function isPointInPolygon (point, polygon) {
var pts = polygon;//获取多边形点
//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 = pts.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 = pts[0]; //left vertex
for (var i = 1; i <= N; ++i) {
// check all rays
if (p==p1) {
return boundOrVertex; //p is an vertex
}
p2 = pts[i % N]; //right vertex
if (
p[1] < Math.min(p1[1], p2[1]) ||
p[1] > Math.max(p1[1], p2[1])
) {
//ray is outside of our interests
p1 = p2;
continue; //next ray left point
}
if (
p[1] > Math.min(p1[1], p2[1]) &&
p[1] < Math.max(p1[1], p2[1])
) {
//ray is crossing over by the algorithm (common part of)
if (p[0] <= Math.max(p1[0], p2[0])) {
//x is before of ray
if (p1[1] == p2[1] && p[0] >= Math.min(p1[0], p2[0])) {
//overlies on a horizontal ray
return boundOrVertex;
}
if (p1[0] == p2[0]) {
//ray is vertical
if (p1[0] == p[0]) {
//overlies on a vertical ray
return boundOrVertex;
} else {
//before ray
++intersectCount;
}
} else {
//cross point on the left side
var xinters =
((p[1] - p1[1]) * (p2[0] - p1[0])) /
(p2[1] - p1[1]) +
p1[0]; //cross point of lng
if (Math.abs(p[0] - xinters) < precision) {
//overlies on a ray
return boundOrVertex;
}
if (p[0] < xinters) {
//before ray
++intersectCount;
}
}
}
} else {
//special case when ray is crossing through the vertex
if (p[1] == p2[1] && p[0] <= p2[0]) {
//p crossing over p2
var p3 = pts[(i + 1) % N]; //next vertex
if (
p[1] >= Math.min(p1[1], p3[1]) &&
p[1] <= Math.max(p1[1], p3[1])
) {
//p[1] lies between p1[1] & p3[1]
++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;
}
};
判断点是否在多边形内
最新推荐文章于 2024-11-08 14:11:07 发布