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

我将Kris的答案移植到JavaScript。在尝试了许多不同的答案后,他给出了正确的观点。我以为我要疯了,因为我没有得到我需要的分数。

function getLineLineCollision(p0, p1, p2, p3) {
    var s1, s2;
    s1 = {x: p1.x - p0.x, y: p1.y - p0.y};
    s2 = {x: p3.x - p2.x, y: p3.y - p2.y};

    var s10_x = p1.x - p0.x;
    var s10_y = p1.y - p0.y;
    var s32_x = p3.x - p2.x;
    var s32_y = p3.y - p2.y;

    var denom = s10_x * s32_y - s32_x * s10_y;

    if(denom == 0) {
        return false;
    }

    var denom_positive = denom > 0;

    var s02_x = p0.x - p2.x;
    var s02_y = p0.y - p2.y;

    var s_numer = s10_x * s02_y - s10_y * s02_x;

    if((s_numer < 0) == denom_positive) {
        return false;
    }

    var t_numer = s32_x * s02_y - s32_y * s02_x;

    if((t_numer < 0) == denom_positive) {
        return false;
    }

    if((s_numer > denom) == denom_positive || (t_numer > denom) == denom_positive) {
        return false;
    }

    var t = t_numer / denom;

    var p = {x: p0.x + (t * s10_x), y: p0.y + (t * s10_y)};
    return p;
}

其他回答

一个c++程序,用于检查两条给定线段是否相交

#include <iostream>
using namespace std;

struct Point
{
    int x;
    int y;
};

// Given three colinear points p, q, r, the function checks if
// point q lies on line segment 'pr'
bool onSegment(Point p, Point q, Point r)
{
    if (q.x <= max(p.x, r.x) && q.x >= min(p.x, r.x) &&
        q.y <= max(p.y, r.y) && q.y >= min(p.y, r.y))
       return true;

    return false;
}

// To find orientation of ordered triplet (p, q, r).
// The function returns following values
// 0 --> p, q and r are colinear
// 1 --> Clockwise
// 2 --> Counterclockwise
int orientation(Point p, Point q, Point r)
{
    // See 10th slides from following link for derivation of the formula
    // http://www.dcs.gla.ac.uk/~pat/52233/slides/Geometry1x1.pdf
    int val = (q.y - p.y) * (r.x - q.x) -
              (q.x - p.x) * (r.y - q.y);

    if (val == 0) return 0;  // colinear

    return (val > 0)? 1: 2; // clock or counterclock wise
}

// The main function that returns true if line segment 'p1q1'
// and 'p2q2' intersect.
bool doIntersect(Point p1, Point q1, Point p2, Point q2)
{
    // Find the four orientations needed for general and
    // special cases
    int o1 = orientation(p1, q1, p2);
    int o2 = orientation(p1, q1, q2);
    int o3 = orientation(p2, q2, p1);
    int o4 = orientation(p2, q2, q1);

    // General case
    if (o1 != o2 && o3 != o4)
        return true;

    // Special Cases
    // p1, q1 and p2 are colinear and p2 lies on segment p1q1
    if (o1 == 0 && onSegment(p1, p2, q1)) return true;

    // p1, q1 and p2 are colinear and q2 lies on segment p1q1
    if (o2 == 0 && onSegment(p1, q2, q1)) return true;

    // p2, q2 and p1 are colinear and p1 lies on segment p2q2
    if (o3 == 0 && onSegment(p2, p1, q2)) return true;

     // p2, q2 and q1 are colinear and q1 lies on segment p2q2
    if (o4 == 0 && onSegment(p2, q1, q2)) return true;

    return false; // Doesn't fall in any of the above cases
}

// Driver program to test above functions
int main()
{
    struct Point p1 = {1, 1}, q1 = {10, 1};
    struct Point p2 = {1, 2}, q2 = {10, 2};

    doIntersect(p1, q1, p2, q2)? cout << "Yes\n": cout << "No\n";

    p1 = {10, 0}, q1 = {0, 10};
    p2 = {0, 0}, q2 = {10, 10};
    doIntersect(p1, q1, p2, q2)? cout << "Yes\n": cout << "No\n";

    p1 = {-5, -5}, q1 = {0, 0};
    p2 = {1, 1}, q2 = {10, 10};
    doIntersect(p1, q1, p2, q2)? cout << "Yes\n": cout << "No\n";

    return 0;
}

上面有很多解决方案,但我认为下面的解决方案很简单,很容易理解。

矢量AB和矢量CD相交当且仅当

端点a和b在线段CD的两边。 端点c和d在线段AB的对边。

更具体地说,a和b在线段CD的对面当且仅当两个三元组中有一个是逆时针顺序的。

Intersect(a, b, c, d)
 if CCW(a, c, d) == CCW(b, c, d)
    return false;
 else if CCW(a, b, c) == CCW(a, b, d)
    return false;
 else
    return true;

这里的CCW代表逆时针,根据点的方向返回真/假。

来源:http://compgeom.cs.uiuc.edu/~jeffe/teaching/373/notes/x06-sweepline.pdf 第二页

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;
            }
        }
    }
};

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。

这个解决方案可能会有所帮助

public static float GetLineYIntesept(PointF p, float slope)
    {
        return p.Y - slope * p.X;
    }

    public static PointF FindIntersection(PointF line1Start, PointF line1End, PointF line2Start, PointF line2End)
    {

        float slope1 = (line1End.Y - line1Start.Y) / (line1End.X - line1Start.X);
        float slope2 = (line2End.Y - line2Start.Y) / (line2End.X - line2Start.X);

        float yinter1 = GetLineYIntesept(line1Start, slope1);
        float yinter2 = GetLineYIntesept(line2Start, slope2);

        if (slope1 == slope2 && yinter1 != yinter2)
            return PointF.Empty;

        float x = (yinter2 - yinter1) / (slope1 - slope2);

        float y = slope1 * x + yinter1;

        return new PointF(x, y);
    }