private void Calc_Area(ref Edge_qt edge) { double x = Math.Abs(edge.MaxX - edge.minX); double y = edge.MaxY; edge.Area_Enve = x * y; }
/// <summary> /// 获得向量spnt_epnt在线段上的投影 /// </summary> /// <param name="edge"></param> /// <param name="spnt"></param> /// <param name="epnt"></param> /// <returns></returns> private double GetVecProj(Edge_qt edge, Point_qt spnt, Point_qt epnt) { Point_qt p1 = edge.FromNode; Point_qt p2 = edge.ToNode; double e1_x = p2.X - p1.X; double e1_y = p2.Y - p1.Y; double e2_x = spnt.X - epnt.X; double e2_y = spnt.Y - epnt.Y; return((e1_x * e2_x + e1_y * e2_y) / Math.Sqrt(e1_x * e1_x + e1_y * e1_y)); }
/// <summary> /// 获得边Edge /// </summary> /// <param name="stack"></param> /// <returns></returns> private List <Edge_qt> GetListEdge(Stack <Point_qt> stack) { Edge_qt edge; List <Edge_qt> list = new List <Edge_qt>(); for (int i = 1; i < stack.Count; i++) { edge = new Edge_qt(); edge.FromNode = stack.ElementAt(i); edge.ToNode = stack.ElementAt(i - 1); list.Add(edge); } return(list); }
/// <summary> /// 得到点线距 /// </summary> /// <param name="edge"></param> /// <param name="pnt"></param> /// <returns></returns> private double GetD_PL(Edge_qt edge, Point_qt pnt) { double x = pnt.X; double y = pnt.Y; Point_qt p1 = edge.FromNode; Point_qt p2 = edge.ToNode; double m = p2.X - p1.X; double n = p2.Y - p1.Y; double fenzi = Math.Abs(n * x - n * p1.X - m * y + m * p1.Y); double fenmu = Math.Sqrt(n * n + m * m); return(fenzi / fenmu); }
public List <Point_qt> GetSMBR() { Point_qt p1 = new Point_qt(); Point_qt p2 = new Point_qt(); Point_qt p3 = new Point_qt(); Point_qt p4 = new Point_qt(); List <Point_qt> list = new List <Point_qt>(); Edge_qt edge = GetBestEdge(); p1 = CalcPnt_Coor(edge.minX, edge.FromNode, edge.ToNode); p2 = CalcPnt_Coor(edge.MaxX, edge.FromNode, edge.ToNode); p3 = ReferencePoint_Clock(edge.MaxY, p2, p1); p4 = ReferencePoint_unClock(edge.MaxY, p1, p2); list.Add(p1); list.Add(p2); list.Add(p3); list.Add(p4); return(list); }
private void Calc_Args(ref Edge_qt edge, Stack <Point_qt> stack) { for (int i = 0; i < stack.Count; i++) { double dis = GetD_PL(edge, stack.ElementAt(i)); if (dis > edge.MaxY) { edge.MaxY = dis; } double mx = GetVecProj(edge, stack.ElementAt(i)); if (mx < 0 && mx < edge.minX) { edge.minX = mx; edge.minXNode = stack.ElementAt(i); } else if (mx > 0 && mx > edge.MaxX) { edge.MaxX = mx; edge.MaxXNode = stack.ElementAt(i); } } }