Java 在Android中查找路径中包含的点

Java 在Android中查找路径中包含的点,java,android,path,contains,Java,Android,Path,Contains,他们决定不在Android中添加contains方法(对于Path)有什么原因吗 我想知道我在一条道路上有哪些点,希望它比这里看到的更容易: 我创建一个ArrayList并将整数添加到数组中会更好吗?(我在控制语句中只检查一次点)即if(myPath.contains(x,y) 到目前为止,我的选择是: 使用区域 使用ArrayList 扩展类 你的建议 我只是在寻找解决这个问题的最有效的方法。不久前,我遇到了同样的问题,经过一些研究,我发现这是最好的解决方案 Java有一个Polygon

他们决定不在Android中添加contains方法(对于Path)有什么原因吗

我想知道我在一条道路上有哪些点,希望它比这里看到的更容易:

我创建一个ArrayList并将整数添加到数组中会更好吗?(我在控制语句中只检查一次点)即
if(myPath.contains(x,y)

到目前为止,我的选择是:

  • 使用区域
  • 使用ArrayList
  • 扩展类
  • 你的建议

我只是在寻找解决这个问题的最有效的方法。不久前,我遇到了同样的问题,经过一些研究,我发现这是最好的解决方案

Java有一个
Polygon
类,它有一个
contains()
方法,可以使事情变得非常简单。不幸的是,
Java.awt.Polygon
类在Android中不受支持。但是,我找到了一个编写了

我认为您无法从Android
path
类获得构成路径的各个点,因此您必须以不同的方式存储数据

该类使用交叉数算法来确定该点是否在给定的点列表中

/**
 * Minimum Polygon class for Android.
 */
public class Polygon
{
    // Polygon coodinates.
    private int[] polyY, polyX;

    // Number of sides in the polygon.
    private int polySides;

    /**
     * Default constructor.
     * @param px Polygon y coods.
     * @param py Polygon x coods.
     * @param ps Polygon sides count.
     */
    public Polygon( int[] px, int[] py, int ps )
    {
        polyX = px;
        polyY = py;
        polySides = ps;
    }

    /**
     * Checks if the Polygon contains a point.
     * @see "http://alienryderflex.com/polygon/"
     * @param x Point horizontal pos.
     * @param y Point vertical pos.
     * @return Point is in Poly flag.
     */
    public boolean contains( int x, int y )
    {
        boolean oddTransitions = false;
        for( int i = 0, j = polySides -1; i < polySides; j = i++ )
        {
            if( ( polyY[ i ] < y && polyY[ j ] >= y ) || ( polyY[ j ] < y && polyY[ i ] >= y ) )
            {
                if( polyX[ i ] + ( y - polyY[ i ] ) / ( polyY[ j ] - polyY[ i ] ) * ( polyX[ j ] - polyX[ i ] ) < x )
                {
                    oddTransitions = !oddTransitions;          
                }
            }
        }
        return oddTransitions;
    }  
}
/**
*Android的最小多边形类。
*/
公共类多边形
{
//多边形坐标。
私人int[]polyY,polyX;
//多边形中的边数。
私有内部多边形;
/**
*默认构造函数。
*@param px多边形y坐标。
*@param py Polygon x coods。
*@param ps多边形边数。
*/
公共多边形(int[]px,int[]py,int-ps)
{
polyX=px;
polyY=py;
多糖苷=ps;
}
/**
*检查多边形是否包含点。
*@见“http://alienryderflex.com/polygon/"
*@参数x点水平位置。
*@参数y点垂直位置。
*@返回点在多边形标志中。
*/
公共布尔包含(int x,int y)
{
布尔值=假;
对于(int i=0,j=polySides-1;i=y)| |(poly[j]=y))
{
if(polyX[i]+(y-polyY[i])/(polyY[j]-polyY[i])*(polyX[j]-polyX[i])
尝试了另一个答案,但对我的案例给出了一个错误的结果。我没有费心去寻找确切的原因,而是直接从算法上进行了翻译:

现在代码是:

/**
 * Minimum Polygon class for Android.
 */
public class Polygon
{
    // Polygon coodinates.
    private int[] polyY, polyX;

    // Number of sides in the polygon.
    private int polySides;

    /**
     * Default constructor.
     * @param px Polygon y coods.
     * @param py Polygon x coods.
     * @param ps Polygon sides count.
     */
    public Polygon( int[] px, int[] py, int ps )
    {
        polyX = px;
        polyY = py;
        polySides = ps;
    }

