一睹欲、問題
??已知兩條直線和
供炼,現(xiàn)希望判斷
與
間是否相交。若相交窘疮,計(jì)算出兩條直線的交點(diǎn)和夾角袋哼。
二、分析
1闸衫、直線方程
??的直線方程:
??的直線方程:
??提示:和
不能同時(shí)為0。若
和
同時(shí)為0蔚出,起點(diǎn)和終點(diǎn)重合弟翘,該直線實(shí)際上是一個(gè)點(diǎn)。
2骄酗、判斷相交
??當(dāng)垂直于
軸稀余,
傾斜于
軸時(shí),
與
相交:
b1==0 && b2!=0
??當(dāng)傾斜于
軸趋翻,
垂直于
軸時(shí)睛琳,
與
相交:
b1!=0 && b2==0
??當(dāng)與
都傾斜于
軸,且斜率不同時(shí)踏烙,
與
相交:
b1!=0 && b2!=0 && a1/b1!=a2/b2
3师骗、計(jì)算交點(diǎn)
4、計(jì)算夾角
??交點(diǎn)讨惩、
的終點(diǎn)
和
的終點(diǎn)
組成一個(gè)三角形辟癌,則其各邊邊長為:
??由余弦定理得:
三、實(shí)現(xiàn)
#include <opencv2/opencv.hpp>
#include <iostream>
#include <string>
#include <cmath>
using namespace std;
using namespace cv;
Vec4d g_line1(200, 300, 600, 300), g_line2(400, 500, 400, 100); // 垂直的兩條線
// 判斷兩條線是否相交荐捻,若相交則求出交點(diǎn)和夾角
Vec4d lines_intersection(const Vec4d l1, const Vec4d l2)
{
double x1 = l1[0], y1 = l1[1], x2 = l1[2], y2 = l1[3];
double a1 = -(y2 - y1), b1 = x2 - x1, c1 = (y2 - y1) * x1 - (x2 - x1) * y1; // 一般式:a1x+b1y1+c1=0
double x3 = l2[0], y3 = l2[1], x4 = l2[2], y4 = l2[3];
double a2 = -(y4 - y3), b2 = x4 - x3, c2 = (y4 - y3) * x3 - (x4 - x3) * y3; // 一般式:a2x+b2y1+c2=0
bool r = false; // 判斷結(jié)果
double x0 = 0, y0 = 0; // 交點(diǎn)
double angle = 0; // 夾角
// 判斷相交
if (b1 == 0 && b2 != 0) // l1垂直于x軸黍少,l2傾斜于x軸
r = true;
else if (b1 != 0 && b2 == 0) // l1傾斜于x軸,l2垂直于x軸
r = true;
else if (b1 != 0 && b2 != 0 && a1 / b1 != a2 / b2)
r = true;
if (r)
{
//計(jì)算交點(diǎn)
x0 = (b1 * c2 - b2 * c1) / (a1 * b2 - a2 * b1);
y0 = (a1 * c2 - a2 * c1) / (a2 * b1 - a1 * b2);
// 計(jì)算夾角
double a = sqrt(pow(x4 - x2, 2) + pow(y4 - y2, 2));
double b = sqrt(pow(x4 - x0, 2) + pow(y4 - y0, 2));
double c = sqrt(pow(x2 - x0, 2) + pow(y2 - y0, 2));
angle = acos((b * b + c * c - a * a) / (2 * b * c)) * 180 / CV_PI;
}
return Vec4d(r, x0, y0, angle);
}
// 畫夾角
void draw_angle(Mat img, const Point2d p0, const Point2d p1, const Point2d p2, const double radius, const Scalar color, const int thickness)
{
// 計(jì)算直線的角度
double angle1 = atan2(-(p1.y - p0.y), (p1.x - p0.x)) * 180 / CV_PI;
double angle2 = atan2(-(p2.y - p0.y), (p2.x - p0.x)) * 180 / CV_PI;
// 計(jì)算主軸的角度
double angle = angle1 <= 0 ? -angle1 : 360 - angle1;
// 計(jì)算圓弧的結(jié)束角度
double end_angle = (angle2 < angle1) ? (angle1 - angle2) : (360 - (angle2 - angle1));
if (end_angle > 180)
{
