两个线段的交叉或重叠

时间:2017-08-03 08:20:17

标签: math graphics lua 2d corona

给定两个线段,每个线段由两个点定义,如何最有效地确定它们的交点或重叠?

交叉点被定义为实际接触时彼此交叉的两个段。 重叠被定义为在每个端点具有相同的x值或相同的y值,但至少一端在另一条线的点之间。

我问这个因为我有兴趣找到一个计算两者的例程并将交集作为一个线段返回,即使它在同一个位置(交叉点而不是重叠点)都有两个点。

使用Lua,我用于计算重叠的函数是:

local function getParallelLineOverlap( ax, ay, bx, by, cx, cy, dx, dy )
    local function sortAB( a, b )
        return math.min( a, b ), math.max( a, b )
    end

    ax, bx = sortAB( ax, bx )
    cx, dx = sortAB( cx, dx )

    local OverlapInterval = nil
    if (bx - cx >= 0 and dx - ax >=0 ) then
        OverlapInterval = { math.max(ax, cx), math.min(bx, dx) }
    end

    return OverlapInterval
end

同样使用Lua,我用于计算交集的函数是:

local function doLinesIntersect( a, b, c, d )
    -- parameter conversion
    local L1 = {X1=a.x,Y1=a.y,X2=b.x,Y2=b.y}
    local L2 = {X1=c.x,Y1=c.y,X2=d.x,Y2=d.y}

    -- Denominator for ua and ub are the same, so store this calculation
    local _d = (L2.Y2 - L2.Y1) * (L1.X2 - L1.X1) - (L2.X2 - L2.X1) * (L1.Y2 - L1.Y1)

    -- Make sure there is not a division by zero - this also indicates that the lines are parallel.
    -- If n_a and n_b were both equal to zero the lines would be on top of each
    -- other (coincidental).  This check is not done because it is not
    -- necessary for this implementation (the parallel check accounts for this).
    if (_d == 0) then
        return false
    end

    -- n_a and n_b are calculated as seperate values for readability
    local n_a = (L2.X2 - L2.X1) * (L1.Y1 - L2.Y1) - (L2.Y2 - L2.Y1) * (L1.X1 - L2.X1)
    local n_b = (L1.X2 - L1.X1) * (L1.Y1 - L2.Y1) - (L1.Y2 - L1.Y1) * (L1.X1 - L2.X1)

    -- Calculate the intermediate fractional point that the lines potentially intersect.
    local ua = n_a / _d
    local ub = n_b / _d

    -- The fractional point will be between 0 and 1 inclusive if the lines
    -- intersect.  If the fractional calculation is larger than 1 or smaller
    -- than 0 the lines would need to be longer to intersect.
    if (ua >= 0 and ua <= 1 and ub >= 0 and ub <= 1) then
        local x = L1.X1 + (ua * (L1.X2 - L1.X1))
        local y = L1.Y1 + (ua * (L1.Y2 - L1.Y1))
        return {x=x, y=y}
    end

    return false
end

1 个答案:

答案 0 :(得分:1)

这是我的解决方案:

function get_intersection (ax, ay, bx, by, cx, cy, dx, dy) -- start end start end
    local d = (ax-bx)*(cy-dy)-(ay-by)*(cx-dx)
    if d == 0 then return end  -- they are parallel
    local a, b = ax*by-ay*bx, cx*dy-cy*dx
    local x = (a*(cx-dx) - b*(ax-bx))/d
    local y = (a*(cy-dy) - b*(ay-by))/d
    if x <= math.max(ax, bx) and x >= math.min(ax, bx) and
        x <= math.max(cx, dx) and x >= math.min(cx, dx) then
        -- between start and end of both lines
        return {x=x, y=y}
    end
end