php 判断点在多边形内,PHP判断一个点的经纬度是否在多边形或圆内

/** * 判断一个座标是否在圆内 * 思路:判断此点的经纬度到圆心的距离 然后和半径做比较 * 如果此点刚好在圆上 则返回true * @param $point ['lng'=>'','lat'=>''] array指定点的座标 * @param $circle array ['center'=>['lng'=>'','lat'=>''],'radius'=>''] 中心点和半径 */

function is_point_in_circle($point, $circle){

$distance = $this -> distance($point['lat'],$point['lng'],$circle['center']['lat'],$circle['center']['lng']);

if($distance <= $circle['radius']){

return true;

}else{

return false;

}

}

/** * 判断一个座标是否在一个多边形内(由多个座标围成的) * 基本思想是利用射线法,计算射线与多边形各边的交点,如果是偶数,则点在多边形外,否则 * 在多边形内。还会考虑一些特殊情况,如点在多边形顶点上,点在多边形边上等特殊情况。 * @param $point 指定点座标 * @param $pts 多边形座标 顺时针方向 */

function is_point_in_polygon($point, $pts) {

$N = count($pts);

$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

$intersectCount = 0;//cross points count of x

$precision = 2e-10; //浮点类型计算时候与0比较时候的容差

$p1 = 0;//neighbour bound vertices

$p2 = 0;

$p = $point; //测试点

$p1 = $pts[0];//left vertex

for ($i = 1; $i <= $N; ++$i) {//check all rays

// dump($p1);

if ($p['lng'] == $p1['lng'] && $p['lat'] == $p1['lat']) {

return $boundOrVertex;//p is an vertex

}

$p2 = $pts[$i % $N];//right vertex

if ($p['lat'] < min($p1['lat'], $p2['lat']) || $p['lat'] > max($p1['lat'], $p2['lat'])) {//ray is outside of our interests

$p1 = $p2;

continue;//next ray left point

}

if ($p['lat'] > min($p1['lat'], $p2['lat']) && $p['lat'] < max($p1['lat'], $p2['lat'])) {//ray is crossing over by the algorithm (common part of)

if($p['lng'] <= max($p1['lng'], $p2['lng'])){//x is before of ray

if ($p1['lat'] == $p2['lat'] && $p['lng'] >= min($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

$xinters = ($p['lat'] - $p1['lat']) * ($p2['lng'] - $p1['lng']) / ($p2['lat'] - $p1['lat']) + $p1['lng'];//cross point of lng

if (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

$p3 = $pts[($i+1) % $N]; //next vertex

if ($p['lat'] >= min($p1['lat'], $p3['lat']) && $p['lat'] <= max($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;

}

}

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