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  • js判断点是否在平面几何图形内(基于百度地图方法)

    ####1. 点线面数据格式

    • 点: { x: xxx, y: xxx }
    • 线: [{ x: xxx, y: xxx }, { x: xxx, y: xxx }]
    • 面: [{ x: xxx, y: xxx }, { x: xxx, y: xxx }, { x: xxx, y: xxx }...

    2. 方法详解

    //判断点是否在平面中
    function isPointInPolygon(point, polygon) {
    
        //下述代码来源:http://paulbourke.net/geometry/insidepoly/,进行了部分修改
        //基本思想是利用射线法,计算射线与多边形各边的交点,如果是偶数,则点在多边形外,否则
        //在多边形内。还会考虑一些特殊情况,如点在多边形顶点上,点在多边形边上等特殊情况。
    
        var N = polygon.length;
        var boundOrVertex = true; //如果点位于多边形的顶点或边上,也算做点在多边形内,直接返回true
        var intersectCount = 0; //cross points count of x 
        var precision = 2e-10; //浮点类型计算时候与0比较时候的容差
        var p1, p2; //neighbour bound vertices
        var p = point; //测试点
    
        p1 = polygon[0]; //left vertex        
        for (var i = 1; i <= N; ++i) { //check all rays            
            if (p.x == p1.x && p.y == p1.y) {
                return boundOrVertex; //p is an vertex
            }
    
            p2 = polygon[i % N]; //right vertex            
            if (p.y < Math.min(p1.y, p2.y) || p.y > Math.max(p1.y, p2.y)) { //ray is outside of our interests                
                p1 = p2;
                continue; //next ray left point
            }
    
            if (p.y > Math.min(p1.y, p2.y) && p.y < Math.max(p1.y, p2.y)) { //ray is crossing over by the algorithm (common part of)
                if (p.x <= Math.max(p1.x, p2.x)) { //x is before of ray                    
                    if (p1.y == p2.y && p.x >= Math.min(p1.x, p2.x)) { //overlies on a horizontal ray
                        return boundOrVertex;
                    }
    
                    if (p1.x == p2.x) { //ray is vertical                        
                        if (p1.x == p.x) { //overlies on a vertical ray
                            return boundOrVertex;
                        } else { //before ray
                            ++intersectCount;
                        }
                    } else { //cross point on the left side                        
                        var xinters = (p.y - p1.y) * (p2.x - p1.x) / (p2.y - p1.y) + p1.x; //cross point of x                        
                        if (Math.abs(p.x - xinters) < precision) { //overlies on a ray
                            return boundOrVertex;
                        }
    
                        if (p.x < xinters) { //before ray
                            ++intersectCount;
                        }
                    }
                }
            } else { //special case when ray is crossing through the vertex                
                if (p.y == p2.y && p.x <= p2.x) { //p crossing over p2                    
                    var p3 = polygon[(i + 1) % N]; //next vertex                    
                    if (p.y >= Math.min(p1.y, p3.y) && p.y <= Math.max(p1.y, p3.y)) { //p.y lies between p1.y & p3.y
                        ++intersectCount;
                    } else {
                        intersectCount += 2;
                    }
                }
            }
            p1 = p2; //next ray left point
        }
    
        if (intersectCount % 2 == 0) { //偶数在多边形外
            return false;
        } else { //奇数在多边形内
            return true;
        }
    }
    

      

    转载自:https://www.codeleading.com/article/65161367478/

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  • 原文地址:https://www.cnblogs.com/guohu/p/15498859.html
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