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。

找到两条线段的正确交点是一项具有大量边缘情况的非简单任务。下面是一个用Java编写的、有效的、经过测试的解决方案。

本质上,在求两条线段的交点时,有三种情况会发生:

线段不相交 有一个唯一的交点 交点是另一段

注意:在代码中,我假设x1 = x2和y1 = y2的线段(x1, y1), (x2, y2)是有效的线段。从数学上讲,线段由不同的点组成,但为了完整起见,我在这个实现中允许线段作为点。

代码是从我的github回购

/**
 * This snippet finds the intersection of two line segments.
 * The intersection may either be empty, a single point or the
 * intersection is a subsegment there's an overlap.
 */

import static java.lang.Math.abs;
import static java.lang.Math.max;
import static java.lang.Math.min;

import java.util.ArrayList;
import java.util.List;

public class LineSegmentLineSegmentIntersection {

  // Small epsilon used for double value comparison.
  private static final double EPS = 1e-5;

  // 2D Point class.
  public static class Pt {
    double x, y;
    public Pt(double x, double y) {
      this.x = x; 
      this.y = y;
    }
    public boolean equals(Pt pt) {
      return abs(x - pt.x) < EPS && abs(y - pt.y) < EPS;
    }
  }

  // Finds the orientation of point 'c' relative to the line segment (a, b)
  // Returns  0 if all three points are collinear.
  // Returns -1 if 'c' is clockwise to segment (a, b), i.e right of line formed by the segment.
  // Returns +1 if 'c' is counter clockwise to segment (a, b), i.e left of line
  // formed by the segment.
  public static int orientation(Pt a, Pt b, Pt c) {
    double value = (b.y - a.y) * (c.x - b.x) - 
                   (b.x - a.x) * (c.y - b.y);
    if (abs(value) < EPS) return 0;
    return (value > 0) ? -1 : +1;
  }

  // Tests whether point 'c' is on the line segment (a, b).
  // Ensure first that point c is collinear to segment (a, b) and
  // then check whether c is within the rectangle formed by (a, b)
  public static boolean pointOnLine(Pt a, Pt b, Pt c) {
    return orientation(a, b, c) == 0 && 
           min(a.x, b.x) <= c.x && c.x <= max(a.x, b.x) && 
           min(a.y, b.y) <= c.y && c.y <= max(a.y, b.y);
  }

  // Determines whether two segments intersect.
  public static boolean segmentsIntersect(Pt p1, Pt p2, Pt p3, Pt p4) {

    // Get the orientation of points p3 and p4 in relation
    // to the line segment (p1, p2)
    int o1 = orientation(p1, p2, p3);
    int o2 = orientation(p1, p2, p4);
    int o3 = orientation(p3, p4, p1);
    int o4 = orientation(p3, p4, p2);

    // If the points p1, p2 are on opposite sides of the infinite
    // line formed by (p3, p4) and conversly p3, p4 are on opposite
    // sides of the infinite line formed by (p1, p2) then there is
    // an intersection.
    if (o1 != o2 && o3 != o4) return true;

    // Collinear special cases (perhaps these if checks can be simplified?)
    if (o1 == 0 && pointOnLine(p1, p2, p3)) return true;
    if (o2 == 0 && pointOnLine(p1, p2, p4)) return true;
    if (o3 == 0 && pointOnLine(p3, p4, p1)) return true;
    if (o4 == 0 && pointOnLine(p3, p4, p2)) return true;

    return false;
  }

  public static List<Pt> getCommonEndpoints(Pt p1, Pt p2, Pt p3, Pt p4) {

    List<Pt> points = new ArrayList<>();

    if (p1.equals(p3)) {
      points.add(p1);
      if (p2.equals(p4)) points.add(p2);

    } else if (p1.equals(p4)) {
      points.add(p1);
      if (p2.equals(p3)) points.add(p2);

    } else if (p2.equals(p3)) {
      points.add(p2);
      if (p1.equals(p4)) points.add(p1);

    } else if (p2.equals(p4)) {
      points.add(p2);
      if (p1.equals(p3)) points.add(p1);
    }

    return points;
  }

  // Finds the intersection point(s) of two line segments. Unlike regular line 
  // segments, segments which are points (x1 = x2 and y1 = y2) are allowed.
  public static Pt[] lineSegmentLineSegmentIntersection(Pt p1, Pt p2, Pt p3, Pt p4) {

    // No intersection.
    if (!segmentsIntersect(p1, p2, p3, p4)) return new Pt[]{};

    // Both segments are a single point.
    if (p1.equals(p2) && p2.equals(p3) && p3.equals(p4))
      return new Pt[]{p1};

    List<Pt> endpoints = getCommonEndpoints(p1, p2, p3, p4);
    int n = endpoints.size();

    // One of the line segments is an intersecting single point.
    // NOTE: checking only n == 1 is insufficient to return early
    // because the solution might be a sub segment.
    boolean singleton = p1.equals(p2) || p3.equals(p4);
    if (n == 1 && singleton) return new Pt[]{endpoints.get(0)};

