示例代码
using System;
using System.Collections.Generic;
namespace Geometry
{
/// <summary>
/// 计算几何类
/// 封装了计算几何的基本算法:
/// 点与矩形的关系、点与圆的关系、点与直线的关系、直线与直线的关系、点与多边形的关系
/// </summary>
public class ComputationGeometry
{
public static double Epsilon = 0.00000001;//1E-8精度
// 判断一个点是否在矩形内
public static bool IsPointInRect(Point p, Rect rc)
{
double xr = (p.x - rc.p1.x) * (p.x - rc.p2.x);
double yr = (p.y - rc.p1.y) * (p.y - rc.p2.y);
return (xr <= 0.0) && (yr <= 0.0);
}
// 判断两个矩形是否相交
public static bool IsRectIntersect(Rect rc1, Rect rc2)
{
return (Math.Max(rc1.p1.x, rc1.p2.x) >= Math.Min(rc2.p1.x, rc2.p2.x))
&& (Math.Max(rc2.p1.x, rc2.p2.x) >= Math.Min(rc1.p1.x, rc1.p2.x))
&& (Math.Max(rc1.p1.y, rc1.p2.y) >= Math.Min(rc2.p1.y, rc2.p2.y))
&& (Math.Max(rc2.p1.y, rc2.p2.y) >= Math.Min(rc1.p1.y, rc1.p2.y));
}
// 判断一个点是否在圆内
public static bool IsPointInCircle(Point p, Point o, double r)
{
double d = PointDistance(p, o);
return d <= r;
}
// 判断一个点是否在线段上
public static bool IsPointOnLineSegment(Point p, LineSegment ls)
{
Rect rc = GetLineSegmentRect(ls);
//如果线段所表示的矢量和点的矢量的叉积是0,就说明点在线段所在的直线上
double cp = CrossProduct(ls.pe.x - ls.ps.x, ls.pe.y - ls.ps.y,
p.x - ls.ps.x, p.y - ls.ps.y);
return IsPointInRect(p, rc) //排除实验
&& IsZeroFloatValue(cp);//1E-8精度
}
// 判断两条线段的包围盒是否排斥 true:不相交
private static bool IsLineSegmentExclusive(LineSegment ls1, LineSegment ls2)
{
Rect rc1 = GetLineSegmentRect(ls1);
Rect rc2 = GetLineSegmentRect(ls2);
return !IsRectIntersect(rc1, rc2);
}
// 判断两条线段是否相交
public static bool IsLineSegmentIntersect(LineSegment ls1, LineSegment ls2)
{
//排斥实验
if (IsLineSegmentExclusive(ls1, ls2)) {
return false;
}
//(P1 - Q1)×(Q2 - Q1)
double p1xq = CrossProduct(ls1.ps.x - ls2.ps.x, ls1.ps.y - ls2.ps.y,
ls2.pe.x - ls2.ps.x, ls2.pe.y - ls2.ps.y);
//(P2 - Q1)×(Q2 - Q1)
double p2xq = CrossProduct(ls1.pe.x - ls2.ps.x, ls1.pe.y - ls2.ps.y,
ls2.pe.x - ls2.ps.x, ls2.pe.y - ls2.ps.y);
//(Q1 - P1)×(P2 - P1)
double q1xp = CrossProduct(ls2.ps.x - ls1.ps.x, ls2.ps.y - ls1.ps.y,
ls1.pe.x - ls1.ps.x, ls1.pe.y - ls1.ps.y);
//(Q2 - P1)×(P2 - P1)
double q2xp = CrossProduct(ls2.pe.x - ls1.ps.x, ls2.pe.y - ls1.ps.y,
ls1.pe.x - ls1.ps.x, ls1.pe.y - ls1.ps.y);
//跨立实验
return (p1xq * p2xq <= 0.0) && (q1xp * q2xp <= 0.0);
}
// 获取线段的矩形包围盒
public static Rect GetLineSegmentRect(LineSegment ls)
{
Rect rc = new Rect();
rc.p1 = ls.ps;
rc.p2 = ls.pe;
return rc;
}
/// <summary>
/// 判断点是否在多边形内
/// </summary>
/// <param name="polygon">边数组</param>
/// <returns></returns>
public static bool IsPointInPolygon(Point p, Polygon polygon)
{
if (!polygon.IsValid())
throw new ArgumentException("无效多边形");
int count = 0;//记录射线与多边形的交点个数
//创建一条从P点出发向左的最大线段P1P2
LineSegment ll = new LineSegment();
ll.ps = p;
ll.pe = new Point(-1000, p.y);//这里的x值应该根据多边形的包围盒计算得到
LineSegment edge;
for (int i = 0; i < polygon.edges.Count; i++ )
