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

我认为这是迄今为止所有答案中最简洁的一个。

例如,假设我们有一个多边形,它带有多边形凹,看起来像这样:

大多边形顶点的二维坐标为

[[139, 483], [227, 792], [482, 849], [523, 670], [352, 330]]

方框顶点的坐标为

[[248, 518], [336, 510], [341, 614], [250, 620]]

空心三角形顶点的坐标为

[[416, 531], [505, 517], [495, 616]]

假设我们想要测试两个点[296,557]和[422,730],如果它们在红色区域内(不包括边缘)。如果我们定位这两个点,它将是这样的:

显然,[296,557]不在读取区域内,而[422,730]在。

我的解决方案是基于圈数算法。下面是我只使用numpy的4行python代码:

def detect(points, *polygons):
    import numpy as np
    endpoint1 = np.r_[tuple(np.roll(p, 1, 0) for p in polygons)][:, None] - points
    endpoint2 = np.r_[polygons][:, None] - points
    p1, p2 = np.cross(endpoint1, endpoint2), np.einsum('...i,...i', endpoint1, endpoint2)
    return ~((p1.sum(0) < 0) ^ (abs(np.arctan2(p1, p2).sum(0)) > np.pi) | ((p1 == 0) & (p2 <= 0)).any(0))

要测试实现:

points = [[296, 557], [422, 730]]
polygon1 = [[139, 483], [227, 792], [482, 849], [523, 670], [352, 330]]
polygon2 = [[248, 518], [336, 510], [341, 614], [250, 620]]
polygon3 = [[416, 531], [505, 517], [495, 616]]

print(detect(points, polygon1, polygon2, polygon3))

输出:

[False  True]

其他回答

在大多数情况下,这是一个比其他算法都快的算法。

它又新又雅致。我们花费O(n * log(n))时间构建一个表,允许我们在O(log(n) + k)时间内测试多边形中的点。

与光线跟踪或角度不同,使用扫描光束表可以更快地对同一多边形进行多次检查。我们必须预先构建一个扫描束活动边表,这是大多数代码正在做的事情。

We calculate the scanbeam and the active edges for that position in the y-direction. We make a list of points sorted by their y-component and we iterate through this list, for two events. Start-Y and End-Y, we track the active edges as we process the list. We process the events in order and for each scanbeam we record the y-value of the event and the active edges at each event (events being start-y and end-y) but we only record these when our event-y is different than last time (so everything at the event point is processed before we mark it in our table).

我们得到我们的表格:

[] p6p5、p6p7 p6p5, p6p7, p2p3, p2p1 p6p7, p5p4, p2p3, p3p1 p7p8, p5p4, p2p3, p2p1 p7p8, p5p4, p3p4, p2p1 p7p8 p2p1、 p7p8、p1p0 p8p0、p1p0 []

在构建该表之后,实际执行工作的代码只有几行。

注意:这里的代码使用复数值作为点。所以。real是。x。imag是。y。

def point_in_scantable(actives_table, events, xi, point):
    beam = bisect(events, point.imag) - 1  # Binary search in sorted array.
    actives_at_y = actives_table[beam]
    total = sum([point.real > xi(e, point.imag) for e in actives_at_y])
    return bool(total % 2)

我们对事件进行二进制搜索,以找到特定值的actives_at_y。对于在y点的所有活动,我们计算在我们点的特定y点的x段值。每次x截距大于点的x分量时加1。然后对总数乘以2。(这是偶数-奇数填充规则,你可以很容易地适应任何其他填充规则)。

完整的代码:


from bisect import bisect

def build_edge_list(polygon):
    edge_list = []
    for i in range(1, len(polygon)):
        if (polygon[i].imag, polygon[i].real) < (polygon[i - 1].imag, polygon[i - 1].real):
            edge_list.append((polygon[i], i))
            edge_list.append((polygon[i - 1], ~i))
        else:
            edge_list.append((polygon[i], ~i))
            edge_list.append((polygon[i - 1], i))

    def sort_key(e):
        return e[0].imag, e[0].real, ~e[1]

    edge_list.sort(key=sort_key)
    return edge_list


def build_scanbeam(edge_list):
    actives_table = []
    events = []
    y = -float("inf")
    actives = []
    for pt, index in edge_list:
        if y != pt.imag:
            actives_table.append(list(actives))
            events.append(y)
        if index >= 0:
            actives.append(index)
        else:
            actives.remove(~index)
        y = pt.imag
    return actives_table, events

def point_in_polygon(polygon, point):
    def x_intercept(e, y):
        pt0 = polygon[e-1]
        pt1 = polygon[e]
        if pt1.real - pt0.real == 0:
            return pt0.real
        m = (pt1.imag - pt0.imag) / (pt1.real - pt0.real)
        b = pt0.imag - (m * pt0.real)
        return (y - b) / m

    edge_list = build_edge_list(polygon)
    actives_table, events = build_scanbeam(edge_list)
    try:
        if len(point):
            return [point_in_scantable(actives_table, events, x_intercept, p) for p in point]
    except TypeError:
        return point_in_scantable(actives_table, events, x_intercept, point)

def point_in_scantable(actives_table, events, xi, point):
    beam = bisect(events, point.imag) - 1  # Binary search in sorted array.
    actives_at_y = actives_table[beam]
    total = sum([point.real > xi(e, point.imag) for e in actives_at_y])
    return bool(total % 2)