angle = angle2 <= 0 ? -angle2 : 360 - angle2;
end_angle = 360 - end_angle;
}
// 畫圓弧
ellipse(img, p0, Size(radius, radius), angle, 0, end_angle, color, thickness);
}
// 畫箭頭
void draw_arrow(Mat img, const Point2d p1, const Point2d p2, const double angle, const double length, const Scalar color, const int thickness)
{
double l1 = length * cos(angle * CV_PI / 180), l2 = length * sin(angle * CV_PI / 180);
Point2d p3(0, 0), p4(0, 0);
int i = (p2.x > p1.x) ? 1 : -1; // i,j代表p2靴患、p3仍侥、p4相對(duì)于p0的正負(fù)
int j = (p2.y > p1.y) ? 1 : -1;
double a1 = abs(atan((p2.y - p1.y) / (p2.x - p1.x))); // 直線p1p2相對(duì)于x軸的角度要出,取正值
double w1 = l1 * cos(a1), h1 = l1 * sin(a1); // 用于計(jì)算p2相對(duì)于p0的寬高
Point2d p0(p2.x - w1 * i, p2.y - h1 * j);
double a2 = 90 * CV_PI / 180 - a1; // 直線p3p4相對(duì)于x軸的角度
double w2 = l2 * cos(a2), h2 = l2 * sin(a2); // 用于計(jì)算p3和p4相對(duì)于p0的寬高
p3 = Point2d(p0.x - w2 * i, p0.y + h2 * j);
p4 = Point2d(p0.x + w2 * i, p0.y - h2 * j);
line(img, p2, p3, color, 2); //畫箭頭
line(img, p2, p4, color, 2);
}
// 畫虛線
void draw_dotted_line(Mat img, const Point2d p1, const Point2d p2, const Scalar color, const int thickness)
{
double n = 15; // 小線段的長度
double w = p2.x - p1.x, h = p2.y - p1.y;
double l = sqrtl(w * w + h * h);
// 矯正小線段長度鸳君,使小線段個(gè)數(shù)為奇數(shù)
int m = l / n;
m = m % 2 ? m : m + 1;
n = l / m;
circle(img, p1, 1, color, thickness); // 畫起點(diǎn)
circle(img, p2, 1, color, thickness); // 畫終點(diǎn)
// 畫中間的小線段
if (p1.y == p2.y) //水平線:y = m
{
double x1 = min(p1.x, p2.x);
double x2 = max(p1.x, p2.x);
for (double x = x1, n1 = 2 * n; x < x2; x = x + n1)
line(img, Point2d(x, p1.y), Point2d(x + n, p1.y), color, thickness);
}
else if (p1.x == p2.x) //垂直線, x = m
{
double y1 = min(p1.y, p2.y);
double y2 = max(p1.y, p2.y);
for (double y = y1, n1 = 2 * n; y < y2; y = y + n1)
line(img, Point2d(p1.x, y), Point2d(p1.x, y + n), color, thickness);
}
else
{
// 直線方程的兩點(diǎn)式:(y-y1)/(y2-y1)=(x-x1)/(x2-x1) -> y = (y2-y1)*(x-x1)/(x2-x1)+y1
double n1 = n * abs(w) / l;
double k = h / w;
double x1 = min(p1.x, p2.x);
double x2 = max(p1.x, p2.x);
for (double x = x1, n2 = 2 * n1; x < x2; x = x + n2)
{
Point p3 = Point2d(x, k * (x - p1.x) + p1.y);
Point p4 = Point2d(x + n1, k * (x + n1 - p1.x) + p1.y);
line(img, p3, p4, color, thickness);
}
}
}
// 畫延長線
