计算扇形与圆的交点

效果图:

计算扇形与圆的交点计算扇形与圆的交点

算法:

基本思路是检测圆和圆的交点,检测扇形边和圆的交点,其中圆和圆的交点还要判断点是否在扇形的角度内部。判断方法参考:

http://stackoverflow.com/questions/13652518/efficiently-find-points-inside-a-circle-sector

交点判断方法可以看之前的博客

internal class MathEx

{

    /// <summary>

    ///     浮点类型的精度要求

    /// </summary>

    public const float EPS = 0.00001f;



    /// <summary>

    ///     线段与圆的交点

    /// </summary>

    /// <param name="ptStart">线段起点</param>

    /// <param name="ptEnd">线段终点</param>

    /// <param name="ptCenter">圆心坐标</param>

    /// <param name="Radius">圆半径</param>

    /// <param name="ptInter1">交点1(若不存在返回65536)</param>

    /// <param name="ptInter2">交点2(若不存在返回65536)</param>

    public static bool LineInterCircle(PointF ptStart, PointF ptEnd, PointF ptCenter, double Radius,

                                        ref PointF ptInter1, ref PointF ptInter2)

    {

        double Radius2 = Radius*Radius;

        ptInter1.X = ptInter2.X = 65536.0f;

        ptInter1.Y = ptInter2.Y = 65536.0f;

        var fDis =

            (float)

            Math.Sqrt((ptEnd.X - ptStart.X)*(ptEnd.X - ptStart.X) + (ptEnd.Y - ptStart.Y)*(ptEnd.Y - ptStart.Y));

        var d = new PointF();

        d.X = (ptEnd.X - ptStart.X)/fDis;

        d.Y = (ptEnd.Y - ptStart.Y)/fDis;

        var E = new PointF();

        E.X = ptCenter.X - ptStart.X;

        E.Y = ptCenter.Y - ptStart.Y;

        float a = E.X*d.X + E.Y*d.Y;

        float a2 = a*a;

        float e2 = E.X*E.X + E.Y*E.Y;

        if ((Radius2 - e2 + a2) < 0)

        {

            return false;

        }

        else

        {

            var f = (float) Math.Sqrt(Radius2 - e2 + a2);

            float t = a - f;

            if (((t - 0.0) > -EPS) && (t - fDis) < EPS)

            {

                ptInter1.X = ptStart.X + t*d.X;

                ptInter1.Y = ptStart.Y + t*d.Y;

            }

            t = a + f;

            if (((t - 0.0) > -EPS) && (t - fDis) < EPS)

            {

                ptInter2.X = ptStart.X + t*d.X;

                ptInter2.Y = ptStart.Y + t*d.Y;

            }

            return true;

        }

    }



    /// <summary>

    ///     以中心点逆时针旋转Angle角度

    /// </summary>

    /// <param name="center">中心点</param>

    /// <param name="p1">待旋转的点</param>

    /// <param name="angle">旋转角度(弧度)</param>

    public static PointF PointRotate(PointF center, PointF p1, double angle)

    {

        double x1 = (p1.X - center.X)*Math.Cos(angle) + (p1.Y - center.Y)*Math.Sin(angle) + center.X;

        double y1 = -(p1.X - center.X)*Math.Sin(angle) + (p1.Y - center.Y)*Math.Cos(angle) + center.Y;

        return new PointF((float) x1, (float) y1);

    }



    /// <summary>

    ///     判断两个平行于x轴的圆的交点

    /// </summary>

    /// <param name="centerA">第一个圆的中点</param>

    /// <param name="rA">半径</param>

    /// <param name="centerB">第二个圆的中点</param>

    /// <param name="rB">半径</param>

    /// <param name="ptInter1">交点1(若不存在返回65536)</param>

    /// <param name="ptInter2">交点1(若不存在返回65536)</param>

    public static void CircleInterCircleOnXAxis(PointF centerA, double rA, PointF centerB, double rB,

                                                ref PointF ptInter1, ref PointF ptInter2)

    {

        ptInter1.X = ptInter2.X = 65536.0f;

        ptInter1.Y = ptInter2.Y = 65536.0f;

        PointF centerLeft;

        double R, r, d;

        if (centerA.X < centerB.X)

