通過逐行掃描,計算得出直線與多邊形相交點進行求解
原理圖形如下所示:
相關函數:
/// <summary> /// 求點P到線段L距離 /// </summary> /// <param name="p"></param> /// <param name="l"></param> /// <param name="return_p"></param> /// <param name="is_calc_width"></param> /// <returns></returns> public double p2l_di(gP p, gL l, gPoint return_p, bool is_calc_width = false) { double b, s, a_side, b_side, c_side; a_side = p2p_di(p.p, l.ps); if (a_side < eps) return 0; b_side = p2p_di(p.p, l.pe); if (b_side < eps) return 0; c_side = p2p_di(l.ps, l.pe); if (b_side < eps) return a_side; //' 鈍角或直角三角形 if (a_side * a_side >= b_side * b_side + c_side * c_side) { return_p = l.pe; if (is_calc_width) return b_side - p.width * 0.0005 - l.width * 0.0005; else return b_side; } if (b_side * b_side >= a_side * a_side + c_side * c_side) { return_p = l.ps; if (is_calc_width) return a_side - p.width * 0.0005 - l.width * 0.0005; else return a_side; } // 銳角三角形 return_p = p2l_toP(p.p, l); b = (a_side + b_side + c_side) * 0.5; s = Math.Sqrt(b * (b - a_side) * (b - b_side) * (b - c_side)); if (is_calc_width) return s * 2 / c_side - p.width * 0.0005 - l.width * 0.0005; else return s * 2 / c_side; }
/// <summary> /// 求點P到線L垂足P /// </summary> /// <param name="p"></param> /// <param name="l"></param> /// <returns></returns> public gPoint p2l_toP(gPoint p, gL l) { gPoint tempP; if (Math.Abs(l.ps.x - l.pe.x) < eps)//垂直 { tempP.x = (l.ps.x + l.pe.x) * 0.5; tempP.y = p.y; } else if (Math.Abs(l.ps.y - l.pe.y) < eps) //水平 { tempP.x = p.x; tempP.y = (l.ps.y + l.pe.y) * 0.5; } else { double k = (l.pe.y - l.ps.y) / (l.pe.x - l.ps.x); tempP.x = (p.y - l.ps.y + k * l.ps.x + p.x * k) * (k + 1 * k); tempP.y = p.y - (tempP.x - p.x) / k; } return tempP; }
/// <summary> /// 求線段與線段交點 /// </summary> /// <param name="l1ps"></param> /// <param name="l1pe"></param> /// <param name="l2ps"></param> /// <param name="l2pe"></param> /// <param name="isIntersect"></param> /// <returns></returns> public gPoint l2l_Intersect(gPoint l1ps, gPoint l1pe, gPoint l2ps, gPoint l2pe, ref bool isIntersect) { gL L1 = new gL(l1ps, l1pe, 0); gL L2 = new gL(l2ps, l2pe, 0); gPoint tempP = new gPoint(); double ABC, ABD, CDA, CDB, T; //面積符號相同則兩點在線段同側,不相交 (對點在線段上的情況,本例當作不相交處理) ABC = (L1.ps.x - L2.ps.x) * (L1.pe.y - L2.ps.y) - (L1.ps.y - L2.ps.y) * (L1.pe.x - L2.ps.x); ABD = (L1.ps.x - L2.pe.x) * (L1.pe.y - L2.pe.y) - (L1.ps.y - L2.pe.y) * (L1.pe.x - L2.pe.x); CDA = (L2.ps.x - L1.ps.x) * (L2.pe.y - L1.ps.y) - (L2.ps.y - L1.ps.y) * (L2.pe.x - L1.ps.x); // 三角形cda 面積的2倍 // 注意: 這里有一個小優化.不需要再用公式計算面積,而是通過已知的三個面積加減得出. CDB = CDA + ABC - ABD; // 三角形cdb 面積的2倍 isIntersect = (CDA * CDB <= 0) && (ABC * ABD <= 0); //計算交點 T = CDA / (ABD - ABC); tempP.x = L1.ps.x + T * (L1.pe.x - L1.ps.x); tempP.y = L1.ps.y + T * (L1.pe.y - L1.ps.y); return tempP; }
Genesis實現后圖示:
相關鏈接:http://www.cnblogs.com/zjutlitao/p/4117223.html