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
Scala版本的解决方案由nirg(假设边界矩形预检查是单独完成的):
def inside(p: Point, polygon: Array[Point], bounds: Bounds): Boolean = {
val length = polygon.length
@tailrec
def oddIntersections(i: Int, j: Int, tracker: Boolean): Boolean = {
if (i == length)
tracker
else {
val intersects = (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
oddIntersections(i + 1, i, if (intersects) !tracker else tracker)
}
}
oddIntersections(0, length - 1, tracker = false)
}
其他回答
Scala版本的解决方案由nirg(假设边界矩形预检查是单独完成的):
def inside(p: Point, polygon: Array[Point], bounds: Bounds): Boolean = {
val length = polygon.length
@tailrec
def oddIntersections(i: Int, j: Int, tracker: Boolean): Boolean = {
if (i == length)
tracker
else {
val intersects = (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
oddIntersections(i + 1, i, if (intersects) !tracker else tracker)
}
}
oddIntersections(0, length - 1, tracker = false)
}
如果你正在寻找一个java脚本库,有一个javascript谷歌maps v3扩展的Polygon类,以检测是否有一个点驻留在它里面。
var polygon = new google.maps.Polygon([], "#000000", 1, 1, "#336699", 0.3);
var isWithinPolygon = polygon.containsLatLng(40, -90);
谷歌扩展Github
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)。
真的很喜欢Nirg发布的解决方案,由bobobobo编辑。我只是让它javascript友好,更容易读懂我的使用:
function insidePoly(poly, pointx, pointy) {
var i, j;
var inside = false;
for (i = 0, j = poly.length - 1; i < poly.length; j = i++) {
if(((poly[i].y > pointy) != (poly[j].y > pointy)) && (pointx < (poly[j].x-poly[i].x) * (pointy-poly[i].y) / (poly[j].y-poly[i].y) + poly[i].x) ) inside = !inside;
}
return inside;
}
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;
}
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