c#判断两线段是否相交
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Line line1 = new Line();
Line line2 = new Line();
public Form1()
{
InitializeComponent();
}
/// <summary>
/// 判断直线2的两点是否在直线1的两边。
/// </summary>
/// <param name="line1">直线1</param>
/// <param name="line2">直线2</param>
/// <returns></returns>
private bool CheckCross(Line _line1, Line _line2)
{
PointF v1 = new PointF();
PointF v2 = new PointF();
PointF v3 = new PointF();
v1.X = _line2.X1 - _line1.X2;
v1.Y = _line2.Y1 - _line1.Y2;
v2.X = _line2.X2 - _line1.X2;
v2.Y = _line2.Y2 - _line1.Y2;
v3.X = _line1.X1 - _line1.X2;
v3.Y = _line1.Y1 - _line1.Y2;
return (CrossMul(v1, v3) * CrossMul(v2, v3) <= 0);
}
/// <summary>
/// 判断两条线段是否相交。
/// </summary>
/// <param name="line1">线段1</param>
/// <param name="line2">线段2</param>
/// <returns>相交返回真,否则返回假。</returns>
private bool CheckTwoLineCross(Line _line1, Line _line2)
{
return CheckCross(_line1, _line2) && CheckCross(_line2, _line1);
}
/// <summary>
/// 计算两个向量的叉乘。
/// </summary>
/// <param name="pt1"></param>
/// <param name="pt2"></param>
/// <returns></returns>
private float CrossMul(PointF pt1, PointF pt2)
{
return pt1.X * pt2.Y - pt1.Y * pt2.X;
}
private void button1_Click(object sender, EventArgs e)
{
line1.X1 = float.Parse(tbLine1X1.Text);
line1.Y1 = float.Parse(tbLine1Y1.Text);
line1.X2 = float.Parse(tbLine1X2.Text);
line1.Y2 = float.Parse(tbLine1Y2.Text);
line2.X1 = float.Parse(tbLine2X1.Text);
line2.Y1 = float.Parse(tbLine2Y1.Text);
line2.X2 = float.Parse(tbLine2X2.Text);
line2.Y2 = float.Parse(tbLine2Y2.Text);
this.panel1.Invalidate();
bool b = CheckTwoLineCross(line1, line2);
if (b == true)
this.lbs.Text = "两线段相交";
else
this.lbs.Text = "两线段不相交";
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
Graphics gs = e.Graphics;
gs.PageUnit = GraphicsUnit.Pixel;
gs.Clip = new Region(new Rectangle(0, 0, this.panel1.Width, this.panel1.Height));
gs.Clear(Color.White);
gs.DrawLine(Pens.Black, line1.X1, line1.Y1, line1.X2, line1.Y2);
gs.DrawLine(Pens.Black, line2.X1, line2.Y1, line2.X2, line2.Y2);
}
class Line
{
private float x1;
private float y1;
private float y2;
private float x2;
public float X1
{
get
{
return this.x1;
}
set
{
this.x1 = value;
}
}
public float Y1
{
get
{
return this.y1;
}
set
{
this.y1 = value;
}
}
public float X2
{
get
{
return this.x2;
}
set
{
this.x2 = value;
}
}
public float Y2
{
get
{
return this.y2;
}
set
{
this.y2 = value;
}
}
}
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