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;
}
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
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;
}
}
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;
}
}
}
};
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。
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/