[转]多边形点集排序--针对凸多边形,按逆时针方向进行排序
[ 本帖最后由 csharp 于 2014-5-15 09:46 编辑 ]\n\nhttp://www.cnblogs.com/loveclumsybaby/p/3420795.htmlpublic static void ClockwiseSortPoints(List<Point3D> vPoints)
{
//计算重心
Point3D center = new Point3D();
double X = 0, Y = 0;
for (int i = 0; i < vPoints.Count; i++) {
X += vPoints.X;
Y += vPoints.Y;
}
center.X = (int)X / vPoints.Count;
center.Y = (int)Y / vPoints.Count;
//冒泡排序
for (int i = 0; i < vPoints.Count - 1; i++) {
for (int j = 0; j < vPoints.Count - i - 1; j++) {
if (PointCmp(vPoints, vPoints, center)) {
Point3D tmp = vPoints;
vPoints = vPoints;
vPoints = tmp;
}
}
}
}
//若点a大于点b,即点a在点b顺时针方向,返回true,否则返回false
static bool PointCmp(Point3D a, Point3D b, Point3D center)
{
if (a.X >= 0 && b.X < 0)
return true;
if (a.X == 0 && b.X == 0)
return a.Y > b.Y;
//向量OA和向量OB的叉积
int det = Convert.ToInt32((a.X - center.X) * (b.Y - center.Y) - (b.X - center.X) * (a.Y - center.Y));
if (det < 0)
return true;
if (det > 0)
return false;
//向量OA和向量OB共线,以距离判断大小
double d1 = (a.X - center.X) * (a.X - center.X) + (a.Y - center.Y) * (a.Y - center.Y);
double d2 = (b.X - center.X) * (b.X - center.Y) + (b.Y - center.Y) * (b.Y - center.Y);
return d1 > d2;
}
谢谢,学习一下,最好在写个使用的例程,方便大家学习。 这是个排序的好东西,留存备用。。。 是个好的东西 本帖最后由 dnbc 于 2025-11-17 08:47 编辑
凹多边形如果重心落到多边形外,排序还成立不?{:1_12:}{:1_12:}{:1_12:}
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