在图像处理中经常会遇到判断两个矩形是否相交,以及相交的比例的情况,下面是来自TLD算法中源码的求法:
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float bbOverlap(const BoundingBox& box1,const BoundingBox& box2)
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{
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if (box1.x > box2.x+box2.width) {
return
0.0; }
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if (box1.y > box2.y+box2.height) {
return
0.0; }
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if (box1.x+box1.width < box2.x) {
return
0.0; }
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if (box1.y+box1.height < box2.y) {
return
0.0; }
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float colInt = min(box1.x+box1.width,box2.x+box2.width) - max(box1.x, box2.x);
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float rowInt = min(box1.y+box1.height,box2.y+box2.height) - max(box1.y,box2.y);
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float intersection = colInt * rowInt;
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float area1 = box1.width*box1.height;
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float area2 = box2.width*box2.height;
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return intersection / (area1 + area2 - intersection);
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}
主要思想是:求出左边框的最大x,y,然后减去右边框的最小x,y。则得到x方向的长度:colInt
y方向的长度rowInt