolean |
PartitionedMesh.intersects(Returns true when the |
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Public functions
intersects
fun Vec.intersects(box: Box): Boolean
Returns true when the point (a Vec) intersects with a Box. All points on the boundary of the box (including its vertices) and in the interior of the box intersect with it.
intersects
fun Segment.intersects(box: Box): Boolean
Returns true when a Segment intersects with a Box --- when this segment has at least one point in common with the Box's interior, edges, or vertices
intersects
fun Triangle.intersects(box: Box): Boolean
Returns true when a Triangle intersects with a Box --- When this triangle has at least one point in common with the Box's interior, edges, or vertices.
intersects
fun Parallelogram.intersects(box: Box): Boolean
Returns true when a Parallelogram intersects with a Box --- When the box has at least one point in common with the Parallelogram's interior, edges, or vertices.
intersects
fun Box.intersects(other: Box): Boolean
Returns true when a Box intersects with other --- When it has at least one point in common with other's interior, edges, or vertices.
intersects
fun Parallelogram.intersects(other: Parallelogram): Boolean
Returns true when a Parallelogram intersects with other --- When it has at least one point in common with other's interior, edges, or vertices.
intersects
fun Segment.intersects(other: Segment): Boolean
Returns true when a Segment intersects with another Segment --- when this segment has at least one point (including the start and end points) in common with another Segment.
intersects
fun Triangle.intersects(other: Triangle): Boolean
Returns true when a Triangle intersects with other --- When this triangle has at least one point in common with other's interior, edges, or vertices.
intersects
fun Vec.intersects(other: Vec): Boolean
Returns true if the point (a Vec), intersects other; this only occurs when the two points are equal.
intersects
fun Vec.intersects(parallelogram: Parallelogram): Boolean
Returns true when the point (a Vec) intersects with a Parallelogram. All points on the boundary of the parallelogram (including its vertices) and in the interior of the parallelogram intersect with it.
intersects
fun Segment.intersects(parallelogram: Parallelogram): Boolean
Returns true when a Segment intersects with a Parallelogram --- when this segment has at least one point in common with the Parallelogram's interior, edges, or vertices.
intersects
fun Triangle.intersects(parallelogram: Parallelogram): Boolean
Returns true when a Triangle intersects with a Parallelogram --- When this triangle has at least one point in common with the Parallelogram's interior, edges, or vertices.
intersects
fun Box.intersects(parallelogram: Parallelogram): Boolean
Returns true when a Box intersects with a Parallelogram --- When it has at least one point in common with the Parallelogram's interior, edges, or vertices.
intersects
fun Segment.intersects(point: Vec): Boolean
Returns true when the Segment intersects with a point (a Vec). All points on the segment, including endpoints, intersect with the segment.
intersects
fun Triangle.intersects(point: Vec): Boolean
Returns true when the Triangle intersects with a point (a Vec). All points on the boundary of the triangle (including its vertices) and in the interior of the triangle intersect with it.
intersects
fun Parallelogram.intersects(point: Vec): Boolean
Returns true when the Parallelogram intersects with a point (a Vec). All points on the boundary of the parallelogram (including its vertices) and in the interior of the parallelogram intersect with it.
intersects
fun Box.intersects(point: Vec): Boolean
Returns true when the Box intersects with a point (a Vec). All points on the boundary of the box (including its vertices) and in the interior of the box intersect with it.
intersects
fun Vec.intersects(segment: Segment): Boolean
Returns true when the point (a Vec) intersects with a Segment. All points on the segment, including endpoints, intersect with the segment.
intersects
fun Triangle.intersects(segment: Segment): Boolean
Returns true when a Triangle intersects with a Segment --- when the segment has at least one point in common with the Triangle's interior, edges, or vertices.
intersects
fun Parallelogram.intersects(segment: Segment): Boolean
Returns true when a Parallelogram intersects with a Segment --- when the segment has at least one point in common with the Parallelogram's interior, edges, or vertices.
intersects
fun Box.intersects(segment: Segment): Boolean
Returns true when a Box intersects with a Segment --- when the segment has at least one point in common with the Box's interior, edges, or vertices
intersects
fun Vec.intersects(triangle: Triangle): Boolean
Returns true when the point (a Vec) intersects with a Triangle. All points on the boundary of the triangle (including its vertices) and in the interior of the triangle intersect with it.
intersects
fun Segment.intersects(triangle: Triangle): Boolean
Returns true when a Segment intersects with a Triangle --- when this segment has at least one point in common with the Triangle's interior, edges, or vertices.
intersects
fun Parallelogram.intersects(triangle: Triangle): Boolean
Returns true when a Parallelogram intersects with a Triangle --- When the triangle has at least one point in common with the Parallelogram's interior, edges, or vertices.