        {

            centerLeft = centerA;

            R = rA;

            r = rB;

            d = centerB.X - centerA.X;

        }

        else

        {

            centerLeft = centerB;

            R = rB;

            r = rA;

            d = centerA.X - centerB.X;

        }

        double R2 = R*R;

        double x = (d*d - r*r + R2)/(2*d);

        double y = Math.Sqrt(R2 - x*x);

        ptInter1.X = centerLeft.X + (int) x;

        ptInter1.Y = centerLeft.Y + (int) y;

        ptInter2.X = centerLeft.X + (int) x;

        ptInter2.Y = centerLeft.Y - (int) y;

    }



    /// <summary>

    ///     求任意两个圆的交点

    /// </summary>

    /// <param name="centerA">第一个圆的中点</param>

    /// <param name="rA">半径</param>

    /// <param name="centerB">第二个圆的中点</param>

    /// <param name="rB">半径</param>

    /// <param name="ptInter1">交点1(若不存在返回65536)</param>

    /// <param name="ptInter2">交点1(若不存在返回65536)</param>

    public static void CircleInterCircle(PointF centerA, double rA, PointF centerB, double rB, ref PointF ptInter1,

                                            ref PointF ptInter2)

    {

        var v = new PointF(centerB.X - centerA.X, centerB.Y - centerA.Y);

        double angle = GetAngleWithXAxis(v);

        PointF bb = PointRotate(centerA, centerB, angle);

        PointF p1 = Point.Empty, p2 = Point.Empty;

        CircleInterCircleOnXAxis(centerA, rA, bb, rB, ref p1, ref p2);

        if (!Equal(p1.X, 65536.0f))

        {

            p1 = PointRotate(centerA, p1, -angle);

        }

        if (!Equal(p2.X, 65536.0f))

        {

            p2 = PointRotate(centerA, p2, -angle);

        }

        ptInter1 = p1;

        ptInter2 = p2;

    }



    /// <summary>

    ///     计算两个向量的夹角

    /// </summary>

    /// <param name="Va"></param>

    /// <param name="Vb"></param>

    /// <returns></returns>

    public static float GetAngleOfVectors(PointF Va, PointF Vb)

    {

        var da = (float) Math.Sqrt(Va.X*Va.X + Va.Y*Va.Y);

        var db = (float) Math.Sqrt(Vb.X*Vb.X + Vb.Y*Vb.Y);

        var theta = (float) Math.Acos((Va.X*Vb.X + Va.Y*Vb.Y)/(da*db));

        return theta;

    }



    /// <summary>

    ///     计算向量与x轴正方形的夹角

    /// </summary>

    /// <param name="V"></param>

    /// <returns>(0~360)</returns>

    public static double GetAngleWithXAxis(PointF V)

    {

        double theta = GetFov(new PointF(0, 0), V)*Math.PI/180;

        return theta;

    }



    public static bool Equal(double a, double b)

    {

        return Math.Abs(a - b) < EPS;

    }



    public static List<PointF> SectorInterCircle(PointF centerS, float rS, float fov, float angle, PointF centerC,

                                                    float rC)

    {

        double angleC2 = angle/2;

        PointF Na = GetPointFovTo(new PointF(0,0), fov - angleC2, 1);

        PointF Nb = GetPointFovTo(new PointF(0, 0), fov + angleC2, 1);

        PointF a = new PointF(Na.X*rS+centerS.X,Na.Y*rS+centerS.Y);

        PointF b = new PointF(Nb.X * rS + centerS.X, Nb.Y * rS + centerS.Y);

        var list = new List<PointF>();

        PointF p1 = PointF.Empty, p2 = PointF.Empty;

        LineInterCircle(centerS, a, centerC, rC, ref p1, ref p2);

        if (!Equal(p1.X, 65536.0f))

        {

            list.Add(new PointF(p1.X, p1.Y));

        }

        if (!Equal(p2.X, 65536.0f))

        {

            list.Add(new PointF(p2.X, p2.Y));

        }



        p1 = PointF.Empty;

        p2 = PointF.Empty;

        LineInterCircle(centerS, b, centerC, rC, ref p1, ref p2);

        if (!Equal(p1.X, 65536.0f))

