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
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.
其他回答
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。
我在JavaScript中改编的高性能代码(文章如下):
function pointInTriangle (p, p0, p1, p2) {
return (((p1.y - p0.y) * (p.x - p0.x) - (p1.x - p0.x) * (p.y - p0.y)) | ((p2.y - p1.y) * (p.x - p1.x) - (p2.x - p1.x) * (p.y - p1.y)) | ((p0.y - p2.y) * (p.x - p2.x) - (p0.x - p2.x) * (p.y - p2.y))) >= 0;
}
pointInTriangle(p, p0, p1, p2) -用于逆时针方向的三角形 pointInTriangle(p, p0, p1, p2) -用于顺时针三角形
在jsFiddle(包括性能测试)中,在一个单独的函数中也有缠绕检查。或按下面的“运行代码片段”
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(); }); document.querySelector('#performance').addEventListener('click', _testPerformance); test(); function test() { var result = checkClockwise(triangle.a, triangle.b, triangle.c) ? pointInTriangle(point, triangle.a, triangle.c, triangle.b) : pointInTriangle(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 _testPerformance () { var px = [], py = [], p0x = [], p0y = [], p1x = [], p1y = [], p2x = [], p2y = [], p = [], p0 = [], p1 = [], p2 = []; for(var i = 0; i < 1000000; i++) { p[i] = {x: Math.random() * 100, y: Math.random() * 100}; p0[i] = {x: Math.random() * 100, y: Math.random() * 100}; p1[i] = {x: Math.random() * 100, y: Math.random() * 100}; p2[i] = {x: Math.random() * 100, y: Math.random() * 100}; } console.time('optimal: pointInTriangle'); for(var i = 0; i < 1000000; i++) { pointInTriangle(p[i], p0[i], p1[i], p2[i]); } console.timeEnd('optimal: pointInTriangle'); console.time('original: ptInTriangle'); for(var i = 0; i < 1000000; i++) { ptInTriangle(p[i], p0[i], p1[i], p2[i]); } console.timeEnd('original: ptInTriangle'); } function pointInTriangle (p, p0, p1, p2) { return (((p1.y - p0.y) * (p.x - p0.x) - (p1.x - p0.x) * (p.y - p0.y)) | ((p2.y - p1.y) * (p.x - p1.x) - (p2.x - p1.x) * (p.y - p1.y)) | ((p0.y - p2.y) * (p.x - p2.x) - (p0.x - p2.x) * (p.y - p2.y))) >= 0; } function ptInTriangle(p, p0, p1, p2) { var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y); var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y); if (s <= 0 || t <= 0) return false; var A = (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y); return (s + t) < A; } function render() { ctx.fillStyle = "#CCC"; ctx.fillRect(0, 0, 500, 500); drawTriangle(triangle.a, triangle.b, triangle.c); drawPoint(point); } function checkClockwise(p0, p1, p2) { var A = (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y); return A > 0; } 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> <button id="performance">Run performance test (open console)</button> <pre>Click: place the point. Double click: random triangle.</pre> <pre id="result"></pre> <canvas width="500" height="500"></canvas>
受此启发: http://www.phatcode.net/articles.php?id=459
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)
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
bool isInside( float x, float y, float x1, float y1, float x2, float y2, float x3, float y3 ) {
float l1 = (x-x1)*(y3-y1) - (x3-x1)*(y-y1),
l2 = (x-x2)*(y1-y2) - (x1-x2)*(y-y2),
l3 = (x-x3)*(y2-y3) - (x2-x3)*(y-y3);
return (l1>0 && l2>0 && l3>0) || (l1<0 && l2<0 && l3<0);
}
没有比这更有效率的了!三角形的每边都可以有独立的位置和方向,因此需要进行l1、l2和l3三个计算,每个计算需要进行2次乘法。一旦l1, l2和l3是已知的,结果只是一些基本的比较和布尔运算。