我如何确定两条直线是否相交,如果相交,在x,y点处?
当前回答
人们似乎对Gavin的答案很感兴趣,cortijon在评论中提出了一个javascript版本,iMalc提供了一个计算量略少的版本。一些人指出了各种代码建议的缺点,另一些人则评论了一些代码建议的效率。
iMalc通过Gavin的答案提供的算法是我目前在一个javascript项目中使用的算法,我只是想在这里提供一个清理过的版本,如果它可以帮助到任何人的话。
// Some variables for reuse, others may do this differently
var p0x, p1x, p2x, p3x, ix,
p0y, p1y, p2y, p3y, iy,
collisionDetected;
// do stuff, call other functions, set endpoints...
// note: for my purpose I use |t| < |d| as opposed to
// |t| <= |d| which is equivalent to 0 <= t < 1 rather than
// 0 <= t <= 1 as in Gavin's answer - results may vary
var lineSegmentIntersection = function(){
var d, dx1, dx2, dx3, dy1, dy2, dy3, s, t;
dx1 = p1x - p0x; dy1 = p1y - p0y;
dx2 = p3x - p2x; dy2 = p3y - p2y;
dx3 = p0x - p2x; dy3 = p0y - p2y;
collisionDetected = 0;
d = dx1 * dy2 - dx2 * dy1;
if(d !== 0){
s = dx1 * dy3 - dx3 * dy1;
if((s <= 0 && d < 0 && s >= d) || (s >= 0 && d > 0 && s <= d)){
t = dx2 * dy3 - dx3 * dy2;
if((t <= 0 && d < 0 && t > d) || (t >= 0 && d > 0 && t < d)){
t = t / d;
collisionDetected = 1;
ix = p0x + t * dx1;
iy = p0y + t * dy1;
}
}
}
};
其他回答
找到两条线段的正确交点是一项具有大量边缘情况的非简单任务。下面是一个用Java编写的、有效的、经过测试的解决方案。
本质上,在求两条线段的交点时,有三种情况会发生:
线段不相交 有一个唯一的交点 交点是另一段
注意:在代码中,我假设x1 = x2和y1 = y2的线段(x1, y1), (x2, y2)是有效的线段。从数学上讲,线段由不同的点组成,但为了完整起见,我在这个实现中允许线段作为点。
代码是从我的github回购
/**
* This snippet finds the intersection of two line segments.
* The intersection may either be empty, a single point or the
* intersection is a subsegment there's an overlap.
*/
import static java.lang.Math.abs;
import static java.lang.Math.max;
import static java.lang.Math.min;
import java.util.ArrayList;
import java.util.List;
public class LineSegmentLineSegmentIntersection {
// Small epsilon used for double value comparison.
private static final double EPS = 1e-5;
// 2D Point class.
public static class Pt {
double x, y;
public Pt(double x, double y) {
this.x = x;
this.y = y;
}
public boolean equals(Pt pt) {
return abs(x - pt.x) < EPS && abs(y - pt.y) < EPS;
}
}
// Finds the orientation of point 'c' relative to the line segment (a, b)
// Returns 0 if all three points are collinear.
// Returns -1 if 'c' is clockwise to segment (a, b), i.e right of line formed by the segment.
// Returns +1 if 'c' is counter clockwise to segment (a, b), i.e left of line
// formed by the segment.
public static int orientation(Pt a, Pt b, Pt c) {
double value = (b.y - a.y) * (c.x - b.x) -
(b.x - a.x) * (c.y - b.y);
if (abs(value) < EPS) return 0;
return (value > 0) ? -1 : +1;
}
// Tests whether point 'c' is on the line segment (a, b).
// Ensure first that point c is collinear to segment (a, b) and
// then check whether c is within the rectangle formed by (a, b)
public static boolean pointOnLine(Pt a, Pt b, Pt c) {
return orientation(a, b, c) == 0 &&
min(a.x, b.x) <= c.x && c.x <= max(a.x, b.x) &&
min(a.y, b.y) <= c.y && c.y <= max(a.y, b.y);
}
// Determines whether two segments intersect.
public static boolean segmentsIntersect(Pt p1, Pt p2, Pt p3, Pt p4) {
// Get the orientation of points p3 and p4 in relation
// to the line segment (p1, p2)
int o1 = orientation(p1, p2, p3);
int o2 = orientation(p1, p2, p4);
int o3 = orientation(p3, p4, p1);
int o4 = orientation(p3, p4, p2);
// If the points p1, p2 are on opposite sides of the infinite
// line formed by (p3, p4) and conversly p3, p4 are on opposite
// sides of the infinite line formed by (p1, p2) then there is
// an intersection.
