判断点在凸四边形内
#include
#include
struct pt
{
float x,y;
};
struct quat
{
pt points[4];
};
float crossmulti2d( float x1, float y1, float x2, float y2)
{
return x1 * y2 - x2 * y1;
}
bool inquat( quat _q, pt _pt)
{
pt vec1, vec2;
vec1.x = _q.points[1].x - _q.points[0].x;
vec1.y = _q.points[1].y - _q.points[0].y;
vec2.x = _pt.x - _q.points[0].x;
vec2.y = _pt.y - _q.points[0].y;
if( crossmulti2d( vec2.x, vec2.y, vec1.x, vec1.y ) < 0 )
{
return false;
}
vec1.x = _q.points[2].x - _q.points[1].x;
vec1.y = _q.points[2].y - _q.points[1].y;
vec2.x = _pt.x - _q.points[1].x;
vec2.y = _pt.y - _q.points[1].y;
if( crossmulti2d(vec2.x, vec2.y, vec1.x, vec1.y) < 0 )
{
return false;
}
vec1.x = _q.points[3].x - _q.points[2].x;
vec1.y = _q.points[3].y - _q.points[2].y;
vec2.x = _pt.x - _q.points[2].x;
vec2.y = _pt.y - _q.points[2].y;
if( crossmulti2d(vec2.x, vec2.y, vec1.x, vec1.y) < 0 )
{
return false;
}
vec1.x = _q.points[0].x - _q.points[3].x;
vec1.y = _q.points[0].y - _q.points[3].y;
vec2.x = _pt.x - _q.points[3].x;
vec2.y = _pt.y - _q.points[3].y;
if( crossmulti2d(vec2.x, vec2.y, vec1.x, vec1.y ) < 0 )
{
return false;
}
return true;
}
int main()
{
quat shape = {
{ {1, 1},{2, 1}, {1, 0},{0, 0} }
};
pt tests[] = {
{0.0, 1.0},
{1.0, 0.5},
{1.5, 0},
{1.5, 0.5},
{1.5, 0.52},
{1.5, 0.49}
};
for(int i =0; i
本文名称:判断点在凸四边形内
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