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
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
其他回答
以下是M. Katz基于Nirg方法的答案的JavaScript变体:
function pointIsInPoly(p, polygon) {
var isInside = false;
var minX = polygon[0].x, maxX = polygon[0].x;
var minY = polygon[0].y, maxY = polygon[0].y;
for (var n = 1; n < polygon.length; n++) {
var q = polygon[n];
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;
}
var i = 0, j = polygon.length - 1;
for (i, j; 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 ) {
isInside = !isInside;
}
}
return isInside;
}
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;
}
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");
}
}
令人惊讶的是之前没有人提出这个问题,但是对于需要数据库的实用主义者来说:MongoDB对Geo查询提供了出色的支持,包括这个查询。
你需要的是:
db.neighborhoods。findOne({geometry: {$geoIntersects: {$geometry: { type: "Point",坐标:["经度","纬度"]}}} })
communities是存储一个或多个标准GeoJson格式多边形的集合。如果查询返回null,则表示不相交,否则为。
这里有详细的记录: https://docs.mongodb.com/manual/tutorial/geospatial-tutorial/
在330个不规则多边形网格中,超过6000个点分类的性能不到一分钟,没有任何优化,包括用各自的多边形更新文档的时间。
下面是Rust版本的@nirg答案(Philipp Lenssen javascript版本) 我给出这个答案是因为我从这个网站得到了很多帮助,我翻译javascript版本rust作为一个练习,希望可以帮助一些人,最后一个原因是,在我的工作中,我会把这段代码翻译成一个wasm,以提高我的画布的性能,这是一个开始。我的英语很差……,请原谅我 `
pub struct Point {
x: f32,
y: f32,
}
pub fn point_is_in_poly(pt: Point, polygon: &Vec<Point>) -> bool {
let mut is_inside = false;
let max_x = polygon.iter().map(|pt| pt.x).reduce(f32::max).unwrap();
let min_x = polygon.iter().map(|pt| pt.x).reduce(f32::min).unwrap();
let max_y = polygon.iter().map(|pt| pt.y).reduce(f32::max).unwrap();
let min_y = polygon.iter().map(|pt| pt.y).reduce(f32::min).unwrap();
if pt.x < min_x || pt.x > max_x || pt.y < min_y || pt.y > max_y {
return is_inside;
}
let len = polygon.len();
let mut j = len - 1;
for i in 0..len {
let y_i_value = polygon[i].y > pt.y;
let y_j_value = polygon[j].y > pt.y;
let last_check = (polygon[j].x - polygon[i].x) * (pt.y - polygon[i].y)
/ (polygon[j].y - polygon[i].y)
+ polygon[i].x;
if y_i_value != y_j_value && pt.x < last_check {
is_inside = !is_inside;
}
j = i;
}
is_inside
}
let pt = Point {
x: 1266.753,
y: 97.655,
};
let polygon = vec![
Point {
x: 725.278,
y: 203.586,
},
Point {
x: 486.831,
y: 441.931,
},
Point {
x: 905.77,
y: 445.241,
},
Point {
x: 1026.649,
y: 201.931,
},
];
let pt1 = Point {
x: 725.278,
y: 203.586,
};
let pt2 = Point {
x: 872.652,
y: 321.103,
};
println!("{}", point_is_in_poly(pt, &polygon));// false
println!("{}", point_is_in_poly(pt1, &polygon)); // true
println!("{}", point_is_in_poly(pt2, &polygon));// true
`
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