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
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;
}
}
其他回答
问题可以简化成这样一个问题:从A到B和从C到D的两条直线相交吗?然后你可以问它四次(在直线和矩形的四条边之间)。
这是做这个的矢量数学。假设A到B的直线就是问题中的直线C到D的直线是其中一条矩形直线。我的表示法是Ax是A的x坐标Cy是c的y坐标“*”表示点积,例如A*B = Ax*Bx + Ay*By。
E = B-A = ( Bx-Ax, By-Ay )
F = D-C = ( Dx-Cx, Dy-Cy )
P = ( -Ey, Ex )
h = ( (A-C) * P ) / ( F * P )
h是键。如果h在0和1之间,两条线相交,否则不相交。如果F*P为零,当然不能进行计算,但在这种情况下,直线是平行的,因此只有在明显的情况下才相交。
交点是C + F*h。
更多的乐趣:
如果h恰好等于0或1,两条直线的端点相交。你可以认为这是一个“交集”,也可以认为不是。
具体来说,h是直线长度乘以多少才能恰好与另一条直线相交。
因此,如果h<0,这意味着矩形线在给定直线的“后面”(“方向”是“从A到B”),如果h>1,矩形线在给定直线的“前面”。
推导:
A和C是指向直线起点的向量;E和F是由A和C端点组成的直线。
对于平面上任意两条不平行线,必须恰好有一对标量g和h,使得这个方程成立:
A + E*g = C + F*h
为什么?因为两条不平行线必须相交,这意味着你可以将这两条线按一定比例缩放并相互接触。
(起初,这看起来像一个有两个未知数的方程!但当你考虑到这是一个二维矢量方程时,它就不是,这意味着这是一对x和y的方程)
我们必须消去其中一个变量。一个简单的方法是使E项为零。要做到这一点,用一个向量对方程两边做点积这个向量与E点乘到0,我把上面的向量称为P,我做了E的明显变换。
你现在有:
A*P = C*P + F*P*h
(A-C)*P = (F*P)*h
( (A-C)*P ) / (F*P) = h
我已经尝试实现上述Jason所描述的算法;不幸的是,虽然在调试数学工作,我发现许多情况下,它不起作用。
例如,考虑点A(10,10) B(20,20) C(10,1) D(1,10) h=。5然而,通过检查可以清楚地看到,这些部分彼此一点也不接近。
将其绘制成图可以清楚地看出,0 < h < 1条件仅表明如果存在截距点,则截距点将位于CD上,而不告诉我们该点是否位于AB上。 为了确保有一个交叉点,你必须对变量g进行对称计算,拦截的要求是: 0 < g < 1 AND 0 < h < 1
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;
}
}
这是基于Gareth Ree的回答。它还返回线段重叠的情况。用c++编写的V是一个简单的向量类。其中二维中两个向量的外积返回一个标量。通过了学校自动测试系统的测试。
//Required input point must be colinear with the line
bool on_segment(const V& p, const LineSegment& l)
{
//If a point is on the line, the sum of the vectors formed by the point to the line endpoints must be equal
V va = p - l.pa;
V vb = p - l.pb;
R ma = va.magnitude();
R mb = vb.magnitude();
R ml = (l.pb - l.pa).magnitude();
R s = ma + mb;
bool r = s <= ml + epsilon;
return r;
}
//Compute using vector math
// Returns 0 points if the lines do not intersect or overlap
// Returns 1 point if the lines intersect
// Returns 2 points if the lines overlap, contain the points where overlapping start starts and stop
std::vector<V> intersect(const LineSegment& la, const LineSegment& lb)
{
std::vector<V> r;
//http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
V oa, ob, da, db; //Origin and direction vectors
R sa, sb; //Scalar values
oa = la.pa;
da = la.pb - la.pa;
ob = lb.pa;
db = lb.pb - lb.pa;
if (da.cross(db) == 0 && (ob - oa).cross(da) == 0) //If colinear
{
if (on_segment(lb.pa, la) && on_segment(lb.pb, la))
{
r.push_back(lb.pa);
r.push_back(lb.pb);
dprintf("colinear, overlapping\n");
return r;
}
if (on_segment(la.pa, lb) && on_segment(la.pb, lb))
{
r.push_back(la.pa);
r.push_back(la.pb);
dprintf("colinear, overlapping\n");
return r;
}
if (on_segment(la.pa, lb))
r.push_back(la.pa);
if (on_segment(la.pb, lb))
r.push_back(la.pb);
if (on_segment(lb.pa, la))
r.push_back(lb.pa);
if (on_segment(lb.pb, la))
r.push_back(lb.pb);
if (r.size() == 0)
dprintf("colinear, non-overlapping\n");
else
dprintf("colinear, overlapping\n");
return r;
}
if (da.cross(db) == 0 && (ob - oa).cross(da) != 0)
{
dprintf("parallel non-intersecting\n");
return r;
}
//Math trick db cross db == 0, which is a single scalar in 2D.
//Crossing both sides with vector db gives:
sa = (ob - oa).cross(db) / da.cross(db);
//Crossing both sides with vector da gives
sb = (oa - ob).cross(da) / db.cross(da);
if (0 <= sa && sa <= 1 && 0 <= sb && sb <= 1)
{
dprintf("intersecting\n");
r.push_back(oa + da * sa);
return r;
}
dprintf("non-intersecting, non-parallel, non-colinear, non-overlapping\n");
return r;
}
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));
}
}