# IsNull/Archimedes

some minimal refactoring

IsNull committed Aug 30, 2011
Showing with 39 additions and 39 deletions.
1. +39 −39 Archimedes.Geometry/Primitives/Polygon2.cs
 @@ -232,40 +232,40 @@ public class Polygon2 : IGeometryBase, IClosedGeometry #region Collision Detection Methods -/// -/// Does this polygon contain the given point? -/// -/// The Point to check -/// True if the Point is contained in the Polygon -public bool Contains(Vector2 p) { - int counter = 0; - int i; - double xinters; - Vector2 p1, p2; - int N = _vertices.Count; - - if(!this.BoundingCircle.Contains(p)) { - return false; - } + /// + /// Does this polygon contain the given point? + /// + /// The Point to check + /// True if the Point is contained in the Polygon + public bool Contains(Vector2 p) { + int counter = 0; + int i; + double xinters; + Vector2 p1, p2; + int N = _vertices.Count; + + if (!this.BoundingCircle.Contains(p)) { + return false; + } - p1 = _vertices[0]; - for(i = 1; i <= N; i++) { - p2 = _vertices[i % N]; - if(p.Y > Math.Min(p1.Y, p2.Y)) { - if(p.Y <= Math.Max(p1.Y, p2.Y)) { - if(p.X <= Math.Max(p1.X, p2.X)) { - if(p1.Y != p2.Y) { - xinters = (p.Y - p1.Y) * (p2.X - p1.X) / (p2.Y - p1.Y) + p1.X; - if(p1.X == p2.X || p.X <= xinters) - counter++; + p1 = _vertices[0]; + for (i = 1; i <= N; i++) { + p2 = _vertices[i % N]; + if (p.Y > Math.Min(p1.Y, p2.Y)) { + if (p.Y <= Math.Max(p1.Y, p2.Y)) { + if (p.X <= Math.Max(p1.X, p2.X)) { + if (p1.Y != p2.Y) { + xinters = (p.Y - p1.Y) * (p2.X - p1.X) / (p2.Y - p1.Y) + p1.X; + if (p1.X == p2.X || p.X <= xinters) + counter++; + } + } } } + p1 = p2; } + return (counter % 2 != 0); } - p1 = p2; - } - return (counter % 2 != 0); -} /// /// Is the given Polygon fully contained in this one? @@ -402,29 +402,29 @@ public class Polygon2 : IGeometryBase, IClosedGeometry pts[num_points] = _vertices[0]; // Find the centroid. - float X = 0; - float Y = 0; + float x = 0; + float y = 0; float second_factor; for (int i = 0; i < num_points; i++) { second_factor = pts[i].X * pts[i + 1].Y - pts[i + 1].X * pts[i].Y; - X += (pts[i].X + pts[i + 1].X) * second_factor; - Y += (pts[i].Y + pts[i + 1].Y) * second_factor; + x += (pts[i].X + pts[i + 1].X) * second_factor; + y += (pts[i].Y + pts[i + 1].Y) * second_factor; } // Divide by 6 times the polygon's area. float polygon_area = this.Area; - X /= (6 * polygon_area); - Y /= (6 * polygon_area); + x /= (6 * polygon_area); + y /= (6 * polygon_area); // If the values are negative, the polygon is // oriented counterclockwise so reverse the signs. - if (X < 0) { - X = -X; - Y = -Y; + if (x < 0) { + x = -x; + y = -y; } - return new Vector2(X, Y); + return new Vector2(x, y); } #endregion