通过面积法,判断点P是否在四边形(A,B,C,D)内。
如果在四边形内则, 四边形的面积=面积(P,A,B)+面积(P,B,C)+面积(P,C,D)+面积(P,D,A)
反之不在四边形内。
public class Quadrangle
{
/**
* 点是否在四边形内
* @param a
* @param b
* @param c
* @param d
* @param p
* @return
*/
public static boolean pInQuadrangle(Point a, Point b, Point c,Point d,Point p)
{
Log.d("Walk Game","Quadrangle:"+
"new Point("+a.x+","+a.y+"),"+
"new Point("+b.x+","+b.y+"),"+
"new Point("+c.x+","+c.y+"),"+
"new Point("+d.x+","+d.y+"),"+
"new Point("+p.x+","+p.y+"),"
);
double dTriangle = triangleArea(a,b,p)+triangleArea(b,c,p)
+triangleArea(c,d,p)+triangleArea(d,a,p);
double dQuadrangle = triangleArea(a,b,c)+triangleArea(c,d,a);
return dTriangle==dQuadrangle;
}
public static boolean pInQuadrangle(float[] px,float[] py,float x,float y)
{
Point a = new Point((int)px[0],(int)py[0]);
Point b = new Point((int)px[1],(int)py[1]);
Point c = new Point((int)px[2],(int)py[2]);
Point d = new Point((int)px[3],(int)py[3]);
Point p = new Point((int)x,(int)y);
Log.d("Walk Game","Quadrangle:"+
"new Point("+a.x+","+a.y+"),"+
"new Point("+b.x+","+b.y+"),"+
"new Point("+c.x+","+c.y+"),"+
"new Point("+d.x+","+d.y+"),"+
"new Point("+p.x+","+p.y+"),"
);
double dTriangle = triangleArea(a,b,p)+triangleArea(b,c,p)
+triangleArea(c,d,p)+triangleArea(d,a,p);
double dQuadrangle = triangleArea(a,b,c)+triangleArea(c,d,a);
return dTriangle==dQuadrangle;
}
// 返回三个点组成三角形的面积
private static double triangleArea(Point a, Point b, Point c)
{
double result = Math.abs((a.x * b.y + b.x * c.y + c.x * a.y - b.x * a.y
- c.x * b.y - a.x * c.y) / 2.0D);
return result;
}
}