if (o1 != o2 && o3 != o4) return true;
// Collinear special cases (perhaps these if checks can be simplified?)
if (o1 == 0 && pointOnLine(p1, p2, p3)) return true;
if (o2 == 0 && pointOnLine(p1, p2, p4)) return true;
if (o3 == 0 && pointOnLine(p3, p4, p1)) return true;
if (o4 == 0 && pointOnLine(p3, p4, p2)) return true;
return false;
}
public static List<Pt> getCommonEndpoints(Pt p1, Pt p2, Pt p3, Pt p4) {
List<Pt> points = new ArrayList<>();
if (p1.equals(p3)) {
points.add(p1);
if (p2.equals(p4)) points.add(p2);
} else if (p1.equals(p4)) {
points.add(p1);
if (p2.equals(p3)) points.add(p2);
} else if (p2.equals(p3)) {
points.add(p2);
if (p1.equals(p4)) points.add(p1);
} else if (p2.equals(p4)) {
points.add(p2);
if (p1.equals(p3)) points.add(p1);
}
return points;
}
// Finds the intersection point(s) of two line segments. Unlike regular line
// segments, segments which are points (x1 = x2 and y1 = y2) are allowed.
public static Pt[] lineSegmentLineSegmentIntersection(Pt p1, Pt p2, Pt p3, Pt p4) {
// No intersection.
if (!segmentsIntersect(p1, p2, p3, p4)) return new Pt[]{};
// Both segments are a single point.
if (p1.equals(p2) && p2.equals(p3) && p3.equals(p4))
return new Pt[]{p1};
List<Pt> endpoints = getCommonEndpoints(p1, p2, p3, p4);
int n = endpoints.size();
// One of the line segments is an intersecting single point.
// NOTE: checking only n == 1 is insufficient to return early
// because the solution might be a sub segment.
boolean singleton = p1.equals(p2) || p3.equals(p4);
if (n == 1 && singleton) return new Pt[]{endpoints.get(0)};
// Segments are equal.
if (n == 2) return new Pt[]{endpoints.get(0), endpoints.get(1)};
boolean collinearSegments = (orientation(p1, p2, p3) == 0) &&
(orientation(p1, p2, p4) == 0);
// The intersection will be a sub-segment of the two
// segments since they overlap each other.
if (collinearSegments) {
// Segment #2 is enclosed in segment #1
if (pointOnLine(p1, p2, p3) && pointOnLine(p1, p2, p4))
return new Pt[]{p3, p4};
// Segment #1 is enclosed in segment #2
if (pointOnLine(p3, p4, p1) && pointOnLine(p3, p4, p2))
return new Pt[]{p1, p2};
// The subsegment is part of segment #1 and part of segment #2.
// Find the middle points which correspond to this segment.
Pt midPoint1 = pointOnLine(p1, p2, p3) ? p3 : p4;
Pt midPoint2 = pointOnLine(p3, p4, p1) ? p1 : p2;
// There is actually only one middle point!
if (midPoint1.equals(midPoint2)) return new Pt[]{midPoint1};
return new Pt[]{midPoint1, midPoint2};
}
/* Beyond this point there is a unique intersection point. */
// Segment #1 is a vertical line.
if (abs(p1.x - p2.x) < EPS) {
double m = (p4.y - p3.y) / (p4.x - p3.x);
double b = p3.y - m * p3.x;
return new Pt[]{new Pt(p1.x, m * p1.x + b)};
}
// Segment #2 is a vertical line.
