如何测试点是否在2D整数坐标中的凸多边形内?

问题描述 投票:23回答:7

多边形作为Vector2I对象列表(2维,整数坐标)给出。如何测试给定点是否在内?我在网上找到的所有实现都失败了一些微不足道的反例。写一个正确的实现似乎很难。语言并不重要,因为我会自己移植它。

geometry polygon hittest
7个回答
24
投票

如果它是凸的,那么检查它的一个简单方法是该点位于所有段的同一侧(如果以相同的顺序遍历)。

您可以使用十字产品轻松检查(因为它与段和点之间形成的角度的余弦成正比,带有正号的那些将位于右侧,而那些带有负号的位于左侧)。

这是Python中的代码:

RIGHT = "RIGHT"
LEFT = "LEFT"

def inside_convex_polygon(point, vertices):
    previous_side = None
    n_vertices = len(vertices)
    for n in xrange(n_vertices):
        a, b = vertices[n], vertices[(n+1)%n_vertices]
        affine_segment = v_sub(b, a)
        affine_point = v_sub(point, a)
        current_side = get_side(affine_segment, affine_point)
        if current_side is None:
            return False #outside or over an edge
        elif previous_side is None: #first segment
            previous_side = current_side
        elif previous_side != current_side:
            return False
    return True

def get_side(a, b):
    x = x_product(a, b)
    if x < 0:
        return LEFT
    elif x > 0: 
        return RIGHT
    else:
        return None

def v_sub(a, b):
    return (a[0]-b[0], a[1]-b[1])

def x_product(a, b):
    return a[0]*b[1]-a[1]*b[0]

14
投票

Ray Casting或Winding方法是此问题最常见的方法。有关详细信息,请参阅Wikipedia article

另外,请查看this page以获取C中记录完备的解决方案。


8
投票

如果多边形是凸的,那么在C#中,以下实现“test if always on same side”方法,并且最多在O(多边形点的n)处运行:

public static bool IsInConvexPolygon(Point testPoint, List<Point> polygon)
{
    //Check if a triangle or higher n-gon
    Debug.Assert(polygon.Length >= 3);

    //n>2 Keep track of cross product sign changes
    var pos = 0;
    var neg = 0;

    for (var i = 0; i < polygon.Count; i++)
    {
        //If point is in the polygon
        if (polygon[i] == testPoint)
            return true;

        //Form a segment between the i'th point
        var x1 = polygon[i].X;
        var y1 = polygon[i].Y;

        //And the i+1'th, or if i is the last, with the first point
        var i2 = i < polygon.Count - 1 ? i + 1 : 0;

        var x2 = polygon[i2].X;
        var y2 = polygon[i2].Y;

        var x = testPoint.X;
        var y = testPoint.Y;

        //Compute the cross product
        var d = (x - x1)*(y2 - y1) - (y - y1)*(x2 - x1);

        if (d > 0) pos++;
        if (d < 0) neg++;

        //If the sign changes, then point is outside
        if (pos > 0 && neg > 0)
            return false;
    }

    //If no change in direction, then on same side of all segments, and thus inside
    return true;
}

3
投票

openCV中的pointPolygonTest函数“确定该点是在轮廓内,外部还是位于边缘”:http://docs.opencv.org/modules/imgproc/doc/structural_analysis_and_shape_descriptors.html?highlight=pointpolygontest#pointpolygontest


3
投票

fortran的答案几乎对我有用,除了我发现我必须翻译多边形,以便你测试的点与原点相同。这是我为编写这个工作而编写的JavaScript:

function Vec2(x, y) {
  return [x, y]
}
Vec2.nsub = function (v1, v2) {
  return Vec2(v1[0]-v2[0], v1[1]-v2[1])
}
// aka the "scalar cross product"
Vec2.perpdot = function (v1, v2) {
  return v1[0]*v2[1] - v1[1]*v2[0]
}

// Determine if a point is inside a polygon.
//
// point     - A Vec2 (2-element Array).
// polyVerts - Array of Vec2's (2-element Arrays). The vertices that make
//             up the polygon, in clockwise order around the polygon.
//
function coordsAreInside(point, polyVerts) {
  var i, len, v1, v2, edge, x
  // First translate the polygon so that `point` is the origin. Then, for each
  // edge, get the angle between two vectors: 1) the edge vector and 2) the
  // vector of the first vertex of the edge. If all of the angles are the same
  // sign (which is negative since they will be counter-clockwise) then the
  // point is inside the polygon; otherwise, the point is outside.
  for (i = 0, len = polyVerts.length; i < len; i++) {
    v1 = Vec2.nsub(polyVerts[i], point)
    v2 = Vec2.nsub(polyVerts[i+1 > len-1 ? 0 : i+1], point)
    edge = Vec2.nsub(v1, v2)
    // Note that we could also do this by using the normal + dot product
    x = Vec2.perpdot(edge, v1)
    // If the point lies directly on an edge then count it as in the polygon
    if (x < 0) { return false }
  }
  return true
}

2
投票

我知道的方式是这样的。

你在多边形之外的某处选择一个点,它可能远离几何体。然后你从这一点画一条线。我的意思是你用这两点创建一个线方程。

然后对于此多边形中的每一行,检查它们是否相交。

它们相交的线数的总和给你内部与否。

如果它是奇怪的:里面

如果它是偶数:外面


1
投票

或者从写这本书的人看 - geometry page

特别是this page,他讨论了为什么缠绕规则通常比射线交叉更好。

编辑 - 对不起,这不是Jospeh O'Rourke写的优秀书籍Computational Geometry in C,它是Paul Bourke,但仍然是几何算法的非常好的来源。

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