    /**
     * Checks if the Polygon contains a point.
     * @see "http://alienryderflex.com/polygon/"
     * @param x Point horizontal pos.
     * @param y Point vertical pos.
     * @return Point is in Poly flag.
     */
    public boolean contains( int x, int y )
    {
        boolean c = false;
        int i, j = 0;
        for (i = 0, j = polySides - 1; i < polySides; j = i++) {
            if (((polyY[i] > y) != (polyY[j] > y))
                && (x < (polyX[j] - polyX[i]) * (y - polyY[i]) / (polyY[j] - polyY[i]) + polyX[i]))
            c = !c;
        }
        return c;
    }  
}
/**
*Android的最小多边形类。
*/
公共类多边形
{
//多边形坐标。
私人int[]polyY,polyX;
//多边形中的边数。
私有内部多边形;
/**
*默认构造函数。
*@param px多边形y坐标。
*@param py Polygon x coods。
*@param ps多边形边数。
*/
公共多边形(int[]px,int[]py,int-ps)
{
polyX=px;
polyY=py;
多糖苷=ps;
}
/**
*检查多边形是否包含点。
*@见“http://alienryderflex.com/polygon/"
*@参数x点水平位置。
*@参数y点垂直位置。
*@返回点在多边形标志中。
*/
公共布尔包含(int x,int y)
{
布尔c=假;
int i,j=0;
对于(i=0,j=polySides-1;iy)!=(poly[j]>y))
&&(x<(polyX[j]-polyX[i])*(y-polyY[i])/(polyY[j]-polyY[i])+polyX[i]))
c=!c;
}
返回c;
}  
}

我只想评论一下@theisenp答案:代码有整数数组,如果你查看算法说明网页,它会警告你不要使用整数而不是浮点

我复制了上面的代码,它似乎工作得很好,除了一些角落的情况下,当我做的线连接不太好


通过将所有内容更改为浮点,我消除了此错误。

为了完整起见,我想在这里做几点说明:

从API19开始,有一个for路径。您可以在测试点周围创建一个非常小的正方形路径,将其与路径相交,然后查看结果是否为空

您可以将路径转换为区域并执行操作。但是区域在整数坐标中工作,我认为它们使用转换后的(像素)坐标,因此您必须使用该坐标。我还怀疑转换过程需要大量计算

Hans发布的交叉边算法既好又快,但对于某些角点情况,例如光线直接穿过顶点、与水平边相交,或者舍入误差是一个问题时,您必须非常小心,这一直是个问题

这种方法很简单,但需要大量的三角运算,计算成本也很高

给出了一个混合算法,它与缠绕数一样精确,但与光线投射算法一样计算简单。它让我惊叹它的优雅

我的代码 这是我最近用Java编写的一些代码,它处理由线段和弧组成的路径(也是圆,但它们本身就是完整的路径,所以这是一种退化情况)

package org.efalk.util;
/**
*实用程序:确定点是否位于路径内。
*/
公共类PathUtil{
静态最终双弧度=(数学PI/180);
静态最终双度=(180./Math.PI);
受保护的静态最终整数线=0;
受保护静态最终int弧=1;
保护静态最终整数圆=2;
/**
*用于缓存路径的内容以进行拾取测试。对于
package org.efalk.util;

/**
 * Utility: determine if a point is inside a path.
 */
public class PathUtil {
    static final double RAD = (Math.PI/180.);
    static final double DEG = (180./Math.PI);

    protected static final int LINE = 0;
    protected static final int ARC = 1;
    protected static final int CIRCLE = 2;

    /**
     * Used to cache the contents of a path for pick testing.  For a
     * line segment, x0,y0,x1,y1 are the endpoints of the line.  For
     * a circle (ellipse, actually), x0,y0,x1,y1 are the bounding box
     * of the circle (this is how Android and X11 like to represent
     * circles).  For an arc, x0,y0,x1,y1 are the bounding box, a1 is
     * the start angle (degrees CCW from the +X direction) and a1 is
     * the sweep angle (degrees CCW).
     */
    public static class PathElement {
        public int type;
        public float x0,y0,x1,y1;   // Endpoints or bounding box
        public float a0,a1;         // Arcs and circles
    }

    /**
     * Determine if the given point is inside the given path.
     */
    public static boolean inside(float x, float y, PathElement[] path) {
        // Based on algorithm by Dan Sunday, but allows for arc segments too.         
        // http://geomalgorithms.com/a03-_inclusion.html
        int wn = 0;
        // loop through all edges of the polygon
        // An upward crossing requires y0 <= y and y1 > y
        // A downward crossing requires y0 > y and y1 <= y
        for (PathElement pe : path) {
            switch (pe.type) {
              case LINE:
                if (pe.x0 < x && pe.x1 < x) // left
                    break;
                if (pe.y0 <= y) {           // start y <= P.y
                    if (pe.y1 > y) {        // an upward crossing
                        if (isLeft(pe, x, y) > 0) // P left of  edge
                            ++wn;                // have  a valid up intersect
                    }
                }
                else {                              // start y > P.y
                    if (pe.y1 <= y) {       // a downward crossing
                        if (isLeft(pe, x, y) < 0) // P right of  edge
                            --wn;                // have  a valid down intersect
                    }
                }
                break;
              case ARC:
                wn += arcCrossing(pe, x, y);
                break;
              case CIRCLE:
                // This should be the only element in the path, so test it
                // and get out.
                float rx = (pe.x1-pe.x0)/2;
                float ry = (pe.y1-pe.y0)/2;
                float xc = (pe.x1+pe.x0)/2;
                float yc = (pe.y1+pe.y0)/2;
                return (x-xc)*(x-xc)/rx*rx + (y-yc)*(y-yc)/ry*ry <= 1;
            }
        }
        return wn != 0;
    }

