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
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;
}
其他回答
我认为下面这段代码是最好的解决方案(从这里开始):
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;
}
参数
nvert:多边形中的顶点数。是否在末端重复第一个顶点在上面的文章中已经讨论过了。 vertx, verty:包含多边形顶点的x坐标和y坐标的数组。 testx, testy:测试点的X坐标和y坐标。
它既简短又高效,适用于凸多边形和凹多边形。如前所述,您应该首先检查边界矩形,并单独处理多边形孔。
这背后的想法很简单。作者描述如下:
我从测试点水平运行一条半无限射线(增加x,固定y),并计算它穿过多少条边。在每个十字路口,光线在内部和外部之间切换。这叫做乔丹曲线定理。
当水平射线穿过任意一条边时,变量c从0变为1,从1变为0。基本上它记录了交叉边的数量是偶数还是奇数。0表示偶数,1表示奇数。
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。
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;
}
如果你正在使用谷歌Map SDK,想要检查一个点是否在一个多边形内,你可以尝试使用GMSGeometryContainsLocation。效果很好!!它是这样运作的,
if GMSGeometryContainsLocation(point, polygon, true) {
print("Inside this polygon.")
} else {
print("outside this polygon")
}
这里是参考资料:https://developers.google.com/maps/documentation/ios-sdk/reference/group___geometry_utils#gaba958d3776d49213404af249419d0ffd
简单的解决方案是将多边形划分为三角形,并按这里解释的那样对三角形进行测试
如果你的多边形是凸多边形,可能有更好的方法。把这个多边形看作是无限条线的集合。每一行将空间一分为二。对于每一个点,很容易判断它是在直线的一边还是另一边。如果一个点在所有直线的同一侧,那么它在多边形内。
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