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Ios 使用Swift,如何确定坐标有序对(x,y)是否在n个有序对的范围内?_Ios_Swift_Math_Gps_Maps - Fatal编程技术网

Ios 使用Swift,如何确定坐标有序对(x,y)是否在n个有序对的范围内?

Ios 使用Swift,如何确定坐标有序对(x,y)是否在n个有序对的范围内?,ios,swift,math,gps,maps,Ios,Swift,Math,Gps,Maps,在Swift中是否有某种数学函数(或者可能有多个函数一起工作),我可以创建一组有序对坐标,然后传入一个有序对坐标,以得到一个booltrue/false,判断它是否在集合的范围内 我在数学方面不是最棒的,所以我希望有人(并且知道如何用Swift解决这个问题)能在这里帮助我 示例数据: 我有一个坐标,有人在拉特朗。比如说(28.3797770,-81.5431893) 我还有一组坐标,对应于一个区域。它可以是三面或更高。在这个屏幕截图示例中,它是7个坐标 根据这一点,我得出了以下Swift代码:

在Swift中是否有某种数学函数(或者可能有多个函数一起工作),我可以创建一组有序对坐标,然后传入一个有序对坐标,以得到一个
bool
true/false,判断它是否在集合的范围内

我在数学方面不是最棒的,所以我希望有人(并且知道如何用Swift解决这个问题)能在这里帮助我

示例数据:

我有一个坐标,有人在拉特朗。比如说
(28.3797770,-81.5431893)

我还有一组坐标,对应于一个区域。它可以是三面或更高。在这个屏幕截图示例中,它是7个坐标

根据这一点,我得出了以下Swift代码:

PolygonRegion.swift

import Foundation
import CoreLocation

struct PolygonRegion {

    let verticies:[CLLocationCoordinate2D]
    private var maxLat: CLLocationDegrees!
    private var maxLon: CLLocationDegrees!
    private var minLat: CLLocationDegrees!
    private var minLon: CLLocationDegrees!
    private var epsilon: CLLocationDegrees

    var center: CLLocationCoordinate2D {
        return CLLocationCoordinate2D(latitude: minLat+(maxLat-minLat)/2, longitude: minLon+(maxLon-minLon)/2)
    }

    var latSpan: CLLocationDegrees {
        return abs(maxLat-minLat)
    }

    var lonSpan: CLLocationDegrees {
        return abs(maxLon-minLon)
    }

    init(verticies: [CLLocationCoordinate2D], epsilon: CLLocationDegrees = 0.01) {
        self.verticies = verticies
        self.epsilon = epsilon

        for point in self.verticies {
            maxLat = maxLat != nil ? max(maxLat, point.latitude):point.latitude
            maxLon = maxLon != nil ? max(maxLon, point.longitude):point.longitude
            minLat = minLat != nil ? min(minLat, point.latitude):point.latitude
            minLon = minLon != nil ? min(minLon, point.longitude):point.longitude
        }
    }

    public func isPointInside(_ testPoint: CLLocationCoordinate2D) -> Bool {
        guard isInsideBoundingBox(testPoint) else {
            return false
        }

        var intersections = 0

        let outsidePoint = CLLocationCoordinate2D(latitude: self.minLat - epsilon, longitude: testPoint.longitude)

        let testRay = Ray(point1: outsidePoint, point2: testPoint)

        for index in 0..<verticies.count {
            let edge = Ray(point1: verticies[index], point2: verticies[(index+1)%verticies.count])
            if intersectionType(testRay,edge) == .intersecting {
                intersections += 1
            }

        }

        if intersections % 2 == 0 {
            return false
        }

        return true
    }


    private func isInsideBoundingBox(_ testPoint: CLLocationCoordinate2D) -> Bool {

        return !( testPoint.latitude < minLat || testPoint.latitude > maxLat || testPoint.longitude < minLon || testPoint.longitude > maxLon )
    }

    // See https://stackoverflow.com/questions/217578/how-can-i-determine-whether-a-2d-point-is-within-a-polygon/218081?s=1|193.4130#218081

    private func intersectionType(_ ray1: Ray, _ ray2: Ray) -> IntersectionType {

        var d1,d2: Double
        var a1,a2,b1,b2,c1,c2: Double

        let v1x1 = ray1.point1.latitude
        let v1y1 = ray1.point1.longitude
        let v1x2 = ray1.point2.latitude
        let v1y2 = ray1.point2.longitude

        let v2x1 = ray2.point1.latitude
        let v2y1 = ray2.point1.longitude
        let v2x2 = ray2.point2.latitude
        let v2y2 = ray2.point2.longitude

        // Convert vector 1 to a line (line 1) of infinite length.
        // We want the line in linear equation standard form: A*x + B*y + C = 0
        // See: http://en.wikipedia.org/wiki/Linear_equation
        a1 = v1y2 - v1y1
        b1 = v1x1 - v1x2
        c1 = (v1x2 * v1y1) - (v1x1 * v1y2)

        // Every point (x,y), that solves the equation above, is on the line,
        // every point that does not solve it, is not. The equation will have a
        // positive result if it is on one side of the line and a negative one
        // if is on the other side of it. We insert (x1,y1) and (x2,y2) of vector
        // 2 into the equation above.
        d1 = (a1 * v2x1) + (b1 * v2y1) + c1
        d2 = (a1 * v2x2) + (b1 * v2y2) + c1

