• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            Point in triangle test

            http://www.blackpawn.com/texts/pointinpoly/default.html

            Same Side Technique

            A common way to check if a point is in a triangle is to find the vectors connecting the point to each of the triangle's three vertices and sum the angles between those vectors. If the sum of the angles is 2*pi then the point is inside the triangle, otherwise it is not. It works, but it is very slow. This text explains a faster and much easier method.

            First off, forgive the nasty coloring. I'm really sorry about it. Honest.

            Okay, A B C forms a triangle and all the points inside it are yellow. Lines AB, BC, and CA each split space in half and one of those halves is entirely outside the triangle. This is what we'll take advantage of.

            For a point to be inside the traingle A B C it must be below AB and left of BC and right of AC. If any one of these tests fails we can return early.

            But, how do we tell if a point is on the correct side of a line? I'm glad you asked.


            If you take the cross product of [B-A] and [p-A], you'll get a vector pointing out of the screen. On the other hand, if you take the cross product of [B-A] and [p'-A] you'll get a vector pointing into the screen. Ah ha! In fact if you cross [B-A] with the vector from A to any point above the line AB, the resulting vector points out of the screen while using any point below AB yields a vector pointing into the screen. So all we need to do to distinguish which side of a line a point lies on is take a cross product.

            The only question remaining is: how do we know what direction the cross product should point in? Because the triangle can be oriented in any way in 3d-space, there isn't some set value we can compare with. Instead what we need is a reference point - a point that we know is on a certain side of the line. For our triangle, this is just the third point C.

            So, any point p where [B-A] cross [p-A] does not point in the same direction as [B-A] cross [C-A] isn't inside the triangle. If the cross products do point in the same direction, then we need to test p with the other lines as well. If the point was on the same side of AB as C and is also on the same side of BC as A and on the same side of CA as B, then it is in the triangle.

            Implementing this is a breeze. We'll make a function that tells us if two points are on the same side of a line and have the actual point-in-triangle function call this for each edge.

            function SameSide(p1,p2, a,b)
                        cp1 = CrossProduct(b-a, p1-a)
                        cp2 = CrossProduct(b-a, p2-a)
                        if DotProduct(cp1, cp2) >= 0 then return true
                        else return false
                        function PointInTriangle(p, a,b,c)
                        if SameSide(p,a, b,c) and SameSide(p,b, a,c)
                        and SameSide(p,c, a,b) then return true
                        else return false
                        

            It's simple, effective and has no square roots, arc cosines, or strange projection axis determination nastiness.



            Barycentric Technique

            The advantage of the method above is that it's very simple to understand so that once you read it you should be able to remember it forever and code it up at any time without having to refer back to anything. It's just - hey the point has to be on the same side of each line as the triangle point that's not in the line. Cake.

            Well, there's another method that is also as easy conceptually but executes faster. The downside is there's a little more math involved, but once you see it worked out it should be no problem.

            So remember that the three points of the triangle define a plane in space. Pick one of the points and we can consider all other locations on the plane as relative to that point. Let's go with A -- it'll be our origin on the plane. Now what we need are basis vectors so we can give coordinate values to all the locations on the plane. We'll pick the two edges of the triangle that touch A, (C - A) and (B - A). Now we can get to any point on the plane just by starting at A and walking some distance along (C - A) and then from there walking some more in the direction (B - A).

            With that in mind we can now describe any point on the plane as

                P = A + u * (C - A) + v * (B - A)

            Notice now that if u or v < 0 then we've walked in the wrong direction and must be outside the triangle. Also if u or v > 1 then we've walked too far in a direction and are outside the triangle. Finally if u + v > 1 then we've crossed the edge BC again leaving the triangle.

            Given u and v we can easily calculate the point P with the above equation, but how can we go in the reverse direction and calculate u and v from a given point P? Time for some math!

                P = A + u * (C - A) + v * (B - A)       // Original equation
            (P - A) = u * (C - A) + v * (B - A)     // Subtract A from both sides
            v2 = u * v0 + v * v1                    // Substitute v0, v1, v2 for less writing
            // We have two unknowns (u and v) so we need two equations to solve
            // for them.  Dot both sides by v0 to get one and dot both sides by
            // v1 to get a second.
            (v2) . v0 = (u * v0 + v * v1) . v0
            (v2) . v1 = (u * v0 + v * v1) . v1
            // Distribute v0 and v1
            v2 . v0 = u * (v0 . v0) + v * (v1 . v0)
            v2 . v1 = u * (v0 . v1) + v * (v1 . v1)
            // Now we have two equations and two unknowns and can solve one
            // equation for one variable and substitute into the other.  Or
            // if you're lazy like me, fire up Mathematica and save yourself
            // some handwriting.
            Solve[v2.v0 == {u(v0.v0) + v(v1.v0), v2.v1 == u(v0.v1) + v(v1.v1)}, {u, v}]
            u = ((v1.v1)(v2.v0)-(v1.v0)(v2.v1)) / ((v0.v0)(v1.v1) - (v0.v1)(v1.v0))
            v = ((v0.v0)(v2.v1)-(v0.v1)(v2.v0)) / ((v0.v0)(v1.v1) - (v0.v1)(v1.v0))
            

