有了一个点列表,我如何确定它们是否是顺时针顺序的?

例如:

point[0] = (5,0)
point[1] = (6,4)
point[2] = (4,5)
point[3] = (1,5)
point[4] = (1,0)

会说它是逆时针的(对某些人来说是逆时针的)


当前回答

虽然这些答案是正确的,但它们在数学上的强度比必要的要大。假设地图坐标,其中最北的点是地图上的最高点。找到最北的点,如果两个点相等,它是最北的,然后是最东的(这是lhf在他的答案中使用的点)。在你的观点中,

点[0]= (5,0)

点[1]= (6,4)

点[2]= (4,5)

点[3]= (1,5)

点[4]= (1,0)

If we assume that P2 is the most north then east point either the previous or next point determine clockwise, CW, or CCW. Since the most north point is on the north face, if the P1 (previous) to P2 moves east the direction is CW. In this case, it moves west, so the direction is CCW as the accepted answer says. If the previous point has no horizontal movement, then the same system applies to the next point, P3. If P3 is west of P2, it is, then the movement is CCW. If the P2 to P3 movement is east, it's west in this case, the movement is CW. Assume that nte, P2 in your data, is the most north then east point and the prv is the previous point, P1 in your data, and nxt is the next point, P3 in your data, and [0] is horizontal or east/west where west is less than east, and [1] is vertical.

if (nte[0] >= prv[0] && nxt[0] >= nte[0]) return(CW);
if (nte[0] <= prv[0] && nxt[0] <= nte[0]) return(CCW);
// Okay, it's not easy-peasy, so now, do the math
if (nte[0] * nxt[1] - nte[1] * nxt[0] - prv[0] * (nxt[1] - crt[1]) + prv[1] * (nxt[0] - nte[0]) >= 0) return(CCW); // For quadrant 3 return(CW)
return(CW) // For quadrant 3 return (CCW)

其他回答

我将提出另一个解决方案,因为它很简单,不需要大量的数学运算,它只是使用了基本的代数。计算多边形的带符号面积。如果是负的,点是顺时针的,如果是正的,点是逆时针的。(这与Beta的解决方案非常相似。)

计算带符号的面积: A = 1/2 * (x1*y2 - x2*y1 + x2*y3 - x3*y2 +…+ xn*y1 - x1*yn)

或者在伪代码中:

signedArea = 0
for each point in points:
    x1 = point[0]
    y1 = point[1]
    if point is last point
        x2 = firstPoint[0]
        y2 = firstPoint[1]
    else
        x2 = nextPoint[0]
        y2 = nextPoint[1]
    end if

    signedArea += (x1 * y2 - x2 * y1)
end for
return signedArea / 2

注意,如果你只是检查顺序,你不需要麻烦除以2。

来源:http://mathworld.wolfram.com/PolygonArea.html

找出y最小的顶点(如果有平手,则x最大)。假设顶点是A,列表中的前一个顶点是B,列表中的下一个顶点是c。现在计算AB和AC的叉乘的符号。


引用:

如何确定一个简单多边形的方向?在 常见问题:计算机。图形。算法。 维基百科的曲线定位。

在测试了几个不可靠的实现之后,在CW/CCW方向方面提供令人满意结果的算法是由OP在这个线程(shoelace_formula_3)中发布的算法。

与往常一样,正数表示CW方向,而负数表示CCW方向。

另一个解决方案是;

const isClockwise = (vertices=[]) => {
    const len = vertices.length;
    const sum = vertices.map(({x, y}, index) => {
        let nextIndex = index + 1;
        if (nextIndex === len) nextIndex = 0;

        return {
            x1: x,
            x2: vertices[nextIndex].x,
            y1: x,
            y2: vertices[nextIndex].x
        }
    }).map(({ x1, x2, y1, y2}) => ((x2 - x1) * (y1 + y2))).reduce((a, b) => a + b);

    if (sum > -1) return true;
    if (sum < 0) return false;
}

把所有的顶点作为一个数组;

const vertices = [{x: 5, y: 0}, {x: 6, y: 4}, {x: 4, y: 5}, {x: 1, y: 5}, {x: 1, y: 0}];
isClockwise(vertices);

c#代码实现lhf的答案:

// https://en.wikipedia.org/wiki/Curve_orientation#Orientation_of_a_simple_polygon
public static WindingOrder DetermineWindingOrder(IList<Vector2> vertices)
{
    int nVerts = vertices.Count;
    // If vertices duplicates first as last to represent closed polygon,
    // skip last.
    Vector2 lastV = vertices[nVerts - 1];
    if (lastV.Equals(vertices[0]))
        nVerts -= 1;
    int iMinVertex = FindCornerVertex(vertices);
    // Orientation matrix:
    //     [ 1  xa  ya ]
    // O = | 1  xb  yb |
    //     [ 1  xc  yc ]
    Vector2 a = vertices[WrapAt(iMinVertex - 1, nVerts)];
    Vector2 b = vertices[iMinVertex];
    Vector2 c = vertices[WrapAt(iMinVertex + 1, nVerts)];
    // determinant(O) = (xb*yc + xa*yb + ya*xc) - (ya*xb + yb*xc + xa*yc)
    double detOrient = (b.X * c.Y + a.X * b.Y + a.Y * c.X) - (a.Y * b.X + b.Y * c.X + a.X * c.Y);

    // TBD: check for "==0", in which case is not defined?
    // Can that happen?  Do we need to check other vertices / eliminate duplicate vertices?
    WindingOrder result = detOrient > 0
            ? WindingOrder.Clockwise
            : WindingOrder.CounterClockwise;
    return result;
}

public enum WindingOrder
{
    Clockwise,
    CounterClockwise
}

// Find vertex along one edge of bounding box.
// In this case, we find smallest y; in case of tie also smallest x.
private static int FindCornerVertex(IList<Vector2> vertices)
{
    int iMinVertex = -1;
    float minY = float.MaxValue;
    float minXAtMinY = float.MaxValue;
    for (int i = 0; i < vertices.Count; i++)
    {
        Vector2 vert = vertices[i];
        float y = vert.Y;
        if (y > minY)
            continue;
        if (y == minY)
            if (vert.X >= minXAtMinY)
                continue;

        // Minimum so far.
        iMinVertex = i;
        minY = y;
        minXAtMinY = vert.X;
    }

    return iMinVertex;
}

// Return value in (0..n-1).
// Works for i in (-n..+infinity).
// If need to allow more negative values, need more complex formula.
private static int WrapAt(int i, int n)
{
    // "+n": Moves (-n..) up to (0..).
    return (i + n) % n;
}