        // If d1 and d2 both have the same sign, they are both on the same side
        // of our line 1 and in that case no intersection is possible. Careful,
        // 0 is a special case, that's why we don't test ">=" and "<=",
        // but "<" and ">".
        if (d1 > 0 && d2 > 0) || (d1 < 0 && d2 < 0) {
            return .nonIntersecting
        }

        // The fact that vector 2 intersected the infinite line 1 above doesn't
        // mean it also intersects the vector 1. Vector 1 is only a subset of that
        // infinite line 1, so it may have intersected that line before the vector
        // started or after it ended. To know for sure, we have to repeat the
        // the same test the other way round. We start by calculating the
        // infinite line 2 in linear equation standard form.
        a2 = v2y2 - v2y1
        b2 = v2x1 - v2x2
        c2 = (v2x2 * v2y1) - (v2x1 * v2y2)

        // Calculate d1 and d2 again, this time using points of vector 1.
        d1 = (a2 * v1x1) + (b2 * v1y1) + c2
        d2 = (a2 * v1x2) + (b2 * v1y2) + c2

        // Again, if both have the same sign (and neither one is 0),
        // no intersection is possible.
        if (d1 > 0 && d2 > 0) || (d1 < 0 && d2 < 0) {
            return .nonIntersecting
        }

        // If we get here, only two possibilities are left. Either the two
        // vectors intersect in exactly one point or they are collinear, which
        // means they intersect in any number of points from zero to infinite.
        if (a1 * b2) - (a2 * b1) == 0.0 {
            return .coLinear
        }

        // If they are not collinear, they must intersect in exactly one point.
        return .intersecting
    }

    private struct Ray {
        let point1: CLLocationCoordinate2D
        let point2: CLLocationCoordinate2D
    }

    private enum IntersectionType {
        case intersecting
        case nonIntersecting
        case coLinear
    }

}
给予

真的

给予

假的


您可以使用CoreGraphics CGPath和CGPath.contains函数来测试点是否位于多边形内

//: Playground - test if a point is inside polygon

import UIKit
import CoreGraphics

let points = [CGPoint(x: 28.3795930, y: -81.5433286),
              CGPoint(x: 28.3797771, y: -81.5431891),
              CGPoint(x: 28.3797098, y: -81.5430725),
              CGPoint(x: 28.3796355, y: -81.5431288),
              CGPoint(x: 28.3794715, y: -81.5428780),
              CGPoint(x: 28.3793546, y: -81.5429665),
              CGPoint(x: 28.3795859, y: -81.5433219)]

// Build a closed path from points representing the ordered edges of a polygon
func closedPath(points: [CGPoint]) -> CGPath {
    let path = CGMutablePath()
    path.addLines(between: points)
    path.closeSubpath()
    return path
}

let path = closedPath(points: points)
let pointOutside = CGPoint(x: 28.37965, y: -81.5431)
let pointInside = CGPoint(x: 28.3796, y: -81.5431893)

path.contains(pointOutside) // Prints false
path.contains(pointInside)  // Prints true

如果有许多区域要针对单个点进行测试,则可能需要研究使用数据结构进行空间索引,例如四叉树或k-d树。

有关使用光线投射的方法,请参阅。请注意,多边形需要闭合,因此需要在最后一个点和第一个点之间“添加”边
let verticies = [CLLocationCoordinate2D(latitude: 28.3795930, longitude: -81.5433286),
                     CLLocationCoordinate2D(latitude:28.3797771,longitude: -81.5431891),
                     CLLocationCoordinate2D(latitude:28.3797098,longitude: -81.5430725),
                     CLLocationCoordinate2D(latitude:28.3796355,longitude: -81.5431288),
                     CLLocationCoordinate2D(latitude:28.3794715,longitude: -81.5428780),
                     CLLocationCoordinate2D(latitude:28.3793546,longitude: -81.5429665),
                     CLLocationCoordinate2D(latitude:28.3795859,longitude: -81.5433219)]

let region = PolygonRegion(verticies: verticies)

let outsideTestPoint = CLLocationCoordinate2D(latitude: 28.3796098, longitude: -81.5430753)
let insideTestPoint = CLLocationCoordinate2D(latitude: 28.3796098, longitude: -81.5431453)

print(region.isPointInside(insideTestPoint))
print(region.isPointInside(outsideTestPoint))
//: Playground - test if a point is inside polygon

import UIKit
import CoreGraphics

let points = [CGPoint(x: 28.3795930, y: -81.5433286),
              CGPoint(x: 28.3797771, y: -81.5431891),
              CGPoint(x: 28.3797098, y: -81.5430725),
              CGPoint(x: 28.3796355, y: -81.5431288),
              CGPoint(x: 28.3794715, y: -81.5428780),
              CGPoint(x: 28.3793546, y: -81.5429665),
              CGPoint(x: 28.3795859, y: -81.5433219)]

// Build a closed path from points representing the ordered edges of a polygon
func closedPath(points: [CGPoint]) -> CGPath {
    let path = CGMutablePath()
    path.addLines(between: points)
    path.closeSubpath()
    return path
}

let path = closedPath(points: points)
let pointOutside = CGPoint(x: 28.37965, y: -81.5431)
let pointInside = CGPoint(x: 28.3796, y: -81.5431893)

path.contains(pointOutside) // Prints false
path.contains(pointInside)  // Prints true