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如何从多边形内的点获取多边形外的最近点?

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我有一个包含很多多边形的 Map ,其中一个有一个点,如下所示:
polygons

多边形边缘的x和y坐标保存在这样的数据库中(例如):

Polygon(Point(11824, 10756), Point(11822, 10618), Point(11912, 10517), Point(12060, 10529), Point(12158, 10604), Point(12133, 10713), Point(12027, 10812), Point(11902, 10902)),
Polygon(Point(11077, 13610), Point(10949, 13642), Point(10828, 13584), Point(10772, 13480), Point(10756, 13353), Point(10849, 13256), Point(10976, 13224), Point(11103, 13294), Point(11171, 13414), Point(11135, 13558)),
Polygon(Point(11051.801757813, 11373.985351563), Point(11165.717773438, 11275.469726563), Point(11281.733398438, 11255.646484375), Point(11381.07421875, 11333.15625), Point(11440.202148438, 11467.706054688), Point(11404.73046875, 11584.534179688), Point(11301.662109375, 11643.852539063), Point(11169.486328125, 11644.079101563), Point(11067.555664063, 11579.676757813), Point(11018.21484375, 11454.750976563)),
Polygon(Point(12145, 13013), Point(12069.065429688, 13014.67578125), Point(12012.672851563, 12953.833984375), Point(11973.942382813, 12910.14453125), Point(11958.610351563, 12853.736328125), Point(11988.58203125, 12780.668945313), Point(12046.806640625, 12735.046875), Point(12117.080078125, 12729.838867188), Point(12185.567382813, 12743.389648438), Point(12225.575195313, 12803.530273438), Point(12255.934570313, 12859.2109375), Point(12263.861328125, 12914.166992188), Point(12221.2578125, 12978.983398438)),

它们是稍后绘制的,我无法访问它,只能访问此坐标 . 所以我有多边形边的x / y和红点的x / y . 现在我必须知道红点是哪个多边形 .

那么我最需要的就是:
polygon

我有红点的x和y坐标以及边的x y坐标 . 我需要绿点的x和y坐标 . (多边形外最近的位置)

我需要它在lua,但随意用任何语言回答,我可以翻译它 .

2 回答

  • 1

    要知道该点在哪个多边形中,可以使用Ray Casting algorithm .

    为了找到最近的边缘,你可以使用一个简单的方法计算distance to each edge然后采取最小值 . 只需记住检查边缘的交点是否在边缘之外(检查this) . 如果它在外面,则距离边缘最近的极端 .

    好吧用一些伪代码更好地解释直觉:

    dot(u,v) --> ((u).x * (v).x + (u).y * (v).y)
    norm(v)  --> sqrt(dot(v,v))     // norm = length of vector
    dist(u,v)--> norm(u-v)          // distance = norm of difference
    
    // Vector contains x and y
    // Point contains x and y
    // Segment contains P0 and P1 of type Point
    // Point  = Point ± Vector
    // Vector = Point - Point
    // Vector = Scalar * Vector
    Point closest_Point_in_Segment_to(Point P, Segment S)
    {
         Vector v = S.P1 - S.P0;
         Vector w = P - S.P0;
    
         double c1 = dot(w,v);
         if ( c1 <= 0 )   // the closest point is outside the segment and nearer to P0
              return S.P0;
    
         double c2 = dot(v,v);
         if ( c2 <= c1 )  // the closest point is outside the segment and nearer to P1
              return S.P1;
    
         double b = c1 / c2;
         Point Pb = S.P0 + b * v;
         return Pb;
    }
    
    [Point, Segment] get_closest_border_point_to(Point point, Polygon poly) {
    
        double bestDistance = MAX_DOUBLE;
        Segment bestSegment;
        Point bestPoint;
    
        foreach s in poly.segments {
            Point closestInS = closest_Point_in_Segment_to(point, s);
            double d = dist(point, closestInS);
            if (d < bestDistance) {
                bestDistance = d;
                bestSegment = s;
                bestPoint = closestInS; 
            }
        }
    
        return [bestPoint, bestSegment];
    }
    

    我认为这个伪代码应该让你去,当然,一旦你有了多边形你的观点!