        {

            list.Add(new PointF(p1.X, p1.Y));

        }

        if (!Equal(p2.X, 65536.0f))

        {

            list.Add(new PointF(p2.X, p2.Y));

        }

        p1 = PointF.Empty;

        p2 = PointF.Empty;

        CircleInterCircle(centerS, rS, centerC, rC, ref p1, ref p2);

        if (!Equal(p1.X, 65536.0f) 

            && !areClockwise(Na, new PointF(p1.X - centerS.X, p1.Y - centerS.Y))

            && areClockwise(Nb, new PointF(p1.X - centerS.X, p1.Y - centerS.Y)))

        {

            list.Add(new PointF(p1.X, p1.Y));

        }

        if (!Equal(p2.X, 65536.0f) 

            && !areClockwise(Na, new PointF(p2.X - centerS.X, p2.Y - centerS.Y))

            && areClockwise(Nb, new PointF(p2.X - centerS.X, p2.Y - centerS.Y)))

        {

            list.Add(new PointF(p2.X, p2.Y));

        }

        return list;

    }



    private static bool areClockwise(PointF v1, PointF v2)

    {

        return -v1.X*v2.Y + v1.Y*v2.X > 0;

    }



    public static float Distance(PointF a, PointF b)

    {

        return (float)Math.Sqrt((a.X - b.X) * (a.X - b.X) + (a.Y - b.Y) * (a.Y - b.Y));

    }



    /// <summary>

    ///     已知点a,和方向arf(0-360),求点a,arf方向上距离为L的点坐标

    /// </summary>

    /// <param name="s"></param>

    /// <param name="arf"></param>

    /// <param name="l"></param>

    /// <returns></returns>

    public static PointF GetPointFovTo(PointF s, double arf, double l)

    {

        while (arf < 0)

            arf += 360;

        while (arf >= 360)

            arf -= 360;

        if (arf >= 0 && arf < 90)

        {

            double angle = arf*Math.PI/180;

            return new PointF((float) (s.X + l*Math.Cos(angle)), (float) (s.Y + l*Math.Sin(angle)));

        }

        else if (arf >= 90 && arf < 180)

        {

            double r = 180 - arf;

            double angle = r*Math.PI/180;

            return new PointF((float) (s.X - l*Math.Cos(angle)), (float) (s.Y + l*Math.Sin(angle)));

        }

        else if (arf >= 180 && arf < 270)

        {

            double r = 270 - arf;

            double angle = r*Math.PI/180;

            return new PointF((float) (s.X - l*Math.Sin(angle)), (float) (s.Y - l*Math.Cos(angle)));

        }

        else if (arf >= 270 && arf < 360)

        {

            double r = 360 - arf;

            double angle = r*Math.PI/180;

            return new PointF((float) (s.X + l*Math.Cos(angle)), (float) (s.Y - l*Math.Sin(angle)));

        }

        return PointF.Empty;

    }



    /// <summary>

    ///     已知两个点a,b求射线ab的方向

    /// </summary>

    /// <param name="a"></param>

    /// <param name="b"></param>

    /// <returns></returns>

    public static float GetFov(PointF a, PointF b)

    {

        if (a.X == b.X)

        {

            if (a.Y >= b.Y)

                return 270;

            else

                return 90;

        }

        else if (a.Y == b.Y)

        {

            if (a.X < b.X)

                return 0;

            else

                return 180;

        }

        else

        {

            double Xab = b.X - a.X;

            double Yab = b.Y - a.Y;

            double Rab = Math.Atan(Math.Abs(Xab)/Math.Abs(Yab));

            Rab = Rab*(180/Math.PI);

            if (Xab > 0 && Yab >= 0)

                return (float) (450 - Rab)%360;

            if (Xab < 0 && Yab >= 0)

                return (float) (450 + Rab)%360;

            if (Xab < 0 && Yab <= 0)

                return (float) (630 - Rab)%360;

            if (Xab > 0 && Yab <= 0)

                return (float) (Rab + 270)%360;

        }

        return 0;

//            var p = new PointF(b.X - a.X, b.Y - a.Y);

//            return (float)(GetAngleOfVectors(p, new PointF(1, 0))*180/Math.PI);

    }

}
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