//获得交点
public Vector2 GetIntersection(Vector2 lineAStart, Vector2 lineAEnd, Vector2 lineBStart, Vector2 lineBEnd)
{
float x1 = lineAStart.x, y1 = lineAStart.y;
float x2 = lineAEnd.x, y2 = lineAEnd.y;
float x3 = lineBStart.x, y3 = lineBStart.y;
float x4 = lineBEnd.x, y4 = lineBEnd.y;
//两向量相互垂直,返回0
if (x1 == x2 && x3 == x4 && x1 == x3)
{
return Vector2.zero;
}
//两向量相互平行。返回0
if (y1 == y2 && y3 == y4 && y1 == y3)
{
return Vector2.zero;
}
//两向量相互垂直,返回0
if (x1 == x2 && x3 == x4)
{
return Vector2.zero;
}
//两向量相互平行。返回0
if (y1 == y2 && y3 == y4)
{
return Vector2.zero;
}
float x, y;
if (x1 == x2)
{
float m2 = (y4 - y3) / (x4 - x3);
float c2 = -m2 * x3 + y3;
x = x1;
y = c2 + m2 * x1;
}
else if (x3 == x4)
{
float m1 = (y2 - y1) / (x2 - x1);
float c1 = -m1 * x1 + y1;
x = x3;
y = c1 + m1 * x3;
}
else
{
float m1 = (y2 - y1) / (x2 - x1);
float c1 = -m1 * x1 + y1;
float m2 = (y4 - y3) / (x4 - x3);
float c2 = -m2 * x3 + y3;
x = (c1 - c2) / (m2 - m1);
y = c2 + m2 * x;
}
if (IsInsideLine(lineAStart, lineAEnd, x, y) &&
IsInsideLine(lineBStart, lineBEnd, x, y))
{
return new Vector2(x, y);
}
return Vector2.zero;
}
//交点是否在线以内
private static bool IsInsideLine(Vector3 start, Vector3 end, float x, float y)
{
return ((x >= start.x && x = end.x && x = start.y && y = end.y && y
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