  • 4

    我的 PolyCollisions 课程:

    public class PolyCollisions {
    
        // Call this function...
        public static Vector2 doCollisions (Vector2[] polygon, Vector2 point) {
    
            if(!pointIsInPoly(polygon, point)) {
                // The point is not colliding with the polygon, so it does not need to change location
                return point;
            }
    
            // Get the closest point of the polygon
            return closestPointOutsidePolygon(polygon, point);
    
        }
    
        // Check if the given point is within the given polygon (Vertexes)
        // 
        // If so, call on collision if required, and move the point to the
        // closest point outside of the polygon
        public static boolean pointIsInPoly(Vector2[] verts, Vector2 p) {
            int nvert = verts.length;
            double[] vertx = new double[nvert];
            double[] verty = new double[nvert];
            for(int i = 0; i < nvert; i++) {
                Vector2 vert = verts[i];
                vertx[i] = vert.x;
                verty[i] = vert.y;
            }
            double testx = p.x;
            double testy = p.y;
            int i, j;
            boolean c = false;
            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;
        }
    
        // Gets the closed point that isn't inside the polygon...
        public static Vector2 closestPointOutsidePolygon (Vector2[] poly, Vector2 point) {
    
            return getClosestPointInSegment(closestSegment(poly, point), point);
    
        }
    
        public static Vector2 getClosestPointInSegment (Vector2[] segment, Vector2 point) {
    
            return newPointFromCollision(segment[0], segment[1], point);
    
        }
    
        public static Vector2 newPointFromCollision (Vector2 aLine, Vector2 bLine, Vector2 p) {
    
            return nearestPointOnLine(aLine.x, aLine.y, bLine.x, bLine.y, p.x, p.y);
    
        }
    
        public static Vector2 nearestPointOnLine(double ax, double ay, double bx, double by, double px, double py) {
    
            // https://stackoverflow.com/questions/1459368/snap-point-to-a-line-java
    
            double apx = px - ax;
            double apy = py - ay;
            double abx = bx - ax;
            double aby = by - ay;
    
            double ab2 = abx * abx + aby * aby;
            double ap_ab = apx * abx + apy * aby;
            double t = ap_ab / ab2;
            if (t < 0) {
                t = 0;
            } else if (t > 1) {
                t = 1;
            }
            return new Vector2(ax + abx * t, ay + aby * t);
        }
    
        public static Vector2[] closestSegment (Vector2[] points, Vector2 point) {
    
            Vector2[] returns = new Vector2[2];
    
            int index = closestPointIndex(points, point);
    
            returns[0] = points[index];
    
            Vector2[] neighbors = new Vector2[] {
                    points[(index+1+points.length)%points.length],
                    points[(index-1+points.length)%points.length]
            };
    
            double[] neighborAngles = new double[] {
                    getAngle(new Vector2[] {point, returns[0], neighbors[0]}),
                    getAngle(new Vector2[] {point, returns[0], neighbors[1]})
            };
            // The neighbor with the lower angle is the one to use
            if(neighborAngles[0] < neighborAngles[1]) {
                returns[1] = neighbors[0];
            } else {
                returns[1] = neighbors[1];
            }
    
            return returns;
    
        }
    
        public static double getAngle (Vector2[] abc) {
    
            // https://stackoverflow.com/questions/1211212/how-to-calculate-an-angle-from-three-points
            // atan2(P2.y - P1.y, P2.x - P1.x) - atan2(P3.y - P1.y, P3.x - P1.x)
            return Math.atan2(abc[2].y - abc[0].y, abc[2].x - abc[0].x) - Math.atan2(abc[1].y - abc[0].y, abc[1].x - abc[0].x);
    
        }
    
        public static int closestPointIndex (Vector2[] points, Vector2 point) {
    
            int leastDistanceIndex = 0;
            double leastDistance = Double.MAX_VALUE;
    
            for(int i = 0; i < points.length; i++) {
                double dist = distance(points[i], point);
                if(dist < leastDistance) {
                    leastDistanceIndex = i;
                    leastDistance = dist;
                }
            }
    
            return leastDistanceIndex;
    
        }
    
        public static double distance (Vector2 a, Vector2 b) {
            return Math.sqrt(Math.pow(Math.abs(a.x-b.x), 2)+Math.pow(Math.abs(a.y-b.y), 2));
        }
    
    }
    

    这是一个小的解释(有趣的事实:这是我发布到堆栈溢出的第一个图像!)

    enter image description here

    对不起,它太乱了......


    课程循序渐进:

    • 检查给定点是否在多边形内

    • 如果不是,则返回当前点,因为不需要进行任何更改 .

    • 找到多边形最近的VERTEX

    • 这不是最接近的POINT,因为点可以在顶点之间

    • grab 顶点的两个邻居,保持一个角度较小的邻居 .

    • 较低的角度比较高的角度具有较低的距离,因为较高的角度"goes away"更快

    • 使用StackOverflow上this问题的答案获取线段的最近点 .


    恭喜!你幸免于糟糕的教程!希望它有所帮助:)感谢所有评论链接的答案,帮助我帮助你!

    Snap Point to Line

    How to calculate an angle from 3 points

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