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
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;
}
}
其他回答
有一个很好的方法来解决这个问题就是用向量叉乘。定义二维向量叉乘v × w为vx wy−vy wx。
假设这两条线段从p到p + r,从q到q + s。那么第一行上的任意点都可以表示为p + t r(对于标量参数t),第二行上的任意点可以表示为q + u s(对于标量参数u)。
如果t和u满足以下条件,两条直线相交:
P + t r = q + u s
两边叉乘s,得到
(p + r) × s = (q + u s) × s
由于s × s = 0,这意味着
T (r × s) = (q−p) × s
因此,求解t:
T = (q−p) × s / (r × s)
同样地,我们可以解出u:
(p + r) × r = (q + u s) × r U (s × r) = (p−q) × r U = (p−q) × r / (s × r)
为了减少计算步骤,可以方便地将其重写为以下形式(记住s × r =−r × s):
U = q−p × r / (r × s)
现在有四种情况:
If r × s = 0 and (q − p) × r = 0, then the two lines are collinear. In this case, express the endpoints of the second segment (q and q + s) in terms of the equation of the first line segment (p + t r): t0 = (q − p) · r / (r · r) t1 = (q + s − p) · r / (r · r) = t0 + s · r / (r · r) If the interval between t0 and t1 intersects the interval [0, 1] then the line segments are collinear and overlapping; otherwise they are collinear and disjoint. Note that if s and r point in opposite directions, then s · r < 0 and so the interval to be checked is [t1, t0] rather than [t0, t1]. If r × s = 0 and (q − p) × r ≠ 0, then the two lines are parallel and non-intersecting. If r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t r = q + u s. Otherwise, the two line segments are not parallel but do not intersect.
来源:该方法是3D线相交算法的2维专门化,来自Ronald Goldman发表在Graphics Gems,第304页的文章“三条线在三维空间中的相交”。在三维空间中,通常的情况是直线是倾斜的(既不平行也不相交),在这种情况下,该方法给出了两条直线最接近的点。
FWIW,下面的函数(在C中)既检测线的交点,又确定交点。这是基于Andre LeMothe的“Tricks of the Windows Game Programming Gurus”中的一个算法。这与其他答案(例如Gareth的答案)中的一些算法并没有什么不同。然后LeMothe使用克莱默法则(不要问我)来解这些方程。
我可以证明它在我的小行星克隆中起作用,并且似乎正确地处理了Elemental, Dan和Wodzu在其他答案中描述的边缘情况。它也可能比KingNestor发布的代码快,因为它都是乘法和除法,没有平方根!
我想这里有一些除以0的可能性,尽管在我的例子中这不是问题。很容易修改以避免崩溃。
// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
// intersect the intersection point may be stored in the floats i_x and i_y.
char get_line_intersection(float p0_x, float p0_y, float p1_x, float p1_y,
float p2_x, float p2_y, float p3_x, float p3_y, float *i_x, float *i_y)
{
float s1_x, s1_y, s2_x, s2_y;
s1_x = p1_x - p0_x; s1_y = p1_y - p0_y;
s2_x = p3_x - p2_x; s2_y = p3_y - p2_y;
float s, t;
s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y);
t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y);
if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
{
// Collision detected
if (i_x != NULL)
*i_x = p0_x + (t * s1_x);
if (i_y != NULL)
*i_y = p0_y + (t * s1_y);
return 1;
}
return 0; // No collision
}
顺便说一句,我必须说,在LeMothe的书中,虽然他显然得到了正确的算法,但他展示的具体示例插入了错误的数字,并且计算错误。例如:
(4 * (4-1) + 12 * (7-1))/(17 * 4 + 12 * 10) = 844/0.88 = 0.44
这让我困惑了好几个小时。:(
只是想提一下,一个很好的解释和明确的解决方案可以在数字食谱系列中找到。我有这本书的第三版,答案在1117页21.4节。另一种不同命名的解决方案可以在玛丽娜·加夫里洛娃(Marina Gavrilova)的论文中找到。在我看来,她的解决办法要简单一些。
我的实现如下:
bool NuGeometry::IsBetween(const double& x0, const double& x, const double& x1){
return (x >= x0) && (x <= x1);
}
bool NuGeometry::FindIntersection(const double& x0, const double& y0,
const double& x1, const double& y1,
const double& a0, const double& b0,
const double& a1, const double& b1,
double& xy, double& ab) {
// four endpoints are x0, y0 & x1,y1 & a0,b0 & a1,b1
// returned values xy and ab are the fractional distance along xy and ab
// and are only defined when the result is true
bool partial = false;
double denom = (b0 - b1) * (x0 - x1) - (y0 - y1) * (a0 - a1);
if (denom == 0) {
xy = -1;
ab = -1;
} else {
xy = (a0 * (y1 - b1) + a1 * (b0 - y1) + x1 * (b1 - b0)) / denom;
partial = NuGeometry::IsBetween(0, xy, 1);
if (partial) {
// no point calculating this unless xy is between 0 & 1
ab = (y1 * (x0 - a1) + b1 * (x1 - x0) + y0 * (a1 - x1)) / denom;
}
}
if ( partial && NuGeometry::IsBetween(0, ab, 1)) {
ab = 1-ab;
xy = 1-xy;
return true;
} else return false;
}
问题C:如何检测两条线段是否相交?
