我在搞一些EMGU的对象识别示例:
Rectangle rect = modelImage.ROI;
PointF p1 = new PointF(rect.Left, rect.Bottom);
PointF p2 = new PointF(rect.Right, rect.Bottom);
PointF p3 = new PointF(rect.Right, rect.Top);
PointF p4 = new PointF(rect.Left, rect.Top);
//check if any opposite lines intersect
//if so, then don't add to final results
//we should never have 2 opposite sides intersecting
LineSegment2DF l1 = new LineSegment2DF(p1,p2);
LineSegment2DF l2 = new LineSegment2DF(p2, p3);
LineSegment2DF l3 = new LineSegment2DF(p3, p4);
LineSegment2DF l4 = new LineSegment2DF(p4, p1)
if (!(intersects(l1, l3) || intersects(l2, l4)))
{
//draw line
}
但是,我得到一些像这样的结果(灰色):
和(红色):
我也得到其他一些不好的结果,但是我注意到这些趋势。这些矩形(或技术上说是梯形...?)上有一些交叉或重叠的线。如果是这样,我想忽略绘制这些结果。给定4分,有没有办法确定这一点?
更新:应用户@Chris的要求,我检出this answer。我试图复制伪代码。但是,我可能会误会它。它没有给出预期的结果。它似乎总是返回
true
。这可能是因为我错误地翻译了伪代码。public static bool intersects(LineSegment2DF l1, LineSegment2DF l2)
{
float x1 = l1.P1.X;
float x2 = l1.P2.X;
float x3 = l2.P1.X;
float x4 = l2.P2.X;
float y1 = l1.P1.Y;
float y2 = l1.P2.Y;
float y3 = l2.P1.Y;
float y4 = l2.P2.Y;
float intervalAMin = Math.Min(x1, x2);
float intervalAMax = Math.Max(x1, x2);
float intervalBMin = Math.Min(x3, x4);
float intervalBMax = Math.Max(x3, x4);
//if (Math.Max(l1.P1.X, l1.P2.X) < Math.Min(l2.P1.X, l2.P2.X)) return false;
if(intervalAMax < intervalBMin) return false;
float a1 = (y1-y2)/(x1-x2); // Pay attention to not dividing by zero
float a2 = (y3-y4)/(x3-x4); // Pay attention to not dividing by zero
if (a1 == a2) return false; // Parallel segments
float b1 = y1-a1*x1;// = y2-a1*x2;
float b2 = y3-a2*x3;// = y4-a2*x4;
float xa = (b2 - b1) / (a1 - a2);// Once again, pay attention to not dividing by zero
float ya = a1 * xa + b1;
//float ya = a2 * xa + b2;
if ((xa < Math.Max(Math.Min(x1, x2), Math.Min(x3, x4))) || (xa > Math.Min(Math.Max(x1, x2), Math.Max(x3, x4)))) return false; // intersection is out of bound
return true;
}
最佳答案
我发现了一个真正的cool simplified method online。我将其简化如下:
public static bool Intersects2DF(LineSegment2DF thisLineSegment, LineSegment2DF otherLineSegment)
{
float firstLineSlopeX, firstLineSlopeY, secondLineSlopeX, secondLineSlopeY;
firstLineSlopeX = thisLineSegment.P2.X - thisLineSegment.P1.X;
firstLineSlopeY = thisLineSegment.P2.Y - thisLineSegment.P1.Y;
secondLineSlopeX = otherLineSegment.P2.X - otherLineSegment.P1.X;
secondLineSlopeY = otherLineSegment.P2.Y - otherLineSegment.P1.Y;
float s, t;
s = (-firstLineSlopeY * (thisLineSegment.P1.X - otherLineSegment.P1.X) + firstLineSlopeX * (thisLineSegment.P1.Y - otherLineSegment.P1.Y)) / (-secondLineSlopeX * firstLineSlopeY + firstLineSlopeX * secondLineSlopeY);
t = (secondLineSlopeX * (thisLineSegment.P1.Y - otherLineSegment.P1.Y) - secondLineSlopeY * (thisLineSegment.P1.X - otherLineSegment.P1.X)) / (-secondLineSlopeX * firstLineSlopeY + firstLineSlopeX * secondLineSlopeY);
if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
{
// Collision detected
return true;
}
return false; // No collision
}
在对行中的
Point
进行某种方式的调整和调试(基本上是之前的一些代码)之后,我发现需要调整的代码很小。解决此问题后,此解决方案实际上就可以了!