    /**
     * Return >0 if p is left of line p0-p1; <0 if to the right; 0 if
     * on the line.
     */
    private static float
    isLeft(float x0, float y0, float x1, float y1, float x, float y)
    {
        return (x1 - x0) * (y - y0) - (x - x0) * (y1 - y0);
    }

    private static float isLeft(PathElement pe, float x, float y) {
        return isLeft(pe.x0,pe.y0, pe.x1,pe.y1, x,y);
    }

    /**
     * Determine if an arc segment crosses the test ray up or down, or not
     * at all.
     * @return winding number increment:
     *      +1 upward crossing
     *       0 no crossing
     *      -1 downward crossing
     */
    private static int arcCrossing(PathElement pe, float x, float y) {
        // Look for trivial reject cases first.
        if (pe.x1 < x || pe.y1 < y || pe.y0 > y) return 0;

        // Find the intersection of the test ray with the arc. This consists
        // of finding the intersection(s) of the line with the ellipse that
        // contains the arc, then determining if the intersection(s)
        // are within the limits of the arc.
        // Since we're mostly concerned with whether or not there *is* an
        // intersection, we have several opportunities to punt.
        // An upward crossing requires y0 <= y and y1 > y
        // A downward crossing requires y0 > y and y1 <= y
        float rx = (pe.x1-pe.x0)/2;
        float ry = (pe.y1-pe.y0)/2;
        float xc = (pe.x1+pe.x0)/2;
        float yc = (pe.y1+pe.y0)/2;
        if (rx == 0 || ry == 0) return 0;
        if (rx < 0) rx = -rx;
        if (ry < 0) ry = -ry;
        // We start by transforming everything so the ellipse is the unit
        // circle; this simplifies the math.
        x -= xc;
        y -= yc;
        if (x > rx || y > ry || y < -ry) return 0;
        x /= rx;
        y /= ry;
        // Now find the points of intersection. This is simplified by the
        // fact that our line is horizontal. Also, by the time we get here,
        // we know there *is* an intersection.
        // The equation for the circle is x²+y² = 1. We have y, so solve
        // for x = ±sqrt(1 - y²)
        double x0 = 1 - y*y;
        if (x0 <= 0) return 0;
        x0 = Math.sqrt(x0);
        // We only care about intersections to the right of x, so
        // that's another opportunity to punt. For a CCW arc, The right
        // intersection is an upward crossing and the left intersection
        // is a downward crossing.  The reverse is true for a CW arc.
        if (x > x0) return 0;
        int wn = arcXing1(x0,y, pe.a0, pe.a1);
        if (x < -x0) wn -= arcXing1(-x0,y, pe.a0, pe.a1);
        return wn;
    }

    /**
     * Return the winding number of the point x,y on the unit circle
     * which passes through the arc segment defined by a0,a1.
     */
    private static int arcXing1(double x, float y, float a0, float a1) {
        double a = Math.atan2(y,x) * DEG;
        if (a < 0) a += 360;
        if (a1 > 0) {       // CCW
            if (a < a0) a += 360;
            return a0 + a1 > a ? 1 : 0;
        } else {            // CW
            if (a0 < a) a0 += 360;
            return a0 + a1 <= a ? -1 : 0;
        }
    }
}
import PathUtil;
import PathUtil.PathElement;

/**
 * This class represents a single geographic area defined by a
 * circle or a list of line segments and arcs.
 */
public class Area {
    public float lat0, lon0, lat1, lon1;    // bounds
    Path path = null;
    PathElement[] pathList;

    /**
     * Return true if this point is inside the area bounds. This is
     * used to confirm touch events and may be computationally expensive.
     */
    public boolean pointInBounds(float lat, float lon) {
        if (lat < lat0 || lat > lat1 || lon < lon0 || lon > lon1)
            return false;
        return PathUtil.inside(lon, lat, pathList);
    }

    static void loadBounds() {
        int n = number_of_elements_in_input;
        path = new Path();
        pathList = new PathElement[n];
        for (Element element : elements_in_input) {
            PathElement pe = new PathElement();
            pathList[i] = pe;
            pe.type = element.type;
            switch (element.type) {
              case LINE:        // Line segment
                pe.x0 = element.x0;
                pe.y0 = element.y0;
                pe.x1 = element.x1;
                pe.y1 = element.y1;
                // Add to path, not shown here
                break;
              case ARC: // Arc segment
                pe.x0 = element.xmin;     // Bounds of arc ellipse
                pe.y0 = element.ymin;
                pe.x1 = element.xmax;
                pe.y1 = element.ymax;
                pe.a0 = a0; pe.a1 = a1;
                break;
              case CIRCLE: // Circle; hopefully the only entry here
                pe.x0 = element.xmin;    // Bounds of ellipse
                pe.y0 = element.ymin;
                pe.x1 = element.xmax;
                pe.y1 = element.ymax;
                // Add to path, not shown here
                break;
            }
        }
        path.close();
    }