有没有一种简单的方法来确定一个点是否在三角形内?是2D的,不是3D的。
当前回答
求解如下方程组:
p = p0 + (p1 - p0) * s + (p2 - p0) * t
当0 <= s <= 1和0 <= t <= 1以及s + t <= 1时,点p在三角形内。
S,t和1 - S - t称为点p的重心坐标。
其他回答
一般来说,最简单(也是最优)的算法是检查由边创建的半平面的哪一边是点。
以下是关于GameDev的一些高质量信息,包括性能问题。
这里有一些代码让你开始:
float sign (fPoint p1, fPoint p2, fPoint p3)
{
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
}
bool PointInTriangle (fPoint pt, fPoint v1, fPoint v2, fPoint v3)
{
float d1, d2, d3;
bool has_neg, has_pos;
d1 = sign(pt, v1, v2);
d2 = sign(pt, v2, v3);
d3 = sign(pt, v3, v1);
has_neg = (d1 < 0) || (d2 < 0) || (d3 < 0);
has_pos = (d1 > 0) || (d2 > 0) || (d3 > 0);
return !(has_neg && has_pos);
}
If you know the co-ordinates of the three vertices and the co-ordinates of the specific point, then you can get the area of the complete triangle. Afterwards, calculate the area of the three triangle segments (one point being the point given and the other two being any two vertices of the triangle). Thus, you will get the area of the three triangle segments. If the sum of these areas are equal to the total area (that you got previously), then, the point should be inside the triangle. Otherwise, the point is not inside the triangle. This should work. If there are any issues, let me know. Thank you.
通过使用重心坐标的解析解(由Andreas Brinck指出)和:
不是把乘法分布在括号里的项上 通过存储相同的项来避免多次计算 还原比较(如coproc和Thomas Eding所指出的)
可以最小化“昂贵”操作的数量:
function ptInTriangle(p, p0, p1, p2) {
var dX = p.x-p2.x;
var dY = p.y-p2.y;
var dX21 = p2.x-p1.x;
var dY12 = p1.y-p2.y;
var D = dY12*(p0.x-p2.x) + dX21*(p0.y-p2.y);
var s = dY12*dX + dX21*dY;
var t = (p2.y-p0.y)*dX + (p0.x-p2.x)*dY;
if (D<0) return s<=0 && t<=0 && s+t>=D;
return s>=0 && t>=0 && s+t<=D;
}
代码可以粘贴在Perro Azul jsfiddle中,或者通过点击下面的“运行代码片段”来尝试
var ctx = $("canvas")[0].getContext("2d"); var W = 500; var H = 500; var point = { x: W / 2, y: H / 2 }; var triangle = randomTriangle(); $("canvas").click(function(evt) { point.x = evt.pageX - $(this).offset().left; point.y = evt.pageY - $(this).offset().top; test(); }); $("canvas").dblclick(function(evt) { triangle = randomTriangle(); test(); }); test(); function test() { var result = ptInTriangle(point, triangle.a, triangle.b, triangle.c); var info = "point = (" + point.x + "," + point.y + ")\n"; info += "triangle.a = (" + triangle.a.x + "," + triangle.a.y + ")\n"; info += "triangle.b = (" + triangle.b.x + "," + triangle.b.y + ")\n"; info += "triangle.c = (" + triangle.c.x + "," + triangle.c.y + ")\n"; info += "result = " + (result ? "true" : "false"); $("#result").text(info); render(); } function ptInTriangle(p, p0, p1, p2) { var A = 1/2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y); var sign = A < 0 ? -1 : 1; var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign; var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign; return s > 0 && t > 0 && (s + t) < 2 * A * sign; } function render() { ctx.fillStyle = "#CCC"; ctx.fillRect(0, 0, 500, 500); drawTriangle(triangle.a, triangle.b, triangle.c); drawPoint(point); } function drawTriangle(p0, p1, p2) { ctx.fillStyle = "#999"; ctx.beginPath(); ctx.moveTo(p0.x, p0.y); ctx.lineTo(p1.x, p1.y); ctx.lineTo(p2.x, p2.y); ctx.closePath(); ctx.fill(); ctx.fillStyle = "#000"; ctx.font = "12px monospace"; ctx.fillText("1", p0.x, p0.y); ctx.fillText("2", p1.x, p1.y); ctx.fillText("3", p2.x, p2.y); } function drawPoint(p) { ctx.fillStyle = "#F00"; ctx.beginPath(); ctx.arc(p.x, p.y, 5, 0, 2 * Math.PI); ctx.fill(); } function rand(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } function randomTriangle() { return { a: { x: rand(0, W), y: rand(0, H) }, b: { x: rand(0, W), y: rand(0, H) }, c: { x: rand(0, W), y: rand(0, H) } }; } <script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script> <pre>Click: place the point. Double click: random triangle.</pre> <pre id="result"></pre> <canvas width="500" height="500"></canvas>
导致:
变量“召回”:30 可变存储:7 补充:4 减法:8 乘法:6 部门:没有 比较:4
这与Kornel Kisielewicz解决方案(25次召回,1次存储,15次减法,6次乘法,5次比较)相比非常好,如果需要顺时针/逆时针检测(它本身需要6次召回,1次加法,2次减法,2次乘法和1次比较,使用解析解行列式,如rhgb所指出的),可能会更好。
一个简单的方法是:
找出连接 分别指向三角形的三个点 顶点和夹角之和 这些向量。如果它们的和 角度是2*那么点是 在三角形里面。
两个解释替代方案的好网站是:
黑卒和沃尔夫勒姆
这是确定一个点是在三角形的内、外还是在三角形的臂上的最简单的概念。
用行列式确定三角形内的点:
最简单的工作代码:
#-*- coding: utf-8 -*-
import numpy as np
tri_points = [(1,1),(2,3),(3,1)]
def pisinTri(point,tri_points):
Dx , Dy = point
A,B,C = tri_points
Ax, Ay = A
Bx, By = B
Cx, Cy = C
M1 = np.array([ [Dx - Bx, Dy - By, 0],
[Ax - Bx, Ay - By, 0],
[1 , 1 , 1]
])
M2 = np.array([ [Dx - Ax, Dy - Ay, 0],
[Cx - Ax, Cy - Ay, 0],
[1 , 1 , 1]
])
M3 = np.array([ [Dx - Cx, Dy - Cy, 0],
[Bx - Cx, By - Cy, 0],
[1 , 1 , 1]
])
M1 = np.linalg.det(M1)
M2 = np.linalg.det(M2)
M3 = np.linalg.det(M3)
print(M1,M2,M3)
if(M1 == 0 or M2 == 0 or M3 ==0):
print("Point: ",point," lies on the arms of Triangle")
elif((M1 > 0 and M2 > 0 and M3 > 0)or(M1 < 0 and M2 < 0 and M3 < 0)):
#if products is non 0 check if all of their sign is same
print("Point: ",point," lies inside the Triangle")
else:
print("Point: ",point," lies outside the Triangle")
print("Vertices of Triangle: ",tri_points)
points = [(0,0),(1,1),(2,3),(3,1),(2,2),(4,4),(1,0),(0,4)]
for c in points:
pisinTri(c,tri_points)