参考自:http://zhidao.baidu.com/question/146717333
LineIntersect.h
//
// LineIntersect.h
// HungryBear
//
// Created by Bruce Yang on 12-3-12.
// Copyright (c) 2012年 EricGameStudio. All rights reserved.
//
#import <cstdio>
#import "Box2D.h"
#define zero(x) (((x)>0?(x):-(x))<b2_epsilon)
@interface LineIntersect : NSObject
#pragma mark-
#pragma mark 适用于 b2Vec2 的版本~
// 判两线段相交,包括端点和部分重合
+(int) intersect_in:(b2Vec2)u1 u2:(b2Vec2)u2 v1:(b2Vec2)v1 v2:(b2Vec2)v2;
// 计算两线段交点,请判线段是否相交(同时还是要判断是否平行!)
+(b2Vec2) intersection:(b2Vec2)u1 u2:(b2Vec2)u2 v1:(b2Vec2)v1 v2:(b2Vec2)v2;
#pragma mark-
#pragma mark 适用于 CGPoint 的版本~
+(int) intersect_in2:(CGPoint)u1 u2:(CGPoint)u2 v1:(CGPoint)v1 v2:(CGPoint)v2;
// 计算两线段交点,请判线段是否相交(同时还是要判断是否平行!)
+(CGPoint) intersection2:(CGPoint)u1 u2:(CGPoint)u2 v1:(CGPoint)v1 v2:(CGPoint)v2;
#pragma mark-
#pragma mark 验证上述几个方法的移植是否存在什么问题~
+(void) validateAlgorithm;
@end
LineIntersect.mm
//
// LineIntersect.mm
// HungryBear
//
// Created by Bruce Yang on 12-3-12.
// Copyright (c) 2012年 EricGameStudio. All rights reserved.
//
#import "LineIntersect.h"
@implementation LineIntersect
// 计算交叉乘积 (P1-P0)x(P2-P0)
+(double) xmult:(b2Vec2)p1 p2:(b2Vec2)p2 p3:(b2Vec2)p0 {
return (p1.x-p0.x)*(p2.y-p0.y)-(p2.x-p0.x)*(p1.y-p0.y);
}
// 判点是否在线段上,包括端点
+(int) dot_online_in:(b2Vec2)p l1:(b2Vec2)l1 l2:(b2Vec2)l2 {
return zero([self xmult:p p2:l1 p3:l2]) &&
(l1.x-p.x)*(l2.x-p.x) < b2_epsilon &&
(l1.y-p.y)*(l2.y-p.y) < b2_epsilon;
}
// 判两点在线段同侧,点在线段上返回0
+(int) same_side:(b2Vec2)p1 p2:(b2Vec2)p2 l1:(b2Vec2)l1 l2:(b2Vec2)l2 {
return [self xmult:l1 p2:p1 p3:l2] * [self xmult:l1 p2:p2 p3:l2] > b2_epsilon;
}
// 判两直线平行
+(int) parallel:(b2Vec2)u1 u2:(b2Vec2)u2 v1:(b2Vec2)v1 v2:(b2Vec2)v2 {
return zero((u1.x-u2.x)*(v1.y-v2.y)-(v1.x-v2.x)*(u1.y-u2.y));
}
// 判三点共线
+(int) dots_inline:(b2Vec2)p1 p2:(b2Vec2)p2 p3:(b2Vec2)p3 {
return zero([self xmult:p1 p2:p2 p3:p3]);
}
// 判两线段相交,包括端点和部分重合
+(int) intersect_in:(b2Vec2)u1 u2:(b2Vec2)u2 v1:(b2Vec2)v1 v2:(b2Vec2)v2 {
if (![self dots_inline:u1 p2:u2 p3:v1] || ![self dots_inline:u1 p2:u2 p3:v2]) {
return ![self same_side:u1 p2:u2 l1:v1 l2:v2] && ![self same_side:v1 p2:v2 l1:u1 l2:u2];
} else {
return [self dot_online_in:u1 l1:v1 l2:v2] ||
[self dot_online_in:u2 l1:v1 l2:v2] ||
[self dot_online_in:v1 l1:u1 l2:u2] ||
[self dot_online_in:v2 l1:u1 l2:u2];
}
}
// 计算两线段交点,请判线段是否相交(同时还是要判断是否平行!)
