How to check if a polygon is completely inside another polygon

本文介绍了一个基于PolygonClipperAS3类的简单解决方案,用于判断一个凸包是否完全包含于另一个凸包内。通过使用此方法,可以轻松实现并观察结果。

Checking if a polygon is completely inside another polygon is a very common problem in geometry, and most solutions you can find in the web aren’t that easy, especially when you are dealing with irregular polygons.

Today I want to show you a quick solution based on the PolygonClipper AS3 class.

Basically we can say a polygon called A is completely inside another polygon called B when the intersection between these two polygons returns the same polygon A.

So, mixing the concepts seen in understanding polygon clipping and introducing PolygonClipper AS3 class and AS3 code snippet: draw a star and determine its area I was able to do this prototype in a few minutes:




Use the mouse to move the small star and watch what happens when it’s inside the big star.

This is the commented source code:

package {
import flash.display.Sprite;
import flash.geom.Point;
import flash.events.Event;
import flash.text.TextField;
import com.logicom.geom.Clipper;
import com.logicom.geom.ClipType;
public class Main extends Sprite {
private var mainPolygon:Array;
private var clipPolygon:Array;
private var clipCanvas:Sprite=new Sprite();
private var txt:TextField=new TextField();
public function Main():void {
var mainCanvas:Sprite=new Sprite();
addChild(mainCanvas);
// this is the main polygon
mainPolygon=createStar(7,new Point(320,240),220,120,180);
drawPolygon(mainPolygon,mainCanvas,0x0000FF);
addChild(clipCanvas);
addChild(txt);
txt.width=200;
addEventListener(Event.ENTER_FRAME,clip);
}
private function clip(e:Event):void {
// clearing the canvas of the moving polygon
clipCanvas.graphics.clear();
// this is the polygon we want to check if it's completely inside the main polygon
var clipPolygon:Array=createStar(5,new Point(mouseX,mouseY),100,70,0);
// calculating the area of the moving polygon
var clipArea:Number=getArea(clipPolygon);
// drawing the moving polygon, using a red color
drawPolygon(clipPolygon,clipCanvas,0xFF0000);
// getting the polygons forming the intersection between the main polygon and the moving polygon
var resultPolygons:Array=Clipper.clipPolygon(mainPolygon,clipPolygon,ClipType.INTERSECTION);
// in totalArea variable we will sum the areas of all polygons (if more than one) forming the intersection
// between the main polygon and the  moving polygon
var totalArea:Number=0;
// looping through all the polygons forming the intersection
for (var i:int=0; i<=resultPolygons.length-1; i++) {
// drawing the intersection polygon (that is the polygon inside the main polygon) with a green background
drawPolygon(resultPolygons[i],clipCanvas,0x00FF00);
// updating total area
totalArea+=getArea(resultPolygons[i]);
}
// if the total intersection area is equal to the area of the moving polygon, we can say
// the moving polygon is completely inside the main polygon
if (totalArea==clipArea) {
txt.text="COMPLETELY INSIDE";
}
else {
// otherwise, let's show the ratio of the moving polygon inside the main polygon
txt.text=Math.floor(totalArea/clipArea*100).toString()+"%";
}
}
// simple function to draw a polygon given an array with vertices, a display object where to draw it and a fill color
private function drawPolygon(polygon:Array,canvas:Sprite,color:Number):void {
canvas.graphics.lineStyle(3,0x000000,1);
canvas.graphics.beginFill(color,1);
var n:uint=polygon.length;
if (n<3) {
return;
}
var p:Point=polygon[0];
canvas.graphics.moveTo(p.x, p.y);
for (var i:uint = 1; i <= n; ++i) {
p=polygon[i%n];
canvas.graphics.lineTo(p.x, p.y);
}
canvas.graphics.endFill();
}
// function to draw a star. More information at 
// http://www.emanueleferonato.com/2013/06/22/as3-code-snippet-draw-a-star-and-determine-its-area/
private function createStar(arms:int,center:Point,outer:Number,inner:Number,offsetAngle:Number):Array {
offsetAngle*=0.0174532925;
var starArray:Array=new Array();
var r:Number;
var angle:Number=Math.PI/arms;
for (var i:int=0; i<2*arms; i++) {
if ((i%2)==0) {
r=outer;
}
else {
r=inner;
}
starArray.push(new Point(Math.round(center.x+Math.cos(i*angle-angle/2+offsetAngle)*r),Math.round(center.y+Math.sin(i*angle-angle/2+offsetAngle)*r)));
}
return starArray;
}
// function to get the area of any polygon
private function getArea(poly:Array):Number {
var i:int=0;
var j:int=0;
var n:int=poly.length;
var surface:Number=0;
for (i=0; i<n; i++) {
j=(i+1)%n;
surface+=Point(poly[i]).x*Point(poly[j]).y;
surface-=Point(poly[i]).y*Point(poly[j]).x;
}
surface=surface/2;
return surface;
}
}
}


Checking if a polygon is inside another polygon is the last theoretical step before creating real physics destructible terrain, so download the source code and wait for the final prototype.