如果忽略,则扫描表的构建时间为O(n*log(n))。我们实际上是在O(log(n) + k)时间内查到的。其中n是多边形中段数的大小,k是该多边形中典型的活动边数。其他的光线追踪方法实际上需要O(n)时间。每次我们检查一个点,它迭代整个多边形。所以即使有这个明显的次优实现,它也轻而易举地打败了其他所有的。


There's a few performance tricks that could be done, for example, we can lower the time complexity to O(log(n) + log(k)) time. To do this we would implement Bentley-Ottmann into the sweep line, and rather than processing the intersections as different events, we split the lines at the intersections. We then also sort the active edges by their x-intercepts. We then know that no intersections occur during a scanbeam and since we sorted our segments (taking care to order them correctly within the scanbeam even if they start at the same initial point (you need to look at the slopes, or just compare midpoints of the segments). We then have a sorted intersection-less actives lists scanbeam table which means we can binary search into active edge list as well. Though that sounds like a lot of work for a value of k which is going to be typically 2 or maybe 4.

此外,由于这基本上变成了一个查找表和一些x截距的最小计算,它更能用GPU完成。你不再需要在多边形上循环了。所以你可以用numpy这样的东西来大量计算这些点,这样你就可以一次做所有的计算,从而提高性能。

David Segond's answer is pretty much the standard general answer, and Richard T's is the most common optimization, though therre are some others. Other strong optimizations are based on less general solutions. For example if you are going to check the same polygon with lots of points, triangulating the polygon can speed things up hugely as there are a number of very fast TIN searching algorithms. Another is if the polygon and points are on a limited plane at low resolution, say a screen display, you can paint the polygon onto a memory mapped display buffer in a given colour, and check the color of a given pixel to see if it lies in the polygons.

像许多优化一样,这些优化是基于特定情况而不是一般情况,并且基于摊销时间而不是单次使用产生效益。

在这个领域工作,我发现约瑟夫·奥鲁克斯的《计算几何》在C' ISBN 0-521-44034-3是一个很大的帮助。

nirg的c#版本的答案在这里:我只分享代码。这可能会节省一些时间。

public static bool IsPointInPolygon(IList<Point> polygon, Point testPoint) {
            bool result = false;
            int j = polygon.Count() - 1;
            for (int i = 0; i < polygon.Count(); i++) {
                if (polygon[i].Y < testPoint.Y && polygon[j].Y >= testPoint.Y || polygon[j].Y < testPoint.Y && polygon[i].Y >= testPoint.Y) {
                    if (polygon[i].X + (testPoint.Y - polygon[i].Y) / (polygon[j].Y - polygon[i].Y) * (polygon[j].X - polygon[i].X) < testPoint.X) {
                        result = !result;
                    }
                }
                j = i;
            }
            return result;
        }

这大概是一个稍微不那么优化的C代码版本,它来自于这个页面。

我的c++版本使用std::vector<std::pair<double, double>>和两个double作为x和y。逻辑应该与原始C代码完全相同,但我发现我的更容易阅读。我不能为表演说话。

bool point_in_poly(std::vector<std::pair<double, double>>& verts, double point_x, double point_y)
{
    bool in_poly = false;
    auto num_verts = verts.size();
    for (int i = 0, j = num_verts - 1; i < num_verts; j = i++) {
        double x1 = verts[i].first;
        double y1 = verts[i].second;
        double x2 = verts[j].first;
        double y2 = verts[j].second;

        if (((y1 > point_y) != (y2 > point_y)) &&
            (point_x < (x2 - x1) * (point_y - y1) / (y2 - y1) + x1))
            in_poly = !in_poly;
    }
    return in_poly;
}

原始的C代码是

int pnpoly(int nvert, float *vertx, float *verty, float testx, float testy)
{
  int i, j, c = 0;
  for (i = 0, j = nvert-1; i < nvert; j = i++) {
    if ( ((verty[i]>testy) != (verty[j]>testy)) &&
     (testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) )
       c = !c;
  }
  return c;
}

这个问题的大多数答案并没有很好地处理所有的极端情况。以下是一些微妙的极端情况: 这是一个javascript版本,所有角落的情况都得到了很好的处理。

/** Get relationship between a point and a polygon using ray-casting algorithm
 * @param {{x:number, y:number}} P: point to check
 * @param {{x:number, y:number}[]} polygon: the polygon
 * @returns -1: outside, 0: on edge, 1: inside
 */
function relationPP(P, polygon) {
    const between = (p, a, b) => p >= a && p <= b || p <= a && p >= b
    let inside = false
    for (let i = polygon.length-1, j = 0; j < polygon.length; i = j, j++) {
        const A = polygon[i]
        const B = polygon[j]
        // corner cases
        if (P.x == A.x && P.y == A.y || P.x == B.x && P.y == B.y) return 0
        if (A.y == B.y && P.y == A.y && between(P.x, A.x, B.x)) return 0

        if (between(P.y, A.y, B.y)) { // if P inside the vertical range
            // filter out "ray pass vertex" problem by treating the line a little lower
            if (P.y == A.y && B.y >= A.y || P.y == B.y && A.y >= B.y) continue
            // calc cross product `PA X PB`, P lays on left side of AB if c > 0 
            const c = (A.x - P.x) * (B.y - P.y) - (B.x - P.x) * (A.y - P.y)
            if (c == 0) return 0
            if ((A.y < B.y) == (c > 0)) inside = !inside
        }
    }

    return inside? 1 : -1
}