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

以下是对加文回答的改进。马普的解决方案也类似,但都没有推迟分割。

这实际上也是Gareth Rees的答案的一个实际应用,因为向量积在2D中的等价是补点积,这段代码用了其中的三个。切换到3D并使用叉积,在最后插入s和t,结果是3D中直线之间的两个最近点。 不管怎样,2D解:

int 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 s02_x, s02_y, s10_x, s10_y, s32_x, s32_y, s_numer, t_numer, denom, t;
    s10_x = p1_x - p0_x;
    s10_y = p1_y - p0_y;
    s32_x = p3_x - p2_x;
    s32_y = p3_y - p2_y;

    denom = s10_x * s32_y - s32_x * s10_y;
    if (denom == 0)
        return 0; // Collinear
    bool denomPositive = denom > 0;

    s02_x = p0_x - p2_x;
    s02_y = p0_y - p2_y;
    s_numer = s10_x * s02_y - s10_y * s02_x;
    if ((s_numer < 0) == denomPositive)
        return 0; // No collision

    t_numer = s32_x * s02_y - s32_y * s02_x;
    if ((t_numer < 0) == denomPositive)
        return 0; // No collision

    if (((s_numer > denom) == denomPositive) || ((t_numer > denom) == denomPositive))
        return 0; // No collision
    // Collision detected
    t = t_numer / denom;
    if (i_x != NULL)
        *i_x = p0_x + (t * s10_x);
    if (i_y != NULL)
        *i_y = p0_y + (t * s10_y);

    return 1;
}

基本上,它将除法延迟到最后一刻,并将大多数测试移动到某些计算完成之前,从而增加了早期退出。最后,它还避免了直线平行时的除零情况。

您可能还想考虑使用ε检验,而不是与零比较。非常接近平行的线会产生稍微偏离的结果。这不是一个bug,这是浮点数学的一个限制。

其他回答

我试过其中一些答案,但它们对我不起作用(对不起伙计们);在网上搜索之后,我找到了这个。

对他的代码做了一点修改,我现在有了这个函数,它将返回交点,如果没有找到交点,它将返回- 1,1。

    Public Function intercetion(ByVal ax As Integer, ByVal ay As Integer, ByVal bx As Integer, ByVal by As Integer, ByVal cx As Integer, ByVal cy As Integer, ByVal dx As Integer, ByVal dy As Integer) As Point
    '//  Determines the intersection point of the line segment defined by points A and B
    '//  with the line segment defined by points C and D.
    '//
    '//  Returns YES if the intersection point was found, and stores that point in X,Y.
    '//  Returns NO if there is no determinable intersection point, in which case X,Y will
    '//  be unmodified.

    Dim distAB, theCos, theSin, newX, ABpos As Double

    '//  Fail if either line segment is zero-length.
    If ax = bx And ay = by Or cx = dx And cy = dy Then Return New Point(-1, -1)

    '//  Fail if the segments share an end-point.
    If ax = cx And ay = cy Or bx = cx And by = cy Or ax = dx And ay = dy Or bx = dx And by = dy Then Return New Point(-1, -1)

    '//  (1) Translate the system so that point A is on the origin.
    bx -= ax
    by -= ay
    cx -= ax
    cy -= ay
    dx -= ax
    dy -= ay

    '//  Discover the length of segment A-B.
    distAB = Math.Sqrt(bx * bx + by * by)

    '//  (2) Rotate the system so that point B is on the positive X axis.
    theCos = bx / distAB
    theSin = by / distAB
    newX = cx * theCos + cy * theSin
    cy = cy * theCos - cx * theSin
    cx = newX
    newX = dx * theCos + dy * theSin
    dy = dy * theCos - dx * theSin
    dx = newX

    '//  Fail if segment C-D doesn't cross line A-B.
    If cy < 0 And dy < 0 Or cy >= 0 And dy >= 0 Then Return New Point(-1, -1)

    '//  (3) Discover the position of the intersection point along line A-B.
    ABpos = dx + (cx - dx) * dy / (dy - cy)

    '//  Fail if segment C-D crosses line A-B outside of segment A-B.
    If ABpos < 0 Or ABpos > distAB Then Return New Point(-1, -1)

    '//  (4) Apply the discovered position to line A-B in the original coordinate system.
    '*X=Ax+ABpos*theCos
    '*Y=Ay+ABpos*theSin

    '//  Success.
    Return New Point(ax + ABpos * theCos, ay + ABpos * theSin)
End Function

根据t3chb0t的答案:

int intersezione_linee(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4, int& p_x, int& p_y)
{
   //L1: estremi (x1,y1)(x2,y2) L2: estremi (x3,y3)(x3,y3)
   int d;
   d = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4);
   if(!d)
       return 0;
   p_x = ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4))/d;
   p_y = ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4))/d;
   return 1;
}

int in_bounding_box(int x1, int y1, int x2, int y2, int p_x, int p_y)
{
    return p_x>=x1 && p_x<=x2 && p_y>=y1 && p_y<=y2;

}

int intersezione_segmenti(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4, int& p_x, int& p_y)
{
    if (!intersezione_linee(x1,y1,x2,y2,x3,y3,x4,y4,p_x,p_y))
        return 0;

    return in_bounding_box(x1,y1,x2,y2,p_x,p_y) && in_bounding_box(x3,y3,x4,y4,p_x,p_y);
}

