我试图创建一个快速的2D点内多边形算法,用于命中测试(例如多边形.contains(p:点))。对有效技术的建议将不胜感激。
当前回答
from typing import Iterable
def pnpoly(verts, x, y):
#check if x and/or y is iterable
xit, yit = isinstance(x, Iterable), isinstance(y, Iterable)
#if not iterable, make an iterable of length 1
X = x if xit else (x, )
Y = y if yit else (y, )
#store verts length as a range to juggle j
r = range(len(verts))
#final results if x or y is iterable
results = []
#traverse x and y coordinates
for xp in X:
for yp in Y:
c = 0 #reset c at every new position
for i in r:
j = r[i-1] #set j to position before i
#store a few arguments to shorten the if statement
yneq = (verts[i][1] > yp) != (verts[j][1] > yp)
xofs, yofs = (verts[j][0] - verts[i][0]), (verts[j][1] - verts[i][1])
#if we have crossed a line, increment c
if (yneq and (xp < xofs * (yp - verts[i][1]) / yofs + verts[i][0])):
c += 1
#if c is odd store the coordinates
if c%2:
results.append((xp, yp))
#return either coordinates or a bool, depending if x or y was an iterable
return results if (xit or yit) else bool(c%2)
这个python版本是通用的。您可以为True/False结果输入单个x和单个y值,也可以使用x和y的范围来遍历整个点网格。如果使用范围,则返回所有True点的x/y对列表。vertices参数需要一个由x/y对组成的二维Iterable,例如:[(x1,y1), (x2,y2),…]
使用示例:
vertices = [(25,25), (75,25), (75,75), (25,75)]
pnpoly(vertices, 50, 50) #True
pnpoly(vertices, range(100), range(100)) #[(25,25), (25,26), (25,27), ...]
实际上,这些都可以。
pnpoly(vertices, 50, range(100)) #check 0 to 99 y at x of 50
pnpoly(vertices, range(100), 50) #check 0 to 99 x at y of 50
其他回答
我已经做了nirg的c++代码的Python实现:
输入
Bounding_points:组成多边形的节点。 Bounding_box_positions:筛选的候选点。(在我从边界框创建的实现中。 (输入为元组列表,格式为:[(xcord, ycord),…])
返回
多边形内的所有点。
def polygon_ray_casting(self, bounding_points, bounding_box_positions):
# Arrays containing the x- and y-coordinates of the polygon's vertices.
vertx = [point[0] for point in bounding_points]
verty = [point[1] for point in bounding_points]
# Number of vertices in the polygon
nvert = len(bounding_points)
# Points that are inside
points_inside = []
# For every candidate position within the bounding box
for idx, pos in enumerate(bounding_box_positions):
testx, testy = (pos[0], pos[1])
c = 0
for i in range(0, nvert):
j = i - 1 if i != 0 else nvert - 1
if( ((verty[i] > testy ) != (verty[j] > testy)) and
(testx < (vertx[j] - vertx[i]) * (testy - verty[i]) / (verty[j] - verty[i]) + vertx[i]) ):
c += 1
# If odd, that means that we are inside the polygon
if c % 2 == 1:
points_inside.append(pos)
return points_inside
同样,这个想法也是从这里得来的
当使用qt (qt 4.3+)时,可以使用QPolygon的函数containsPoint
Like David Segonds' answer suggests I use an approach of angle summation derived from my concave polygon drawing algorithm. It relies of adding up the approximate angles of subtriangles around the point to obtain a weight. A weight around 1.0 means the point is inside the triangle, a weight around 0.0 means outside, a weight around -1.0 is what happens when inside the polygon but in reverse order (like with one of the halves of a bowtie-shaped tetragon) and a weight of NAN if exactly on an edge. The reason it's not slow is that angles don't need to be estimated accurately at all. Holes can be handled by treating them as separate polygons and subtracting the weights.
typedef struct { double x, y; } xy_t;
xy_t sub_xy(xy_t a, xy_t b)
{
a.x -= b.x;
a.y -= b.y;
return a;
}
double calc_sharp_subtriangle_pixel_weight(xy_t p0, xy_t p1)
{
xy_t rot, r0, r1;
double weight;
// Rotate points (unnormalised)
rot = sub_xy(p1, p0);
r0.x = rot.x*p0.y - rot.y*p0.x;
r0.y = rot.x*p0.x + rot.y*p0.y;
r1.y = rot.x*p1.x + rot.y*p1.y;
// Calc weight
weight = subtriangle_angle_approx(r1.y, r0.x) - subtriangle_angle_approx(r0.y, r0.x);
return weight;
}
double calc_sharp_polygon_pixel_weight(xy_t p, xy_t *corner, int corner_count)
{
int i;
xy_t p0, p1;
double weight = 0.;
p0 = sub_xy(corner[corner_count-1], p);
for (i=0; i < corner_count; i++)
{
// Transform corner coordinates
p1 = sub_xy(corner[i], p);
// Calculate weight for each subtriangle
weight += calc_sharp_subtriangle_pixel_weight(p0, p1);
p0 = p1;
}
return weight;
}
因此,对于多边形的每一段,都形成一个子三角形,并计算点,然后旋转每个子三角形以计算其近似角度并添加到权重。
调用subtriangle_angle_approx(y, x)可以替换为atan2(y, x) / (2.*pi),但是一个非常粗略的近似值就足够精确了:
double subtriangle_angle_approx(double y, double x)
{
double angle, d;
int obtuse;
if (x == 0.)
return NAN;
obtuse = fabs(y) > fabs(x);
if (obtuse)
swap_double(&y, &x);
// Core of the approximation, a very loosely approximate atan(y/x) / (2.*pi) over ]-1 , 1[
d = y / x;
angle = 0.13185 * d;
if (obtuse)
angle = sign(d)*0.25 - angle;
return angle;
}
对于检测多边形上的命中,我们需要测试两件事:
如果点在多边形区域内。(可通过Ray-Casting算法实现) 如果点在多边形边界上(可以用与在折线(线)上检测点相同的算法来完成)。
这个问题很有趣。我有另一个可行的想法,不同于这篇文章的其他答案。其原理是利用角度之和来判断目标是在内部还是外部。也就是圈数。
设x为目标点。让数组[0,1,....N]是该区域的所有点。用一条线将目标点与每一个边界点连接起来。如果目标点在这个区域内。所有角的和是360度。如果不是,角度将小于360度。
参考这张图来对这个概念有一个基本的了解:
我的算法假设顺时针是正方向。这是一个潜在的输入:
[[-122.402015, 48.225216], [-117.032049, 48.999931], [-116.919132, 45.995175], [-124.079107, 46.267259], [-124.717175, 48.377557], [-122.92315, 47.047963], [-122.402015, 48.225216]]
下面是实现这个想法的python代码:
def isInside(self, border, target):
degree = 0
for i in range(len(border) - 1):
a = border[i]
b = border[i + 1]
# calculate distance of vector
A = getDistance(a[0], a[1], b[0], b[1]);
B = getDistance(target[0], target[1], a[0], a[1])
C = getDistance(target[0], target[1], b[0], b[1])
# calculate direction of vector
ta_x = a[0] - target[0]
ta_y = a[1] - target[1]
tb_x = b[0] - target[0]
tb_y = b[1] - target[1]
cross = tb_y * ta_x - tb_x * ta_y
clockwise = cross < 0
# calculate sum of angles
if(clockwise):
degree = degree + math.degrees(math.acos((B * B + C * C - A * A) / (2.0 * B * C)))
else:
degree = degree - math.degrees(math.acos((B * B + C * C - A * A) / (2.0 * B * C)))
if(abs(round(degree) - 360) <= 3):
return True
return False
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