+(b2Vec2) intersection:(b2Vec2)u1 u2:(b2Vec2)u2 v1:(b2Vec2)v1 v2:(b2Vec2)v2 {
b2Vec2 ret=u1;
double t=((u1.x-v1.x)*(v1.y-v2.y)-(u1.y-v1.y)*(v1.x-v2.x))
/((u1.x-u2.x)*(v1.y-v2.y)-(u1.y-u2.y)*(v1.x-v2.x));
ret.x+=(u2.x-u1.x)*t;
ret.y+=(u2.y-u1.y)*t;
return ret;
}
#pragma mark-
#pragma mark 适用于 CGPoint 的版本~
// 计算交叉乘积 (P1-P0)x(P2-P0)
+(double) xmult2:(CGPoint)p1 p2:(CGPoint)p2 p3:(CGPoint)p0 {
return (p1.x-p0.x)*(p2.y-p0.y)-(p2.x-p0.x)*(p1.y-p0.y);
}
// 判点是否在线段上,包括端点
+(int) dot_online_in2:(CGPoint)p l1:(CGPoint)l1 l2:(CGPoint)l2 {
return zero([self xmult2:p p2:l1 p3:l2]) &&
(l1.x-p.x)*(l2.x-p.x) < b2_epsilon &&
(l1.y-p.y)*(l2.y-p.y) < b2_epsilon;
}
// 判两点在线段同侧,点在线段上返回0
+(int) same_side2:(CGPoint)p1 p2:(CGPoint)p2 l1:(CGPoint)l1 l2:(CGPoint)l2 {
return [self xmult2:l1 p2:p1 p3:l2] * [self xmult2:l1 p2:p2 p3:l2] > b2_epsilon;
}
// 判两直线平行
+(int) parallel2:(CGPoint)u1 u2:(CGPoint)u2 v1:(CGPoint)v1 v2:(CGPoint)v2 {
return zero((u1.x-u2.x)*(v1.y-v2.y)-(v1.x-v2.x)*(u1.y-u2.y));
}
// 判三点共线
+(int) dots_inline2:(CGPoint)p1 p2:(CGPoint)p2 p3:(CGPoint)p3 {
return zero([self xmult2:p1 p2:p2 p3:p3]);
}
+(int) intersect_in2:(CGPoint)u1 u2:(CGPoint)u2 v1:(CGPoint)v1 v2:(CGPoint)v2 {
if (![self dots_inline2:u1 p2:u2 p3:v1] || ![self dots_inline2:u1 p2:u2 p3:v2]) {
return ![self same_side2:u1 p2:u2 l1:v1 l2:v2] && ![self same_side2:v1 p2:v2 l1:u1 l2:u2];
} else {
return [self dot_online_in2:u1 l1:v1 l2:v2] ||
[self dot_online_in2:u2 l1:v1 l2:v2] ||
[self dot_online_in2:v1 l1:u1 l2:u2] ||
[self dot_online_in2:v2 l1:u1 l2:u2];
}
}
// 计算两线段交点,请判线段是否相交(同时还是要判断是否平行!)
+(CGPoint) intersection2:(CGPoint)u1 u2:(CGPoint)u2 v1:(CGPoint)v1 v2:(CGPoint)v2 {
CGPoint ret=u1;
double t=((u1.x-v1.x)*(v1.y-v2.y)-(u1.y-v1.y)*(v1.x-v2.x))
/((u1.x-u2.x)*(v1.y-v2.y)-(u1.y-u2.y)*(v1.x-v2.x));
ret.x+=(u2.x-u1.x)*t;
ret.y+=(u2.y-u1.y)*t;
return ret;
}
#pragma mark-
#pragma mark 验证上述几个方法的移植是否存在什么问题~
+(void) validateIntersect:(b2Vec2)u1 u2:(b2Vec2)u2 v1:(b2Vec2)v1 v2:(b2Vec2)v2 {
b2Vec2 answer;
if ([self parallel:u1 u2:u2 v1:v1 v2:v2] || ![self intersect_in:u1 u2:u2 v1:v1 v2:v2]){
printf("无交点!\n");
} else {
answer = [self intersection:u1 u2:u2 v1:v1 v2:v2];
printf("交点为:(%lf,%lf)\n", answer.x, answer.y);
}
}
+(void) validateAlgorithm {
[LineIntersect validateIntersect:b2Vec2(0, 1) u2:b2Vec2(1, 0) v1:b2Vec2(0, 0) v2:b2Vec2(1, 1)];
[LineIntersect validateIntersect:b2Vec2(0, 10) u2:b2Vec2(10, 0) v1:b2Vec2(0, 0) v2:b2Vec2(10, 10)];
[LineIntersect validateIntersect:b2Vec2(-2, 0) u2:b2Vec2(2, 0) v1:b2Vec2(-1, 3) v2:b2Vec2(-1, -1)];
[LineIntersect validateIntersect:b2Vec2(-2, 0) u2:b2Vec2(2, 0) v1:b2Vec2(-1, 3) v2:b2Vec2(1, -2)];
}
@end
再提供一个判断两直线相交的方法,与上对比貌似更加高效一些~
/**
* 判断两条线段是否相交,参见如下链接:
* http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
*/
+(bool) checkLineIntersection:(b2Vec2)p1 :(b2Vec2)p2 :(b2Vec2)p3 :(b2Vec2)p4 {
CGFloat denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
// In this case the lines are parallel so we assume they don't intersect~
if(denominator == 0.0f) {
return false;
}
CGFloat ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
CGFloat ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
if(ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
return true;
}
return false;
}