if (abs(p3.x - p4.x) < EPS) {
double m = (p2.y - p1.y) / (p2.x - p1.x);
double b = p1.y - m * p1.x;
return new Pt[]{new Pt(p3.x, m * p3.x + b)};
}
double m1 = (p2.y - p1.y) / (p2.x - p1.x);
double m2 = (p4.y - p3.y) / (p4.x - p3.x);
double b1 = p1.y - m1 * p1.x;
double b2 = p3.y - m2 * p3.x;
double x = (b2 - b1) / (m1 - m2);
double y = (m1 * b2 - m2 * b1) / (m1 - m2);
return new Pt[]{new Pt(x, y)};
}
}
下面是一个简单的用法示例:
public static void main(String[] args) {
// Segment #1 is (p1, p2), segment #2 is (p3, p4)
Pt p1, p2, p3, p4;
p1 = new Pt(-2, 4); p2 = new Pt(3, 3);
p3 = new Pt(0, 0); p4 = new Pt(2, 4);
Pt[] points = lineSegmentLineSegmentIntersection(p1, p2, p3, p4);
Pt point = points[0];
// Prints: (1.636, 3.273)
System.out.printf("(%.3f, %.3f)\n", point.x, point.y);
p1 = new Pt(-10, 0); p2 = new Pt(+10, 0);
p3 = new Pt(-5, 0); p4 = new Pt(+5, 0);
points = lineSegmentLineSegmentIntersection(p1, p2, p3, p4);
Pt point1 = points[0], point2 = points[1];
// Prints: (-5.000, 0.000) (5.000, 0.000)
System.out.printf("(%.3f, %.3f) (%.3f, %.3f)\n", point1.x, point1.y, point2.x, point2.y);
}
许多答案把所有的计算都打包成一个函数。如果您需要计算直线斜率、y轴截距或x轴截距,以便在代码的其他地方使用,那么这些计算将是冗余的。我分离出了各自的函数,使用了明显的变量名,并注释了我的代码以使其更易于理解。我需要知道直线是否无限超出它们的端点,所以在JavaScript中:
http://jsfiddle.net/skibulk/evmqq00u/
var point_a = {x:0, y:10},
point_b = {x:12, y:12},
point_c = {x:10, y:0},
point_d = {x:0, y:0},
slope_ab = slope(point_a, point_b),
slope_bc = slope(point_b, point_c),
slope_cd = slope(point_c, point_d),
slope_da = slope(point_d, point_a),
yint_ab = y_intercept(point_a, slope_ab),
yint_bc = y_intercept(point_b, slope_bc),
yint_cd = y_intercept(point_c, slope_cd),
yint_da = y_intercept(point_d, slope_da),
xint_ab = x_intercept(point_a, slope_ab, yint_ab),
xint_bc = x_intercept(point_b, slope_bc, yint_bc),
xint_cd = x_intercept(point_c, slope_cd, yint_cd),
xint_da = x_intercept(point_d, slope_da, yint_da),
point_aa = intersect(slope_da, yint_da, xint_da, slope_ab, yint_ab, xint_ab),
point_bb = intersect(slope_ab, yint_ab, xint_ab, slope_bc, yint_bc, xint_bc),
point_cc = intersect(slope_bc, yint_bc, xint_bc, slope_cd, yint_cd, xint_cd),
point_dd = intersect(slope_cd, yint_cd, xint_cd, slope_da, yint_da, xint_da);
console.log(point_a, point_b, point_c, point_d);
console.log(slope_ab, slope_bc, slope_cd, slope_da);
console.log(yint_ab, yint_bc, yint_cd, yint_da);
console.log(xint_ab, xint_bc, xint_cd, xint_da);
console.log(point_aa, point_bb, point_cc, point_dd);
function slope(point_a, point_b) {
var i = (point_b.y - point_a.y) / (point_b.x - point_a.x);
if (i === -Infinity) return Infinity;
if (i === -0) return 0;
return i;
}
function y_intercept(point, slope) {
// Horizontal Line
if (slope == 0) return point.y;
// Vertical Line
if (slope == Infinity)
{
// THE Y-Axis
if (point.x == 0) return Infinity;
// No Intercept
return null;
}
// Angled Line
return point.y - (slope * point.x);
}
function x_intercept(point, slope, yint) {
// Vertical Line
if (slope == Infinity) return point.x;
// Horizontal Line
if (slope == 0)
{
// THE X-Axis
if (point.y == 0) return Infinity;
// No Intercept
return null;
}
// Angled Line
return -yint / slope;
}
// Intersection of two infinite lines
function intersect(slope_a, yint_a, xint_a, slope_b, yint_b, xint_b) {
if (slope_a == slope_b)
{
// Equal Lines
if (yint_a == yint_b && xint_a == xint_b) return Infinity;
// Parallel Lines
return null;
}
// First Line Vertical
if (slope_a == Infinity)
{
return {
x: xint_a,
y: (slope_b * xint_a) + yint_b
};
}
// Second Line Vertical
if (slope_b == Infinity)
{
return {
x: xint_b,
y: (slope_a * xint_b) + yint_a
};
}
// Not Equal, Not Parallel, Not Vertical
var i = (yint_b - yint_a) / (slope_a - slope_b);
return {
x: i,
y: (slope_a * i) + yint_a
};
}
这对我来说很有效。从这里拍的。
// calculates intersection and checks for parallel lines.