intersects
fun Box.intersects(triangle: Triangle): Boolean
Returns true when a Box intersects with a Triangle --- When the triangle has at least one point in common with the Box's interior, edges, or vertices.
intersects
fun PartitionedMesh.intersects(box: Box, meshToBox: AffineTransform): Boolean
Returns true when a PartitionedMesh intersects with a Box.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToBox transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun Box.intersects(mesh: PartitionedMesh, meshToBox: AffineTransform): Boolean
Returns true when a Box intersects with a PartitionedMesh.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToBox transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun Parallelogram.intersects(
mesh: PartitionedMesh,
meshToParallelogram: AffineTransform
): Boolean
RReturns true when a Parallelogram intersects with a PartitionedMesh.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToParallelogram transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun Vec.intersects(mesh: PartitionedMesh, meshToPoint: AffineTransform): Boolean
Returns true when the point (a Vec) intersects with mesh. meshToPoint transforms the coordinate space of mesh to the coordinate space that the intersection should be checked in (that of the point). All points along the boundary of the mesh and the meshs interior are considered for intersection.
Performance note: it is expensive to apply a transform to a mesh. To avoid unnecessary calculations, the inverse of meshToPoint is used to perform the mathematically equivalent intersection of the point in mesh’s object coordinates.
intersects
fun Segment.intersects(
mesh: PartitionedMesh,
meshToSegment: AffineTransform
): Boolean
Returns true when a Segment intersects with a PartitionedMesh.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToSegment transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun Triangle.intersects(
mesh: PartitionedMesh,
meshToTriangle: AffineTransform
): Boolean
Returns true when a Triangle intersects with a PartitionedMesh.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToTriangle transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun PartitionedMesh.intersects(
parallelogram: Parallelogram,
meshToParallelogram: AffineTransform
): Boolean
Returns true when a PartitionedMesh intersects with a Parallelogram.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToParallelogram transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun PartitionedMesh.intersects(point: Vec, meshToPoint: AffineTransform): Boolean
Returns true when the PartitionedMesh intersects with point. meshToPoint transforms the coordinate space of mesh to the coordinate space that the intersection should be checked in (that of the point). All points along the boundary of the mesh and the meshs interior are considered for intersection.
Performance note: it is expensive to apply a transform to a mesh. To avoid unnecessary calculations, the inverse of meshToPoint is used to perform the mathematically equivalent intersection of the point in mesh's object coordinates.
intersects
fun PartitionedMesh.intersects(
segment: Segment,
meshToSegment: AffineTransform
): Boolean
Returns true when a PartitionedMesh intersects with a Segment.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToSegment transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun PartitionedMesh.intersects(
triangle: Triangle,
meshToTriangle: AffineTransform
): Boolean
Returns true when a PartitionedMesh intersects with a Triangle.
Note that, because it is expensive to apply a transform to a mesh, this method takes a meshToTriangle transform as an argument. This transform maps from the PartitionedMesh's coordinate space to the coordinate space that the intersection should be checked in.
intersects
fun Segment.intersects(x: Float, y: Float): Boolean
Returns true when the Segment intersects with a point (x, y). All points on the segment, including endpoints, intersect with the segment.
intersects
fun Triangle.intersects(x: Float, y: Float): Boolean
Returns true when the Triangle intersects with a point (x, y). All points on the boundary of the triangle (including its vertices) and in the interior of the triangle intersect with it.
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fun Parallelogram.intersects(x: Float, y: Float): Boolean
Returns true when the Parallelogram intersects with a point (x, y). All points on the boundary of the parallelogram (including its vertices) and in the interior of the parallelogram intersect with it.
intersects
fun Box.intersects(x: Float, y: Float): Boolean
Returns true when the Box intersects with a point (x, y). All points on the boundary of the box (including its vertices) and in the interior of the box intersect with it.
intersects
fun PartitionedMesh.intersects(
other: PartitionedMesh,
thisToCommonTransform: AffineTransform,
otherToCommonTransform: AffineTransform
): Boolean
Returns true when a PartitionedMesh intersects with a PartitionedMesh.
Note that, because it is expensive to apply a transform to a mesh, this method takes two AffineTransform objects: thisToCommonTransForm and otherToCommonTransform. These transforms map from the respective PartitionedMeshs' coordinate spaces to the common coordinate space that the intersection should be checked in.
intersects
fun PartitionedMesh.intersects(
x: Float,
y: Float,
meshToPoint: AffineTransform
): Boolean
Returns true when the PartitionedMesh intersects with the point (x, y). meshToPoint transforms the coordinate space of mesh to the coordinate space that the intersection should be checked in (that of the point). All points along the boundary of the mesh and the meshs interior are considered for intersection.
Performance note: it is expensive to apply a transform to a mesh. To avoid unnecessary calculations, the inverse of meshToPoint is used to perform the mathematically equivalent intersection of the point in mesh's object coordinates.