#region 围栏报警
/// <summary>
/// 围栏报警
/// </summary>
/// <param name="point">需判断坐标</param>
/// <param name="list_Point">地图画出围栏集合</param>
/// <returns></returns>
private bool IsPointInPolygon(Point point, List<Point> list_Point)
{
int N = list_Point.Count;
bool boundOrVertex = true; //如果点位于多边形的顶点或边上,也算做点在多边形内,直接返回true
int intersectCount = 0;//cross points count of x
double precision = 2e-10; //浮点类型计算时候与0比较时候的容差
Point p1, p2;//neighbour bound vertices
var p = point; //测试点
p1 = list_Point[0];//left vertex
for (var i = 1; i <= N; ++i)
{//check all rays
if (p.Equals(p1))
{
return boundOrVertex;//p is an vertex
}
p2 = list_Point[i % N];//right vertex
if (p.lat < Math.Min(p1.lat, p2.lat) || p.lat > Math.Max(p1.lat, p2.lat))
{//ray is outside of our interests
p1 = p2;
continue;//next ray left point
}
if (p.lat > Math.Min(p1.lat, p2.lat) && p.lat < Math.Max(p1.lat, p2.lat))
{//ray is crossing over by the algorithm (common part of)
if (p.lng <= Math.Max(p1.lng, p2.lng))
{//x is before of ray
if (p1.lat == p2.lat && p.lng >= Math.Min(p1.lng, p2.lng))
{//overlies on a horizontal ray
return boundOrVertex;
}
if (p1.lng == p2.lng)
{//ray is vertical
if (p1.lng == p.lng)
{//overlies on a vertical ray
return boundOrVertex;
}
else
{//before ray
++intersectCount;
}
}
else
{//cross point on the left side
var xinters = (p.lat - p1.lat) * (p2.lng - p1.lng) / (p2.lat - p1.lat) + p1.lng;//cross point of lng
if (Math.Abs(p.lng - xinters) < precision)
{//overlies on a ray
return boundOrVertex;
}
if (p.lng < xinters)
{//before ray
++intersectCount;
}
}
}
}
else
{//special case when ray is crossing through the vertex
if (p.lat == p2.lat && p.lng <= p2.lng)
{//p crossing over p2
var p3 = list_Point[(i + 1) % N]; //next vertex
if (p.lat >= Math.Min(p1.lat, p3.lat) && p.lat <= Math.Max(p1.lat, p3.lat))
{//p.lat lies between p1.lat & p3.lat
++intersectCount;
}
else
{
intersectCount += 2;
}
}
}
p1 = p2;//next ray left point
}
if (intersectCount % 2 == 0)
{//偶数在多边形外
return false;
}
else
{ //奇数在多边形内
return true;
}
}
#endregion