{
edge = polygon.edges[i];
if (IsPointOnLineSegment(p, edge)) {
return true;
}
//如果edge与P1P2平行,则忽略这条边,
//如果平行,要么交点为0个,要么有无数个。
if (edge.IsHorizontal())
continue;
//当P1P2与多边形的顶点相交时,此时交点会被计算两次
//这种情况的处理原则是:
//如果P的y坐标与P1、P2中较小的y坐标相同,则忽略这个交点。
if (IsSameFloatValue(edge.ps.y, p.y) && edge.ps.y > edge.pe.y)
{
count++;
}
else if (IsSameFloatValue(edge.pe.y, p.y) && edge.pe.y > edge.ps.y)
{
count++;
}
else
{
if (IsLineSegmentIntersect(edge, ll))
{
count++;
}
}
}
return (count % 2) == 1;//交点个数为奇数时表示点在多边形内
}
// 计算两点间距离
private static double PointDistance(Point p1, Point p2)
{
return Math.Sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
}
// 计算三角形面积
public static double CalculateTriangleArea(Triangle triangle)
{
return CalculateTriangleArea(triangle.p0, triangle.p1, triangle.p2);
}
public static double CalculateTriangleArea(Point p0, Point p1, Point p2)
{
Vector2 v01 = Vector2.Create(p0, p1);
Vector2 v02 = Vector2.Create(p0, p2);
double s = CrossProduct(v01.x, v01.y, v02.x, v02.y) / 2;
return s;
}
// 判断一个点是否在三角形内
public static bool IsPointInTriangle(Point p, Triangle triangle)
{
double s012 = CalculateTriangleArea(triangle);
double s01p = CalculateTriangleArea(triangle.p0, triangle.p1, p);
double s02p = CalculateTriangleArea(triangle.p0, triangle.p2, p);
double s12p = CalculateTriangleArea(triangle.p1, triangle.p2, p);
return s01p + s02p + s12p <= s012;
}
// 是否近似0
private static bool IsZeroFloatValue(double d)
{
return d > -Epsilon && d < Epsilon;
}
// 是否相等
private static bool IsSameFloatValue(double d1, double d2)
{
return Math.Abs(d1 - d2) < Epsilon;
}
/**
* 点积(内积)
* (P, Q)表示向量P和Q的夹角。
*
* 如果P和Q不共线,则:
* P·Q > 0,则P和Q的夹角是钝角(大于90度)
* P·Q < 0,则P和Q的夹角是锐角(小于90度)
* P·Q = 0,则P和Q的夹角是90度
*/
private static double DotProduct(double x1, double y1, double x2, double y2)
{
return x1 * x2 + y1 * y2;
}
/**
* 叉积(外积)
* P×Q = -(Q×P)
*
* 几何意义:
* P×Q为所构成的平行四边行的面积。
*
* 方向:
* P×Q的方向是垂直于P和Q所在的平面(右手坐标系)
*
* 性质:
* 判断两矢量相互之间的位置关系
* P×Q > 0,则Q在P的逆时针方向
* P×Q < 0,则Q在P的顺时针方向
* P×Q = 0,则Q与P共线
*/
private static double CrossProduct(double x1, double y1, double x2, double y2)
{
return x1 * y2 - x2 * y1;
}
}
public class Point
{
public double x;
public double y;
public Point(double x, double y)
{
this.x = x;
this.y = y;
}
}
public class Vector2
{
public double x;
public double y;
public static Vector2 Create(Point p0, Point p1)
{
Vector2 v = new Vector2();
v.x = p1.x - p0.x;
v.y = p1.y - p0.y;
return v;
}
}
public class Rect
{
public Point p1;
public Point p2;
}
public class Triangle
{
public Point p0;
public Point p1;
public Point p2;
}
public class LineSegment
{
public Point ps;
public Point pe;
//是否为水平线段
public bool IsHorizontal()
{
return Math.Abs(pe.y - ps.y) < 0.00000001;
}
}
public class Polygon
{
public List<LineSegment> edges;
// 判断是否为合法的多边形
public bool IsValid()
{
return true;
}
}
}