我认为这个问题有一个更简单的解决方案。今天我想到了另一个想法,看起来效果不错(至少在2D中)。你所要做的就是计算两条直线的交点,然后检查计算的交点是否在两条线段的边界框内。如果是,两条线段相交。就是这样。

编辑:

这就是我如何计算交集(我不知道我在哪里找到了这个代码片段)

Point3D

来自

System.Windows.Media.Media3D

public static Point3D? Intersection(Point3D start1, Point3D end1, Point3D start2, Point3D end2) {

        double a1 = end1.Y - start1.Y;
        double b1 = start1.X - end1.X;
        double c1 = a1 * start1.X + b1 * start1.Y;

        double a2 = end2.Y - start2.Y;
        double b2 = start2.X - end2.X;
        double c2 = a2 * start2.X + b2 * start2.Y;

        double det = a1 * b2 - a2 * b1;
        if (det == 0) { // lines are parallel
            return null;
        }

        double x = (b2 * c1 - b1 * c2) / det;
        double y = (a1 * c2 - a2 * c1) / det;

        return new Point3D(x, y, 0.0);
    }

这是我的BoundingBox类(为了回答的目的而简化):

public class BoundingBox {
    private Point3D min = new Point3D();
    private Point3D max = new Point3D();

    public BoundingBox(Point3D point) {
        min = point;
        max = point;
    }

    public Point3D Min {
        get { return min; }
        set { min = value; }
    }

    public Point3D Max {
        get { return max; }
        set { max = value; }
    }

    public bool Contains(BoundingBox box) {
        bool contains =
            min.X <= box.min.X && max.X >= box.max.X &&
            min.Y <= box.min.Y && max.Y >= box.max.Y &&
            min.Z <= box.min.Z && max.Z >= box.max.Z;
        return contains;
    }

    public bool Contains(Point3D point) {
        return Contains(new BoundingBox(point));
    }

}

iMalc回答的Python版本:

def find_intersection( p0, p1, p2, p3 ) :

    s10_x = p1[0] - p0[0]
    s10_y = p1[1] - p0[1]
    s32_x = p3[0] - p2[0]
    s32_y = p3[1] - p2[1]

    denom = s10_x * s32_y - s32_x * s10_y

    if denom == 0 : return None # collinear

    denom_is_positive = denom > 0

    s02_x = p0[0] - p2[0]
    s02_y = p0[1] - p2[1]

    s_numer = s10_x * s02_y - s10_y * s02_x

    if (s_numer < 0) == denom_is_positive : return None # no collision

    t_numer = s32_x * s02_y - s32_y * s02_x

    if (t_numer < 0) == denom_is_positive : return None # no collision

    if (s_numer > denom) == denom_is_positive or (t_numer > denom) == denom_is_positive : return None # no collision


    # collision detected

    t = t_numer / denom

    intersection_point = [ p0[0] + (t * s10_x), p0[1] + (t * s10_y) ]


    return intersection_point

我尝试了很多方法,然后我决定自己写。就是这样:

bool IsBetween (float x, float b1, float b2)
{
   return ( ((x >= (b1 - 0.1f)) && 
        (x <= (b2 + 0.1f))) || 
        ((x >= (b2 - 0.1f)) &&
        (x <= (b1 + 0.1f))));
}

bool IsSegmentsColliding(   POINTFLOAT lineA,
                POINTFLOAT lineB,
                POINTFLOAT line2A,
                POINTFLOAT line2B)
{
    float deltaX1 = lineB.x - lineA.x;
    float deltaX2 = line2B.x - line2A.x;
    float deltaY1 = lineB.y - lineA.y;
    float deltaY2 = line2B.y - line2A.y;

    if (abs(deltaX1) < 0.01f && 
        abs(deltaX2) < 0.01f) // Both are vertical lines
        return false;
    if (abs((deltaY1 / deltaX1) -
        (deltaY2 / deltaX2)) < 0.001f) // Two parallel line
        return false;

    float xCol = (  (   (deltaX1 * deltaX2) * 
                        (line2A.y - lineA.y)) - 
                    (line2A.x * deltaY2 * deltaX1) + 
                    (lineA.x * deltaY1 * deltaX2)) / 
                 ((deltaY1 * deltaX2) - (deltaY2 * deltaX1));
    float yCol = 0;
    if (deltaX1 < 0.01f) // L1 is a vertical line
        yCol = ((xCol * deltaY2) + 
                (line2A.y * deltaX2) - 
                (line2A.x * deltaY2)) / deltaX2;
    else // L1 is acceptable
        yCol = ((xCol * deltaY1) +
                (lineA.y * deltaX1) -
                (lineA.x * deltaY1)) / deltaX1;

    bool isCol =    IsBetween(xCol, lineA.x, lineB.x) &&
            IsBetween(yCol, lineA.y, lineB.y) &&
            IsBetween(xCol, line2A.x, line2B.x) &&
            IsBetween(yCol, line2A.y, line2B.y);
    return isCol;
}

根据这两个公式:(由直线方程和其他公式简化而来)