void draw_extension_line(Mat img, const Vec4d l, Scalar color)
{
double x1 = l[0], y1 = l[1], x2 = l[2], y2 = l[3];
double a = -(y2 - y1), b = x2 - x1, c = (y2 - y1) * x1 - (x2 - x1) * y1;
Point2d p1(0, 0), p2(0, 0);
if (b != 0)
{
p1 = Point2d(0, -c / b);
p2 = Point2d(img.cols, ((-a * img.cols - c) / b));
}
else
{
p1 = Point2d(-c / a, 0);
p2 = Point2d(-c / a, img.rows);
}
draw_dotted_line(img, p1, p2, color, 1);
}
// 畫圖
void draw(Mat img, const Vec4d l1, const Vec4d l2)
{
Vec4d v = lines_intersection(l1, l2); // 判斷是否相交,并計(jì)算交點(diǎn)和夾角
line(img, Point2d(l1[0], l1[1]), Point2d(l1[2], l1[3]), Scalar(255, 0, 0), 2); // 畫藍(lán)線
draw_arrow(img, Point2d(l1[0], l1[1]), Point2d(l1[2], l1[3]), 20, 20, Scalar(255, 0, 0), 2); // 畫箭頭
line(img, Point2d(l2[0], l2[1]), Point2d(l2[2], l2[3]), Scalar(0, 255, 0), 2); // 畫綠線
draw_arrow(img, Point2d(l2[0], l2[1]), Point2d(l2[2], l2[3]), 20, 20, Scalar(0, 255, 0), 2); // 畫箭頭
draw_extension_line(img, l1, Scalar(255, 0, 0)); // 畫延長線
draw_extension_line(img, l2, Scalar(0, 255, 0)); // 畫延長線
draw_angle(img, Point2d(v[1], v[2]), Point2d(l1[2], l1[3]), Point2d(l2[2], l2[3]), 15, Scalar(0, 0, 255), 1); // 畫夾角
if (v[0])
{
string s = "(" + to_string(v[1]) + ", " + to_string(v[2]) + ") " + to_string(v[3]);
putText(img, s, Point2d(10, 25), cv::FONT_HERSHEY_COMPLEX, 0.5, Scalar(0, 255, 0));
circle(img, Point2d(v[1], v[2]), 2, Scalar(0, 0, 255), 2); // 畫交點(diǎn)
}
else
{
putText(img, "no", Point2d(10, 25), cv::FONT_HERSHEY_COMPLEX, 0.5, Scalar(0, 0, 255));
}
}
// 確定鼠標(biāo)左鍵點(diǎn)擊在兩條直線的那個(gè)點(diǎn)上
Vec6d define_area(const Vec4d l1, const Vec4d l2, const Point2d p)
{
Vec6d v(-1, 0, 0, 0, 0, 0);
double w = 20, h = 20;
double x1 = l1[0], y1 = l1[1], x2 = l1[2], y2 = l1[3];
double x3 = l2[0], y3 = l2[1], x4 = l2[2], y4 = l2[3];
Rect r0(x1 - w, y1 - h, 2 * w, 2 * h); // l1的起點(diǎn)
Point2d p1((x2 + x1) / 2, (y1 + y2) / 2); // l1的中間點(diǎn)
Rect r1(p1.x - w, p1.y - h, 2 * w, 2 * h);
Rect r2(x2 - w, y2 - h, 2 * w, 2 * h); // l1的終點(diǎn)
Rect r3(x3 - w, y3 - h, 2 * w, 2 * h); // l2的起點(diǎn)
Point2d p2((x3 + x4) / 2, (y3 + y4) / 2); // l2的中間點(diǎn)
Rect r4(p2.x - w, p2.y - h, 2 * w, 2 * h);
Rect r5(x4 - w, y4 - h, 2 * w, 2 * h); // l2的終點(diǎn)
if (r0.contains(p)) // 判斷點(diǎn)是否在矩形中
{
v = Vec6d(0, x1, y1, 0, 0, 0);
}
else if (r1.contains(p))
