Contribution by Dan Wills in MEL (Maya Embedded Language):
source.mel.
A Matlab version by Cristian Dima:
linelineintersect.m.
A Maxscript function by Chris Johnson:
LineLineIntersect.ms
LISP version for AutoCAD (and Intellicad) by Andrew Bennett
int1.lsp and int2.lsp
A contribution by Bruce Vaughan in the form of a Python script
for the SDS/2 design software: L3D.py.
Two lines in 3 dimensions generally don't intersect at a point, they may be parallel (no intersections) or they may be coincident (infinite intersections) but most often only their projection onto a plane intersect.. When they don't exactly intersect at a point they can be connected by a line segment, the shortest line segment is unique and is often considered to be their intersection in 3D.
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The following will show how to compute this shortest line segment that
joins two lines in 3D, it will as a biproduct identify parrallel lines.
In what follows a line will be defined by two points lying on
it, a point on line "a" defined by points P1 and
P2 has an equation
similarly a point on a second line "b" defined by points P4 and P4 will be written as
The values of mua and mub range from negative to positive infinity. The line segments between P1 P2 and P3 P4 have their corresponding mu between 0 and 1. |
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There are two approaches to finding the shortest line segment between lines "a" and "b". The first is to write down the length of the line segment joining the two lines and then find the minimum. That is, minimise the following
Substituting the equations of the lines gives
The above can then be expanded out in the (x,y,z) components. There are conditions to be met at the minimum, the derivative with respect to mua and mub must be zero. Note: it is easy to convince oneself that the above function only has one minima and no other minima or maxima. These two equations can then be solved for mua and mub, the actual intersection points found by substituting the values of mu into the original equations of the line.
An alternative approach but one that gives the exact same equations is to realise that the shortest line segment between the two lines will be perpendicular to the two lines. This allows us to write two equations for the dot product as
(Pa - Pb) dot (P4 - P3) = 0
Expanding these given the equation of the lines
( P1 - P3 + mua (P2 - P1) - mub (P4 - P3) ) dot (P4 - P3) = 0
Expanding these in terms of the coordinates (x,y,z) is a nightmare but the result is as follows
d1343 + mua d4321 - mub d4343 = 0
where
Note that dmnop = dopmn
Finally, solving for mua gives
and backsubstituting gives mub
typedef struct {
double x,y,z;
} XYZ;
/*
Calculate the line segment PaPb that is the shortest route between
two lines P1P2 and P3P4. Calculate also the values of mua and mub where
Pa = P1 + mua (P2 - P1)
Pb = P3 + mub (P4 - P3)
Return FALSE if no solution exists.
*/
int LineLineIntersect(
XYZ p1,XYZ p2,XYZ p3,XYZ p4,XYZ *pa,XYZ *pb,
double *mua, double *mub)
{
XYZ p13,p43,p21;
double d1343,d4321,d1321,d4343,d2121;
double numer,denom;
p13.x = p1.x - p3.x;
p13.y = p1.y - p3.y;
p13.z = p1.z - p3.z;
p43.x = p4.x - p3.x;
p43.y = p4.y - p3.y;
p43.z = p4.z - p3.z;
if (ABS(p43.x) < EPS && ABS(p43.y) < EPS && ABS(p43.z) < EPS)
return(FALSE);
p21.x = p2.x - p1.x;
p21.y = p2.y - p1.y;
p21.z = p2.z - p1.z;
if (ABS(p21.x) < EPS && ABS(p21.y) < EPS && ABS(p21.z) < EPS)
return(FALSE);
d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z;
d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z;
d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z;
d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z;
d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z;
denom = d2121 * d4343 - d4321 * d4321;
if (ABS(denom) < EPS)
return(FALSE);
numer = d1343 * d4321 - d1321 * d4343;
*mua = numer / denom;
*mub = (d1343 + d4321 * (*mua)) / d4343;
pa->x = p1.x + *mua * p21.x;
pa->y = p1.y + *mua * p21.y;
pa->z = p1.z + *mua * p21.z;
pb->x = p3.x + *mub * p43.x;
pb->y = p3.y + *mub * p43.y;
pb->z = p3.z + *mub * p43.z;
return(TRUE);
}