From:http://www.emanueleferonato.com/2013/07/03/how-to-check-if-a-polygon-is-completely-inside-another-polygon/

<think>好的,我现在需要解决用户遇到的“BMapGL.Polygon().addTo不是函数”的错误。用户是在Vue项目中使用百度地图的DrawingManager时出现这个问题。首先,我得分析可能的原因。 首先,用户可能没有正确初始化地图实例,或者没有正确引入百度地图的相关库。百度地图的API通常是异步加载的,如果在组件初始化时直接调用BMapGL,可能因为API未加载完成而导致方法不存在。这时候需要确保在API加载完成后再执行相关操作,比如使用回调函数或者Promise。 其次,检查是否正确引入了需要的插件,比如DrawingManager。百度地图的某些功能需要额外加载插件,用户可能在配置中没有正确添加这些插件,导致addTo方法不可用。需要确认在初始化地图时,通过BMAP_DRAWING_MANAGER等参数启用了绘图工具。 另外,用户可能错误地使用了addTo方法。百度地图的Polygon类可能没有addTo方法,正确的做法应该是使用map.addOverlay(polygon)来将多边形添加到地图上。需要检查代码中创建多边形的方式是否正确,是否有拼写错误或者方法调用错误。 还有可能,用户的BMapGL对象没有正确引入,或者存在版本兼容性问题。需要确认引入的脚本链接是否正确,是否有权限问题,或者是否使用了旧版API。有时候,TypeScript项目可能会因为类型定义不全而报错,可以尝试声明Amap变量或忽略TS检查,如引用[3]中提到的方法。 最后,建议用户检查浏览器的控制台是否有其他错误,比如API加载失败,或者网络问题导致脚本未正确加载。同时,提供具体的代码示例,方便更准确地定位问题所在。</think>在Vue项目中使用百度地图的DrawingManager时,出现`BMapGL.Polygon().addTo is not a function`错误,通常由以下原因及解决方案导致: --- ### 一、核心问题分析 1. **API加载顺序问题** 百度地图API是异步加载的,若未完成加载就调用`BMapGL.Polygon()`或`DrawingManager`,会导致方法未定义。 2. **插件未正确引入** `DrawingManager`属于扩展库,需通过`BMAP_DRAWING_MANAGER`参数显式声明加载。 3. **方法调用错误** 百度地图原生API中,多边形对象通过`map.addOverlay()`添加到地图,而非`addTo()`方法。 --- ### 二、解决方案步骤 #### 步骤1:确保API和插件正确加载 ```javascript // Vue组件中配置百度地图初始化 const initMap = () => { const map = new BMapGL.Map("map-container"); map.centerAndZoom(new BMapGL.Point(116.404, 39.915), 11); // 加载绘图工具插件 map.enableScrollWheelZoom(true); const drawingManager = new BMapLib.DrawingManager(map, { isOpen: false, enableDrawingTool: true, drawingToolOptions: { anchor: BMAP_ANCHOR_TOP_RIGHT, offset: new BMapGL.Size(5, 5) } }); // 初始化多边形绘制事件 drawingManager.addEventListener('polygoncomplete', (polygon) => { map.addOverlay(polygon); // 正确添加方式 }); }; ``` #### 步骤2:异步加载API后初始化 ```html <!-- 在index.html中确保脚本加载完成 --> <script> window.initBMapCallback = function() { window.BMapGL = BMapGL; window.BMapLib = BMapLib; // 触发Vue组件中的初始化逻辑 }; </script> <script src="https://api.map.baidu.com/api?type=webgl&v=1.0&ak=您的AK&callback=initBMapCallback"></script> <script src="https://api.map.baidu.com/library/DrawingManager/1.4/src/DrawingManager.min.js"></script> ``` #### 步骤3:修复方法调用 ```javascript // 错误示例 const polygon = new BMapGL.Polygon(points); polygon.addTo(map); // ❌ 百度地图无addTo方法 // 正确示例 const polygon = new BMapGL.Polygon(points, { strokeColor: "blue" }); map.addOverlay(polygon); // ✅ 使用原生API添加 ``` --- ### 三、常见问题排查 1. **TS类型报错** 若使用TypeScript,需声明全局类型: ```typescript declare const BMapGL: any; declare const BMapLib: any; ``` 2. **CSS样式缺失** 确保引入百度地图样式: ```html <link href="https://api.map.baidu.com/res/webgl/10/bmap.css" rel="stylesheet"> ``` --- ### 四、扩展优化建议 - 使用`Vue.nextTick()`确保DOM渲染完成后再初始化地图 - 封装地图组件时通过`provide/inject`传递地图实例 - 参考Mapbox的图层管理思路(如引用[1][^1]中提到的图层加载方法) ---
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