我也搜索过同样的话题,但我对答案并不满意。所以我写了一篇文章,非常详细地解释了如何检查两条线段是否与大量图像相交。这是完整的(并经过测试的)java代码。
以下是这篇文章,截取了最重要的部分:
检查线段a是否与线段b相交的算法如下所示:
什么是边界框?下面是两个线段的边界框:
如果两个边界框都有交点,则移动线段a,使其中一点在(0|0)处。现在你有了一条经过a定义的原点的直线,现在以同样的方式移动线段b,检查线段b的新点是否在直线a的不同两侧。如果是这样,则反过来检查。如果也是这样,线段相交。如果不相交,它们就不相交。
问题A:两条线段在哪里相交?
你知道两条线段a和b相交。如果你不知道,用我在C题中给你的工具检查一下。
现在你可以通过一些情况,并得到解决与七年级数学(见代码和交互示例)。
问题B:你如何检测两条线是否相交?
假设点A = (x1, y1)点B = (x2, y2) C = (x_3, y_3) D = (x_4, y_4) 第一行由AB定义(A != B),第二行由CD定义(C != D)。
function doLinesIntersect(AB, CD) {
if (x1 == x2) {
return !(x3 == x4 && x1 != x3);
} else if (x3 == x4) {
return true;
} else {
// Both lines are not parallel to the y-axis
m1 = (y1-y2)/(x1-x2);
m2 = (y3-y4)/(x3-x4);
return m1 != m2;
}
}
问题D:两条直线在哪里相交?
检查问题B,它们是否相交。
直线a和b由每条直线上的两个点定义。 你基本上可以用和问题A相同的逻辑。
C和Objective-C
基于Gareth Rees的回答
const AGKLine AGKLineZero = (AGKLine){(CGPoint){0.0, 0.0}, (CGPoint){0.0, 0.0}};
AGKLine AGKLineMake(CGPoint start, CGPoint end)
{
return (AGKLine){start, end};
}
double AGKLineLength(AGKLine l)
{
return CGPointLengthBetween_AGK(l.start, l.end);
}
BOOL AGKLineIntersection(AGKLine l1, AGKLine l2, CGPoint *out_pointOfIntersection)
{
// http://stackoverflow.com/a/565282/202451
CGPoint p = l1.start;
CGPoint q = l2.start;
CGPoint r = CGPointSubtract_AGK(l1.end, l1.start);
CGPoint s = CGPointSubtract_AGK(l2.end, l2.start);
double s_r_crossProduct = CGPointCrossProductZComponent_AGK(r, s);
double t = CGPointCrossProductZComponent_AGK(CGPointSubtract_AGK(q, p), s) / s_r_crossProduct;
double u = CGPointCrossProductZComponent_AGK(CGPointSubtract_AGK(q, p), r) / s_r_crossProduct;
if(t < 0 || t > 1.0 || u < 0 || u > 1.0)
{
if(out_pointOfIntersection != NULL)
{
*out_pointOfIntersection = CGPointZero;
}
return NO;
}
else
{
if(out_pointOfIntersection != NULL)
{
CGPoint i = CGPointAdd_AGK(p, CGPointMultiply_AGK(r, t));
*out_pointOfIntersection = i;
}
return YES;
}
}
CGFloat CGPointCrossProductZComponent_AGK(CGPoint v1, CGPoint v2)
{
return v1.x * v2.y - v1.y * v2.x;
}
CGPoint CGPointSubtract_AGK(CGPoint p1, CGPoint p2)
{
return (CGPoint){p1.x - p2.x, p1.y - p2.y};
}
CGPoint CGPointAdd_AGK(CGPoint p1, CGPoint p2)
{
return (CGPoint){p1.x + p2.x, p1.y + p2.y};
}
CGFloat CGPointCrossProductZComponent_AGK(CGPoint v1, CGPoint v2)
{
return v1.x * v2.y - v1.y * v2.x;
}
CGPoint CGPointMultiply_AGK(CGPoint p1, CGFloat factor)
{
return (CGPoint){p1.x * factor, p1.y * factor};
}
许多函数和结构都是私有的,但是你应该很容易就能知道发生了什么。 这是公开的在这个回购https://github.com/hfossli/AGGeometryKit/