    // Segments are equal.
    if (n == 2) return new Pt[]{endpoints.get(0), endpoints.get(1)};

    boolean collinearSegments = (orientation(p1, p2, p3) == 0) && 
                                (orientation(p1, p2, p4) == 0);

    // The intersection will be a sub-segment of the two
    // segments since they overlap each other.
    if (collinearSegments) {

      // Segment #2 is enclosed in segment #1
      if (pointOnLine(p1, p2, p3) && pointOnLine(p1, p2, p4))
        return new Pt[]{p3, p4};

      // Segment #1 is enclosed in segment #2
      if (pointOnLine(p3, p4, p1) && pointOnLine(p3, p4, p2))
        return new Pt[]{p1, p2};

      // The subsegment is part of segment #1 and part of segment #2.
      // Find the middle points which correspond to this segment.
      Pt midPoint1 = pointOnLine(p1, p2, p3) ? p3 : p4;
      Pt midPoint2 = pointOnLine(p3, p4, p1) ? p1 : p2;

      // There is actually only one middle point!
      if (midPoint1.equals(midPoint2)) return new Pt[]{midPoint1};

      return new Pt[]{midPoint1, midPoint2};
    }

    /* Beyond this point there is a unique intersection point. */

    // Segment #1 is a vertical line.
    if (abs(p1.x - p2.x) < EPS) {
      double m = (p4.y - p3.y) / (p4.x - p3.x);
      double b = p3.y - m * p3.x;
      return new Pt[]{new Pt(p1.x, m * p1.x + b)};
    }

    // Segment #2 is a vertical line.
    if (abs(p3.x - p4.x) < EPS) {
      double m = (p2.y - p1.y) / (p2.x - p1.x);
      double b = p1.y - m * p1.x;
      return new Pt[]{new Pt(p3.x, m * p3.x + b)};
    }

    double m1 = (p2.y - p1.y) / (p2.x - p1.x);
    double m2 = (p4.y - p3.y) / (p4.x - p3.x);
    double b1 = p1.y - m1 * p1.x;
    double b2 = p3.y - m2 * p3.x;
    double x = (b2 - b1) / (m1 - m2);
    double y = (m1 * b2 - m2 * b1) / (m1 - m2);

    return new Pt[]{new Pt(x, y)};
  }

}

下面是一个简单的用法示例:

  public static void main(String[] args) {

    // Segment #1 is (p1, p2), segment #2 is (p3, p4)
    Pt p1, p2, p3, p4;

    p1 = new Pt(-2, 4); p2 = new Pt(3, 3);
    p3 = new Pt(0, 0);  p4 = new Pt(2, 4);
    Pt[] points = lineSegmentLineSegmentIntersection(p1, p2, p3, p4);
    Pt point = points[0];

    // Prints: (1.636, 3.273)
    System.out.printf("(%.3f, %.3f)\n", point.x, point.y);

    p1 = new Pt(-10, 0); p2 = new Pt(+10, 0);
    p3 = new Pt(-5, 0);  p4 = new Pt(+5, 0);
    points = lineSegmentLineSegmentIntersection(p1, p2, p3, p4);
    Pt point1 = points[0], point2 = points[1];

    // Prints: (-5.000, 0.000) (5.000, 0.000)
    System.out.printf("(%.3f, %.3f) (%.3f, %.3f)\n", point1.x, point1.y, point2.x, point2.y);
  }

基于@Gareth Rees的回答,Python版本:

import numpy as np

def np_perp( a ) :
    b = np.empty_like(a)
    b[0] = a[1]
    b[1] = -a[0]
    return b

def np_cross_product(a, b):
    return np.dot(a, np_perp(b))

def np_seg_intersect(a, b, considerCollinearOverlapAsIntersect = False):
    # https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/565282#565282
    # http://www.codeproject.com/Tips/862988/Find-the-intersection-point-of-two-line-segments
    r = a[1] - a[0]
    s = b[1] - b[0]
    v = b[0] - a[0]
    num = np_cross_product(v, r)
    denom = np_cross_product(r, s)
    # If r x s = 0 and (q - p) x r = 0, then the two lines are collinear.
    if np.isclose(denom, 0) and np.isclose(num, 0):
        # 1. If either  0 <= (q - p) * r <= r * r or 0 <= (p - q) * s <= * s
        # then the two lines are overlapping,
        if(considerCollinearOverlapAsIntersect):
            vDotR = np.dot(v, r)
            aDotS = np.dot(-v, s)
            if (0 <= vDotR  and vDotR <= np.dot(r,r)) or (0 <= aDotS  and aDotS <= np.dot(s,s)):
                return True
        # 2. If neither 0 <= (q - p) * r = r * r nor 0 <= (p - q) * s <= s * s
        # then the two lines are collinear but disjoint.
        # No need to implement this expression, as it follows from the expression above.
        return None
    if np.isclose(denom, 0) and not np.isclose(num, 0):
        # Parallel and non intersecting
        return None
    u = num / denom
    t = np_cross_product(v, s) / denom
    if u >= 0 and u <= 1 and t >= 0 and t <= 1:
        res = b[0] + (s*u)
        return res
    # Otherwise, the two line segments are not parallel but do not intersect.
    return None

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;  
   }  
 }  

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;
    }
}