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Merge pull request #24216 from dkurt:inter_lines_less_compute
Minor optimization of two lines intersection #24216 ### Pull Request Readiness Checklist Not significant, but we can reduce number of multiplications while compute two lines intersection. Both methods are used heavily in their modules. See details at https://github.com/opencv/opencv/wiki/How_to_contribute#making-a-good-pull-request - [x] I agree to contribute to the project under Apache 2 License. - [x] To the best of my knowledge, the proposed patch is not based on a code under GPL or another license that is incompatible with OpenCV - [x] The PR is proposed to the proper branch - [ ] There is a reference to the original bug report and related work - [x] There is accuracy test, performance test and test data in opencv_extra repository, if applicable Patch to opencv_extra has the same branch name. - [x] The feature is well documented and sample code can be built with the project CMake
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@ -328,17 +328,16 @@ static LineSegmentIntersection parallelInt( Point2f a, Point2f b, Point2f c, Poi
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static LineSegmentIntersection intersectLineSegments( Point2f a, Point2f b, Point2f c,
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Point2f d, Point2f& p, Point2f& q )
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{
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double denom = a.x * (double)(d.y - c.y) + b.x * (double)(c.y - d.y) +
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d.x * (double)(b.y - a.y) + c.x * (double)(a.y - b.y);
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double denom = (a.x - b.x) * (double)(d.y - c.y) - (a.y - b.y) * (double)(d.x - c.x);
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// If denom is zero, then segments are parallel: handle separately.
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if( denom == 0. )
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return parallelInt(a, b, c, d, p, q);
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double num = a.x * (double)(d.y - c.y) + c.x * (double)(a.y - d.y) + d.x * (double)(c.y - a.y);
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double num = (d.y - a.y) * (double)(a.x - c.x) + (a.x - d.x) * (double)(a.y - c.y);
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double s = num / denom;
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num = a.x * (double)(b.y - c.y) + b.x * (double)(c.y - a.y) + c.x * (double)(a.y - b.y);
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num = (b.y - a.y) * (double)(a.x - c.x) + (c.y - a.y) * (double)(b.x - a.x);
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double t = num / denom;
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p.x = (float)(a.x + s*(b.x - a.x));
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@ -68,19 +68,14 @@ static void updatePointsResult(OutputArray points_, const vector<Point2f>& point
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static Point2f intersectionLines(Point2f a1, Point2f a2, Point2f b1, Point2f b2)
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{
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// Try to solve a two lines intersection (a1, a2) and (b1, b2) as a system of equations:
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// a2 + u * (a1 - a2) = b2 + v * (b1 - b2)
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const float divisor = (a1.x - a2.x) * (b1.y - b2.y) - (a1.y - a2.y) * (b1.x - b2.x);
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const float eps = 0.001f;
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if (abs(divisor) < eps)
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return a2;
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Point2f result_square_angle(
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((a1.x * a2.y - a1.y * a2.x) * (b1.x - b2.x) -
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(b1.x * b2.y - b1.y * b2.x) * (a1.x - a2.x)) /
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divisor,
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((a1.x * a2.y - a1.y * a2.x) * (b1.y - b2.y) -
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(b1.x * b2.y - b1.y * b2.x) * (a1.y - a2.y)) /
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divisor
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);
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return result_square_angle;
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const float u = ((b2.x - a2.x) * (b1.y - b2.y) + (b1.x - b2.x) * (a2.y - b2.y)) / divisor;
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return a2 + u * (a1 - a2);
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}
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// / | b
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