            Here's an implementation in Flash that you can play with. :)

            // Compute vectors
                            v0 = C - A
                            v1 = B - A
                            v2 = P - A
                            // Compute dot products
                            dot00 = dot(v0, v0)
                            dot01 = dot(v0, v1)
                            dot02 = dot(v0, v2)
                            dot11 = dot(v1, v1)
                            dot12 = dot(v1, v2)
                            // Compute barycentric coordinates
                            invDenom = 1 / (dot00 * dot11 - dot01 * dot01)
                            u = (dot11 * dot02 - dot01 * dot12) * invDenom
                            v = (dot00 * dot12 - dot01 * dot02) * invDenom
                            // Check if point is in triangle
                            return (u > 0) && (v > 0) && (u + v < 1)
                            

            The algorithm outlined here follows one of the techniques described in Realtime Collision Detection. You can also find more information about Barycentric Coordinates at Wikipedia and MathWorld.

            posted on 2008-08-25 15:57 zmj 閱讀(1969) 評論(9)  編輯 收藏 引用

            評論

            # re: Point in triangle test 2012-03-12 19:19 Mccullough32Freda

            No matter what kind of internet business you have, little or great, you will need your site to have got a good traffic. You will get that using the <a href="http://cheap-link-building.com/submit_to_directories.htm">submission directory</a> service with optimization options.   回復  更多評論   

            # re: Point in triangle test 2013-04-13 17:45 OvernightEssay.com testimonials

            Have a desire to know more about paper writing services? Hunting for trusty writing centre to obtain aid from? SpecialEssays rewiew will give you a listing of agencies from which pupils can choose the most qualified ones to buy term paper from.  回復  更多評論   

            # re: Point in triangle test 2013-04-18 03:11 resume writing services

            Are you hunting which service to choose for buying resume or where to receive sample of cover letter and help with resume writing? Or you simply want to buy resumes from best resume writers? Only contact Resume company "exclusiveresume.com".  回復  更多評論   

            # re: Point in triangle test 2013-04-25 20:13 Resumesexpert.com

            Need to write a resume? Do not know where to buy resume paper? View this Resumes Expert company resumesexpert.com where you can find professional resume writers review. Our expert resume writers will reassure you that buying resume can bring job seekers real success!  回復  更多評論   

            久久婷婷久久一区二区三区| 亚洲av伊人久久综合密臀性色| 激情伊人五月天久久综合| 欧美一区二区三区久久综| 97久久综合精品久久久综合| 99久久99久久精品国产片| 欧美亚洲国产精品久久| 国产精品一区二区久久不卡 | 一本大道久久a久久精品综合| 久久国产精品国产自线拍免费| 久久99精品久久久久久野外| 久久久www免费人成精品| 久久精品国产只有精品2020| yy6080久久| 欧美久久久久久午夜精品| 嫩草伊人久久精品少妇AV| 中文国产成人精品久久亚洲精品AⅤ无码精品 | 一本一本久久aa综合精品| 国内精品久久久久国产盗摄| 久久久精品2019免费观看| 亚洲午夜精品久久久久久app| 久久久无码一区二区三区| 怡红院日本一道日本久久 | 色综合久久无码中文字幕| 国产精品热久久毛片| 久久国产精品99精品国产987| 97精品依人久久久大香线蕉97 | 91麻豆精品国产91久久久久久 | 久久噜噜久久久精品66| 久久综合九色综合精品| 精品久久久久久无码专区不卡| 久久精品国产日本波多野结衣| 欧美久久久久久| 久久久SS麻豆欧美国产日韩| 免费精品久久天干天干| 久久人与动人物a级毛片| 超级碰碰碰碰97久久久久| 思思久久99热只有频精品66| 久久精品国产久精国产一老狼| 伊人久久久AV老熟妇色| 久久综合给合久久狠狠狠97色|