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
许多答案把所有的计算都打包成一个函数。如果您需要计算直线斜率、y轴截距或x轴截距,以便在代码的其他地方使用,那么这些计算将是冗余的。我分离出了各自的函数,使用了明显的变量名,并注释了我的代码以使其更易于理解。我需要知道直线是否无限超出它们的端点,所以在JavaScript中:
http://jsfiddle.net/skibulk/evmqq00u/
var point_a = {x:0, y:10},
point_b = {x:12, y:12},
point_c = {x:10, y:0},
point_d = {x:0, y:0},
slope_ab = slope(point_a, point_b),
slope_bc = slope(point_b, point_c),
slope_cd = slope(point_c, point_d),
slope_da = slope(point_d, point_a),
yint_ab = y_intercept(point_a, slope_ab),
yint_bc = y_intercept(point_b, slope_bc),
yint_cd = y_intercept(point_c, slope_cd),
yint_da = y_intercept(point_d, slope_da),
xint_ab = x_intercept(point_a, slope_ab, yint_ab),
xint_bc = x_intercept(point_b, slope_bc, yint_bc),
xint_cd = x_intercept(point_c, slope_cd, yint_cd),
xint_da = x_intercept(point_d, slope_da, yint_da),
point_aa = intersect(slope_da, yint_da, xint_da, slope_ab, yint_ab, xint_ab),
point_bb = intersect(slope_ab, yint_ab, xint_ab, slope_bc, yint_bc, xint_bc),
point_cc = intersect(slope_bc, yint_bc, xint_bc, slope_cd, yint_cd, xint_cd),
point_dd = intersect(slope_cd, yint_cd, xint_cd, slope_da, yint_da, xint_da);
console.log(point_a, point_b, point_c, point_d);
console.log(slope_ab, slope_bc, slope_cd, slope_da);
console.log(yint_ab, yint_bc, yint_cd, yint_da);
console.log(xint_ab, xint_bc, xint_cd, xint_da);
console.log(point_aa, point_bb, point_cc, point_dd);
function slope(point_a, point_b) {
var i = (point_b.y - point_a.y) / (point_b.x - point_a.x);
if (i === -Infinity) return Infinity;
if (i === -0) return 0;
return i;
}
function y_intercept(point, slope) {
// Horizontal Line
if (slope == 0) return point.y;
// Vertical Line
if (slope == Infinity)
{
// THE Y-Axis
if (point.x == 0) return Infinity;
// No Intercept
return null;
}
// Angled Line
return point.y - (slope * point.x);
}
function x_intercept(point, slope, yint) {
// Vertical Line
if (slope == Infinity) return point.x;
// Horizontal Line
if (slope == 0)
{
// THE X-Axis
if (point.y == 0) return Infinity;
// No Intercept
return null;
}
// Angled Line
return -yint / slope;
}
// Intersection of two infinite lines
function intersect(slope_a, yint_a, xint_a, slope_b, yint_b, xint_b) {
if (slope_a == slope_b)
{
// Equal Lines
if (yint_a == yint_b && xint_a == xint_b) return Infinity;
// Parallel Lines
return null;
}
// First Line Vertical
if (slope_a == Infinity)
{
return {
x: xint_a,
y: (slope_b * xint_a) + yint_b
};
}
// Second Line Vertical
if (slope_b == Infinity)
{
return {
x: xint_b,
y: (slope_a * xint_b) + yint_a
};
}
// Not Equal, Not Parallel, Not Vertical
var i = (yint_b - yint_a) / (slope_a - slope_b);
return {
x: i,
y: (slope_a * i) + yint_a
};
}
其他回答
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
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)
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;
}