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
FWIW,下面的函数(在C中)既检测线的交点,又确定交点。这是基于Andre LeMothe的“Tricks of the Windows Game Programming Gurus”中的一个算法。这与其他答案(例如Gareth的答案)中的一些算法并没有什么不同。然后LeMothe使用克莱默法则(不要问我)来解这些方程。
我可以证明它在我的小行星克隆中起作用,并且似乎正确地处理了Elemental, Dan和Wodzu在其他答案中描述的边缘情况。它也可能比KingNestor发布的代码快,因为它都是乘法和除法,没有平方根!
我想这里有一些除以0的可能性,尽管在我的例子中这不是问题。很容易修改以避免崩溃。
// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
// intersect the intersection point may be stored in the floats i_x and i_y.
char get_line_intersection(float p0_x, float p0_y, float p1_x, float p1_y,
float p2_x, float p2_y, float p3_x, float p3_y, float *i_x, float *i_y)
{
float s1_x, s1_y, s2_x, s2_y;
s1_x = p1_x - p0_x; s1_y = p1_y - p0_y;
s2_x = p3_x - p2_x; s2_y = p3_y - p2_y;
float s, t;
s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y);
t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y);
if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
{
// Collision detected
if (i_x != NULL)
*i_x = p0_x + (t * s1_x);
if (i_y != NULL)
*i_y = p0_y + (t * s1_y);
return 1;
}
return 0; // No collision
}
顺便说一句,我必须说,在LeMothe的书中,虽然他显然得到了正确的算法,但他展示的具体示例插入了错误的数字,并且计算错误。例如:
(4 * (4-1) + 12 * (7-1))/(17 * 4 + 12 * 10) = 844/0.88 = 0.44
这让我困惑了好几个小时。:(
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
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));
}
}
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