我看到下面的算法用于检查点是否在此链接的给定多边形中:
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;
}
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我试过这个算法,它实际上工作得很完美.但遗憾的是,在花了一些时间试图了解它之后,我无法理解它.
因此,如果有人能够理解这个算法,请向我解释一下.
谢谢.
Cho*_*ett 47
该算法向右射线投射.循环的每次迭代,都会根据多边形的一个边缘检查测试点.如果点的y-coord在边缘范围内,则if测试的第一行成功.第二行检查测试点是否在线的左侧(我想 - 我没有任何废纸可供检查).如果确实如此,则从测试点向右绘制的线穿过该边缘.
通过反复反转该值c,算法计算向右线穿过多边形的次数.如果它经过了奇数次,则该点在内部; 如果是偶数,则该点在外面.
我会关注a)浮点运算的准确性,以及b)具有水平边缘的效果,或具有相同y坐标的测试点作为顶点的效果.
Jos*_*osh 19
Chowlett在各方面,形状和形式上都是正确的.该算法假设如果您的点位于多边形的线上,那么这是在外面 - 在某些情况下,这是错误的.将两个'>'运算符更改为'> ='并将'<'更改为'<='将解决此问题.
bool PointInPolygon(Point point, Polygon polygon) {
vector<Point> points = polygon.getPoints();
int i, j, nvert = points.size();
bool c = false;
for(i = 0, j = nvert - 1; i < nvert; j = i++) {
if( ( (points[i].y >= point.y ) != (points[j].y >= point.y) ) &&
(point.x <= (points[j].x - points[i].x) * (point.y - points[i].y) / (points[j].y - points[i].y) + points[i].x)
)
c = !c;
}
return c;
}
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这可能与解释实际代码中的光线跟踪算法一样详细.它可能没有被优化,但必须始终在完全掌握系统之后.
//method to check if a Coordinate is located in a polygon
public boolean checkIsInPolygon(ArrayList<Coordinate> poly){
//this method uses the ray tracing algorithm to determine if the point is in the polygon
int nPoints=poly.size();
int j=-999;
int i=-999;
boolean locatedInPolygon=false;
for(i=0;i<(nPoints);i++){
//repeat loop for all sets of points
if(i==(nPoints-1)){
//if i is the last vertex, let j be the first vertex
j= 0;
}else{
//for all-else, let j=(i+1)th vertex
j=i+1;
}
float vertY_i= (float)poly.get(i).getY();
float vertX_i= (float)poly.get(i).getX();
float vertY_j= (float)poly.get(j).getY();
float vertX_j= (float)poly.get(j).getX();
float testX = (float)this.getX();
float testY = (float)this.getY();
// following statement checks if testPoint.Y is below Y-coord of i-th vertex
boolean belowLowY=vertY_i>testY;
// following statement checks if testPoint.Y is below Y-coord of i+1-th vertex
boolean belowHighY=vertY_j>testY;
/* following statement is true if testPoint.Y satisfies either (only one is possible)
-->(i).Y < testPoint.Y < (i+1).Y OR
-->(i).Y > testPoint.Y > (i+1).Y
(Note)
Both of the conditions indicate that a point is located within the edges of the Y-th coordinate
of the (i)-th and the (i+1)- th vertices of the polygon. If neither of the above
conditions is satisfied, then it is assured that a semi-infinite horizontal line draw
to the right from the testpoint will NOT cross the line that connects vertices i and i+1
of the polygon
*/
boolean withinYsEdges= belowLowY != belowHighY;
if( withinYsEdges){
// this is the slope of the line that connects vertices i and i+1 of the polygon
float slopeOfLine = ( vertX_j-vertX_i )/ (vertY_j-vertY_i) ;
// this looks up the x-coord of a point lying on the above line, given its y-coord
float pointOnLine = ( slopeOfLine* (testY - vertY_i) )+vertX_i;
//checks to see if x-coord of testPoint is smaller than the point on the line with the same y-coord
boolean isLeftToLine= testX < pointOnLine;
if(isLeftToLine){
//this statement changes true to false (and vice-versa)
locatedInPolygon= !locatedInPolygon;
}//end if (isLeftToLine)
}//end if (withinYsEdges
}
return locatedInPolygon;
}
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关于优化的一句话:最短(和/或最简洁)的代码实现得最快是不正确的.从数组中读取和存储元素并在代码块的执行中(可能)多次使用它比在每次需要时访问数组要快得多.如果阵列非常大,这尤其重要.在我看来,通过将一个数组的每个术语存储在一个命名良好的变量中,它也更容易评估其目的,从而形成一个更易读的代码.只是我的两分钱......
我更改了原始代码以使其更具可读性(这也使用了 Eigen)。算法是一样的。
// This uses the ray-casting algorithm to decide whether the point is inside
// the given polygon. See https://en.wikipedia.org/wiki/Point_in_polygon#Ray_casting_algorithm
bool pnpoly(const Eigen::MatrixX2d &poly, float x, float y)
{
// If we never cross any lines we're inside.
bool inside = false;
// Loop through all the edges.
for (int i = 0; i < poly.rows(); ++i)
{
// i is the index of the first vertex, j is the next one.
// The original code uses a too-clever trick for this.
int j = (i + 1) % poly.rows();
// The vertices of the edge we are checking.
double xp0 = poly(i, 0);
double yp0 = poly(i, 1);
double xp1 = poly(j, 0);
double yp1 = poly(j, 1);
// Check whether the edge intersects a line from (-inf,y) to (x,y).
// First check if the line crosses the horizontal line at y in either direction.
if ((yp0 <= y) && (yp1 > y) || (yp1 <= y) && (yp0 > y))
{
// If so, get the point where it crosses that line. This is a simple solution
// to a linear equation. Note that we can't get a division by zero here -
// if yp1 == yp0 then the above if be false.
double cross = (xp1 - xp0) * (y - yp0) / (yp1 - yp0) + xp0;
// Finally check if it crosses to the left of our test point. You could equally
// do right and it should give the same result.
if (cross < x)
inside = !inside;
}
}
return inside;
}
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