{
v = Vec6d(1, x1, y1, x2, y2, 0);
}
else if (r2.contains(p))
{
v = Vec6d(2, x2, y2, 0, 0, 0);
}
else if (r3.contains(p))
{
v = Vec6d(3, x3, y3, 0, 0, 0);
}
else if (r4.contains(p))
{
v = Vec6d(4, x3, y3, x4, y4, 0);
}
else if (r5.contains(p))
{
v = Vec6d(5, x4, y4, 0, 0, 0);
}
return v;
}
// 根據(jù)鼠標(biāo)移動(dòng)相應(yīng)的修改直線的起點(diǎn)和終點(diǎn)
void modify_line(Vec4d &l1, Vec4d &l2, const Vec6d area, const double w, const double h)
{
if (area[0] == 0)
{
l1[0] = area[1] + w;
l1[1] = area[2] + h;
}
else if (area[0] == 1)
{
l1[0] = area[1] + w;
l1[1] = area[2] + h;
l1[2] = area[3] + w;
l1[3] = area[4] + h;
}
else if (area[0] == 2)
{
l1[2] = area[1] + w;
l1[3] = area[2] + h;
}
else if (area[0] == 3)
{
l2[0] = area[1] + w;
l2[1] = area[2] + h;
}
else if (area[0] == 4)
{
l2[0] = area[1] + w;
l2[1] = area[2] + h;
l2[2] = area[3] + w;
l2[3] = area[4] + h;
}
else if (area[0] == 5)
{
l2[2] = area[1] + w;
l2[3] = area[2] + h;
}
}
// 鼠標(biāo)回調(diào)函數(shù)
void mouse_callback(int event, int x, int y, int flags, void *param)
{
static Point2d p1(0, 0), p2(0, 0);
static Vec6d area(-1, 0, 0, 0, 0, 0);
switch (event)
{
case cv::EVENT_LBUTTONDOWN: // 鼠標(biāo)左鍵點(diǎn)擊
p1 = Point2d(x, y);
area = define_area(g_line1, g_line2, p1); // 確定鼠標(biāo)所要移動(dòng)的區(qū)域
break;
case cv::EVENT_MOUSEMOVE: // 鼠標(biāo)移動(dòng)
if (area[0] > -1) // 移動(dòng)直線
{
p2 = Point2d(x, y);
double w = p2.x - p1.x, h = p2.y - p1.y;
modify_line(g_line1, g_line2, area, w, h); // 根據(jù)鼠標(biāo)移動(dòng)相應(yīng)的修改直線的起點(diǎn)和終點(diǎn)
}
break;
case cv::EVENT_LBUTTONUP: // 鼠標(biāo)左鍵釋放
p1 = Point2d(0, 0);
p2 = Point2d(0, 0);
area = Vec6d(-1, 0, 0, 0, 0, 0);
break;
default:
break;
}
}
// 主函數(shù)
int main()
{
string window_name = "image";
namedWindow(window_name, WINDOW_AUTOSIZE);
int w = 800, h = 600;
Mat image_original = Mat(h, w, CV_8UC3, Scalar(255, 255, 255));
cv::setMouseCallback(window_name, mouse_callback); // 調(diào)用鼠標(biāo)回調(diào)函數(shù)
while (true)
{
Mat img = image_original.clone(); // 拷貝空白圖片患蹂,方便重復(fù)畫圖
draw(img, g_line1, g_line2); // 畫圖
imshow(window_name, img);
if (waitKey(3) > 0) // 退出循環(huán)
break;
}
return 0;
}
操作方法:
??鼠標(biāo)點(diǎn)擊直線起點(diǎn)或終點(diǎn)并按住移動(dòng)或颊,可改變直線砸紊。鼠標(biāo)點(diǎn)擊直線的中間點(diǎn)并按住移動(dòng),可平移直線囱挑。在鍵盤按任意的鍵可退出程序醉顽。
運(yùn)行結(jié)果: