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

下面是nirg给出的答案的c#版本,它来自RPI教授。请注意,使用来自RPI源代码的代码需要归属。

在顶部添加了一个边界框复选。然而,正如James Brown所指出的,主代码几乎和边界框检查本身一样快,所以边界框检查实际上会减慢整体操作,因为您正在检查的大多数点都在边界框内。所以你可以让边界框签出,或者另一种选择是预先计算多边形的边界框,如果它们不经常改变形状的话。

public bool IsPointInPolygon( Point p, Point[] polygon )
{
    double minX = polygon[ 0 ].X;
    double maxX = polygon[ 0 ].X;
    double minY = polygon[ 0 ].Y;
    double maxY = polygon[ 0 ].Y;
    for ( int i = 1 ; i < polygon.Length ; i++ )
    {
        Point q = polygon[ i ];
        minX = Math.Min( q.X, minX );
        maxX = Math.Max( q.X, maxX );
        minY = Math.Min( q.Y, minY );
        maxY = Math.Max( q.Y, maxY );
    }

    if ( p.X < minX || p.X > maxX || p.Y < minY || p.Y > maxY )
    {
        return false;
    }

    // https://wrf.ecse.rpi.edu/Research/Short_Notes/pnpoly.html
    bool inside = false;
    for ( int i = 0, j = polygon.Length - 1 ; i < polygon.Length ; j = i++ )
    {
        if ( ( polygon[ i ].Y > p.Y ) != ( polygon[ j ].Y > p.Y ) &&
             p.X < ( polygon[ j ].X - polygon[ i ].X ) * ( p.Y - polygon[ i ].Y ) / ( polygon[ j ].Y - polygon[ i ].Y ) + polygon[ i ].X )
        {
            inside = !inside;
        }
    }

    return inside;
}

其他回答

Obj-C版本nirg的答案与样本方法测试点。Nirg的回答对我很有效。

- (BOOL)isPointInPolygon:(NSArray *)vertices point:(CGPoint)test {
    NSUInteger nvert = [vertices count];
    NSInteger i, j, c = 0;
    CGPoint verti, vertj;

    for (i = 0, j = nvert-1; i < nvert; j = i++) {
        verti = [(NSValue *)[vertices objectAtIndex:i] CGPointValue];
        vertj = [(NSValue *)[vertices objectAtIndex:j] CGPointValue];
        if (( (verti.y > test.y) != (vertj.y > test.y) ) &&
        ( test.x < ( vertj.x - verti.x ) * ( test.y - verti.y ) / ( vertj.y - verti.y ) + verti.x) )
            c = !c;
    }

    return (c ? YES : NO);
}

- (void)testPoint {

    NSArray *polygonVertices = [NSArray arrayWithObjects:
        [NSValue valueWithCGPoint:CGPointMake(13.5, 41.5)],
        [NSValue valueWithCGPoint:CGPointMake(42.5, 56.5)],
        [NSValue valueWithCGPoint:CGPointMake(39.5, 69.5)],
        [NSValue valueWithCGPoint:CGPointMake(42.5, 84.5)],
        [NSValue valueWithCGPoint:CGPointMake(13.5, 100.0)],
        [NSValue valueWithCGPoint:CGPointMake(6.0, 70.5)],
        nil
    ];

    CGPoint tappedPoint = CGPointMake(23.0, 70.0);

    if ([self isPointInPolygon:polygonVertices point:tappedPoint]) {
        NSLog(@"YES");
    } else {
        NSLog(@"NO");
    }
}

我知道这是旧的,但这里是一个在Cocoa实现的光线投射算法,如果有人感兴趣的话。不确定这是最有效的方法,但它可能会帮助别人。

- (BOOL)shape:(NSBezierPath *)path containsPoint:(NSPoint)point
{
    NSBezierPath *currentPath = [path bezierPathByFlatteningPath];
    BOOL result;
    float aggregateX = 0; //I use these to calculate the centroid of the shape
    float aggregateY = 0;
    NSPoint firstPoint[1];
    [currentPath elementAtIndex:0 associatedPoints:firstPoint];
    float olderX = firstPoint[0].x;
    float olderY = firstPoint[0].y;
    NSPoint interPoint;
    int noOfIntersections = 0;

    for (int n = 0; n < [currentPath elementCount]; n++) {
        NSPoint points[1];
        [currentPath elementAtIndex:n associatedPoints:points];
        aggregateX += points[0].x;
        aggregateY += points[0].y;
    }

    for (int n = 0; n < [currentPath elementCount]; n++) {
        NSPoint points[1];

        [currentPath elementAtIndex:n associatedPoints:points];
        //line equations in Ax + By = C form
        float _A_FOO = (aggregateY/[currentPath elementCount]) - point.y;  
        float _B_FOO = point.x - (aggregateX/[currentPath elementCount]);
        float _C_FOO = (_A_FOO * point.x) + (_B_FOO * point.y);

        float _A_BAR = olderY - points[0].y;
        float _B_BAR = points[0].x - olderX;
        float _C_BAR = (_A_BAR * olderX) + (_B_BAR * olderY);

        float det = (_A_FOO * _B_BAR) - (_A_BAR * _B_FOO);
        if (det != 0) {
            //intersection points with the edges
            float xIntersectionPoint = ((_B_BAR * _C_FOO) - (_B_FOO * _C_BAR)) / det;
            float yIntersectionPoint = ((_A_FOO * _C_BAR) - (_A_BAR * _C_FOO)) / det;
            interPoint = NSMakePoint(xIntersectionPoint, yIntersectionPoint);
            if (olderX <= points[0].x) {
                //doesn't matter in which direction the ray goes, so I send it right-ward.
                if ((interPoint.x >= olderX && interPoint.x <= points[0].x) && (interPoint.x > point.x)) {  
                    noOfIntersections++;
                }
            } else {
                if ((interPoint.x >= points[0].x && interPoint.x <= olderX) && (interPoint.x > point.x)) {
                     noOfIntersections++;
                } 
            }
        }
        olderX = points[0].x;
        olderY = points[0].y;
    }
    if (noOfIntersections % 2 == 0) {
        result = FALSE;
    } else {
        result = TRUE;
    }
    return result;
}

这似乎在R中工作(为丑陋道歉,希望看到更好的版本!)。

pnpoly <- function(nvert,vertx,verty,testx,testy){
          c <- FALSE
          j <- nvert 
          for (i in 1:nvert){
              if( ((verty[i]>testy) != (verty[j]>testy)) && 
   (testx < (vertx[j]-vertx[i])*(testy-verty[i])/(verty[j]-verty[i])+vertx[i]))
            {c <- !c}
             j <- i}
   return(c)}
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

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