// also checks that the intersection point is actually on
// the line segment p1-p2
Point findIntersection(Point p1,Point p2,
Point p3,Point p4) {
float xD1,yD1,xD2,yD2,xD3,yD3;
float dot,deg,len1,len2;
float segmentLen1,segmentLen2;
float ua,ub,div;
// calculate differences
xD1=p2.x-p1.x;
xD2=p4.x-p3.x;
yD1=p2.y-p1.y;
yD2=p4.y-p3.y;
xD3=p1.x-p3.x;
yD3=p1.y-p3.y;
// calculate the lengths of the two lines
len1=sqrt(xD1*xD1+yD1*yD1);
len2=sqrt(xD2*xD2+yD2*yD2);
// calculate angle between the two lines.
dot=(xD1*xD2+yD1*yD2); // dot product
deg=dot/(len1*len2);
// if abs(angle)==1 then the lines are parallell,
// so no intersection is possible
if(abs(deg)==1) return null;
// find intersection Pt between two lines
Point pt=new Point(0,0);
div=yD2*xD1-xD2*yD1;
ua=(xD2*yD3-yD2*xD3)/div;
ub=(xD1*yD3-yD1*xD3)/div;
pt.x=p1.x+ua*xD1;
pt.y=p1.y+ua*yD1;
// calculate the combined length of the two segments
// between Pt-p1 and Pt-p2
xD1=pt.x-p1.x;
xD2=pt.x-p2.x;
yD1=pt.y-p1.y;
yD2=pt.y-p2.y;
segmentLen1=sqrt(xD1*xD1+yD1*yD1)+sqrt(xD2*xD2+yD2*yD2);
// calculate the combined length of the two segments
// between Pt-p3 and Pt-p4
xD1=pt.x-p3.x;
xD2=pt.x-p4.x;
yD1=pt.y-p3.y;
yD2=pt.y-p4.y;
segmentLen2=sqrt(xD1*xD1+yD1*yD1)+sqrt(xD2*xD2+yD2*yD2);
// if the lengths of both sets of segments are the same as
// the lenghts of the two lines the point is actually
// on the line segment.
// if the point isn’t on the line, return null
if(abs(len1-segmentLen1)>0.01 || abs(len2-segmentLen2)>0.01)
return null;
// return the valid intersection
return pt;
}
class Point{
float x,y;
Point(float x, float y){
this.x = x;
this.y = y;
}
void set(float x, float y){
this.x = x;
this.y = y;
}
}
下面是一个基本的c#线段实现,并有相应的交点检测代码。它需要一个名为Vector2f的2D向量/点结构,不过你可以用任何其他具有X/Y属性的类型替换它。如果更适合你的需要,你也可以用double替换float。
这段代码用于我的. net物理库Boing。
public struct LineSegment2f
{
public Vector2f From { get; }
public Vector2f To { get; }
public LineSegment2f(Vector2f @from, Vector2f to)
{
From = @from;
To = to;
}
public Vector2f Delta => new Vector2f(To.X - From.X, To.Y - From.Y);
/// <summary>
/// Attempt to intersect two line segments.
/// </summary>
/// <remarks>
/// Even if the line segments do not intersect, <paramref name="t"/> and <paramref name="u"/> will be set.
/// If the lines are parallel, <paramref name="t"/> and <paramref name="u"/> are set to <see cref="float.NaN"/>.
/// </remarks>
/// <param name="other">The line to attempt intersection of this line with.</param>
/// <param name="intersectionPoint">The point of intersection if within the line segments, or empty..</param>
/// <param name="t">The distance along this line at which intersection would occur, or NaN if lines are collinear/parallel.</param>
/// <param name="u">The distance along the other line at which intersection would occur, or NaN if lines are collinear/parallel.</param>
/// <returns><c>true</c> if the line segments intersect, otherwise <c>false</c>.</returns>
public bool TryIntersect(LineSegment2f other, out Vector2f intersectionPoint, out float t, out float u)
{
var p = From;
var q = other.From;
var r = Delta;
var s = other.Delta;
// t = (q − p) × s / (r × s)
// u = (q − p) × r / (r × s)
var denom = Fake2DCross(r, s);
if (denom == 0)
{
// lines are collinear or parallel
t = float.NaN;
u = float.NaN;
intersectionPoint = default(Vector2f);
return false;
}
var tNumer = Fake2DCross(q - p, s);
var uNumer = Fake2DCross(q - p, r);
t = tNumer / denom;
u = uNumer / denom;
if (t < 0 || t > 1 || u < 0 || u > 1)
{
// line segments do not intersect within their ranges
intersectionPoint = default(Vector2f);
return false;
}
intersectionPoint = p + r * t;
return true;
}
private static float Fake2DCross(Vector2f a, Vector2f b)
{
return a.X * b.Y - a.Y * b.X;
}
}
如果矩形的每条边都是一条线段,并且用户绘制的部分也是一条线段,那么您只需检查用户绘制的线段是否与四条边线段相交。这应该是一个相当简单的练习,给定每个段的起点和终点。