判断一个点是否在三角形内

 

 

算法1:通过面积法判断点P是否在三角形ABC内,如果P点在三角形内,则Sabc = Sapc + Sapb + Spbc(S代表面积)

Sabc = 向量AB ^ 向量AC / 2;//面积公式   ^ 代表叉乘    除以2 是得到三角形面积,否则得到四边形面积

unity中代码:

        Vector3 a = new Vector3(0, 0);
        Vector3 b = new Vector3(4, 0);
        Vector3 c = new Vector3(0, -5);
        Vector3 p = new Vector3(1, -3.7501f);

        Vector3 pa = p - a;
        Vector3 pb = p - b;
        Vector3 pc = p - c;

        Vector3 t1 = Vector3.Cross(pa, pb);
        Vector3 t2 = Vector3.Cross(pb, pc);
        Vector3 t3 = Vector3.Cross(pc, pa);

        float sumMianJi = Vector3.Cross(a - b, a - c).magnitude * 0.5f;
        float mianji1 = t1.magnitude * 0.5f;
        float mianji2 = t2.magnitude * 0.5f;
        float mianji3 = t3.magnitude * 0.5f;
        //这里可设置阈值,在多少范围内算相等
        if (Mathf.Approximately(sumMianJi, (mianji1 + mianji2 + mianji3)))
        {
            Debug.Log("在三角形内");
        }
        else
        {
            Debug.Log("不在三角形内");
        }

 

 

 

 

 

算法2:若P点在ABC内部,则∠apc,∠bpc,∠bpa都是小于180度的,或者同时大于180度,用此原理则可以计算出p点是否在三角形内,

unity内代码:

        Vector3 a = new Vector3(0, 0);
        Vector3 b = new Vector3(4, 0);
        Vector3 c = new Vector3(0, -5);
        Vector3 p = new Vector3(1, -3.7501f);


        Vector3 pa = p - a;
        Vector3 pb = p - b;
        Vector3 pc = p - c;

        Vector3 t1 = Vector3.Cross(pa, pb);
        Vector3 t2 = Vector3.Cross(pb, pc);
        Vector3 t3 = Vector3.Cross(pc, pa);

        bool isIn2 = t1.z >= 0 && t2.z >= 0 && t3.z >= 0 || t1.z <= 0 && t2.z <= 0 && t3.z <= 0;
        Debug.Log("isIn:" + isIn2);
        Debug.Log("t1:" + t1 + "     t2:" + t2 + "     t3:" + t3);

参考链接:https://www.cnblogs.com/TenosDoIt/p/4024413.html

  • 1
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值