我有一条从a到B的直线和一个半径为R的圆。

用什么算法来检查直线是否与圆相交?它在圆边的哪个坐标上?


当前回答

如果直线的坐标为A.x, A.y和B.x, B.y,圆心为C.x, C.y,则直线公式为:

x = A.x * t + B.x * (1 - t)

y = A.y * t + B.y * (1 - t)

0 < = t < = 1

这个圆是

(C.x - x)²+ (C.y - y)²= R²

如果你把直线的x和y公式代入圆公式,你会得到一个t的二阶方程,它的解是交点(如果有的话)。如果你得到的t小于0或大于1,那么它不是一个解,但它表明这条线“指向”圆的方向。

其他回答

圆真的是一个坏人:)所以一个好办法是避免真正的圆,如果可以的话。如果你正在为游戏做碰撞检查,你可以进行一些简化,只做3个点积,并进行一些比较。

我称之为“胖点”或“瘦圈”。它是平行于线段方向上半径为0的椭圆。而是垂直于线段方向的全半径

首先,我会考虑重命名和切换坐标系统,以避免过多的数据:

s0s1 = B-A;
s0qp = C-A;
rSqr = r*r;

其次,hvec2f中的索引h意味着vector必须支持水平操作,如dot()/det()。这意味着它的组件被放置在一个单独的xmm寄存器中,以避免shuffle /hadd'ing/hsub'ing。现在我们开始,最简单的2D游戏碰撞检测的最佳性能版本:

bool fat_point_collides_segment(const hvec2f& s0qp, const hvec2f& s0s1, const float& rSqr) {
    auto a = dot(s0s1, s0s1);
    //if( a != 0 ) // if you haven't zero-length segments omit this, as it would save you 1 _mm_comineq_ss() instruction and 1 memory fetch
    {
        auto b = dot(s0s1, s0qp);
        auto t = b / a; // length of projection of s0qp onto s0s1
        //std::cout << "t = " << t << "\n";
        if ((t >= 0) && (t <= 1)) // 
        {
            auto c = dot(s0qp, s0qp);
            auto r2 = c - a * t * t;
            return (r2 <= rSqr); // true if collides
        }
    }   
    return false;
}

我怀疑你能进一步优化它。我正在用它进行神经网络驱动的赛车碰撞检测,处理数百万个迭代步骤。

采取

E是射线的起点, L是射线的端点, C是你测试的圆心 R是球面的半径

计算: d = L - E(射线方向矢量,从头到尾) f = E - C(从中心球到射线起点的向量)

然后通过…找到交点。 堵塞: P = E + t * d 这是一个参数方程 Px = Ex + tdx Py = Ey + tdy 成 (x - h)2 + (y - k)2 = r2 (h,k) =圆心。

注意:我们在这里将问题简化为2D,我们得到的解决方案也适用于3D

得到:

Expand x2 - 2xh + h2 + y2 - 2yk + k2 - r2 = 0 Plug x = ex + tdx y = ey + tdy ( ex + tdx )2 - 2( ex + tdx )h + h2 + ( ey + tdy )2 - 2( ey + tdy )k + k2 - r2 = 0 Explode ex2 + 2extdx + t2dx2 - 2exh - 2tdxh + h2 + ey2 + 2eytdy + t2dy2 - 2eyk - 2tdyk + k2 - r2 = 0 Group t2( dx2 + dy2 ) + 2t( exdx + eydy - dxh - dyk ) + ex2 + ey2 - 2exh - 2eyk + h2 + k2 - r2 = 0 Finally, t2( d · d ) + 2t( e · d - d · c ) + e · e - 2( e · c ) + c · c - r2 = 0 Where d is the vector d and · is the dot product. And then, t2( d · d ) + 2t( d · ( e - c ) ) + ( e - c ) · ( e - c ) - r2 = 0 Letting f = e - c t2( d · d ) + 2t( d · f ) + f · f - r2 = 0

所以我们得到: T2 *(d·d) + 2t*(f·d) + (f·f - r2) = 0

求解二次方程:

float a = d.Dot( d ) ;
float b = 2*f.Dot( d ) ;
float c = f.Dot( f ) - r*r ;

float discriminant = b*b-4*a*c;
if( discriminant < 0 )
{
  // no intersection
}
else
{
  // ray didn't totally miss sphere,
  // so there is a solution to
  // the equation.
  
  discriminant = sqrt( discriminant );

  // either solution may be on or off the ray so need to test both
  // t1 is always the smaller value, because BOTH discriminant and
  // a are nonnegative.
  float t1 = (-b - discriminant)/(2*a);
  float t2 = (-b + discriminant)/(2*a);

  // 3x HIT cases:
  //          -o->             --|-->  |            |  --|->
  // Impale(t1 hit,t2 hit), Poke(t1 hit,t2>1), ExitWound(t1<0, t2 hit), 

  // 3x MISS cases:
  //       ->  o                     o ->              | -> |
  // FallShort (t1>1,t2>1), Past (t1<0,t2<0), CompletelyInside(t1<0, t2>1)
  
  if( t1 >= 0 && t1 <= 1 )
  {
    // t1 is the intersection, and it's closer than t2
    // (since t1 uses -b - discriminant)
    // Impale, Poke
    return true ;
  }

  // here t1 didn't intersect so we are either started
  // inside the sphere or completely past it
  if( t2 >= 0 && t2 <= 1 )
  {
    // ExitWound
    return true ;
  }
  
  // no intn: FallShort, Past, CompletelyInside
  return false ;
}

我根据chmike给出的答案为iOS创建了这个函数

+ (NSArray *)intersectionPointsOfCircleWithCenter:(CGPoint)center withRadius:(float)radius toLinePoint1:(CGPoint)p1 andLinePoint2:(CGPoint)p2
{
    NSMutableArray *intersectionPoints = [NSMutableArray array];

    float Ax = p1.x;
    float Ay = p1.y;
    float Bx = p2.x;
    float By = p2.y;
    float Cx = center.x;
    float Cy = center.y;
    float R = radius;


    // compute the euclidean distance between A and B
    float LAB = sqrt( pow(Bx-Ax, 2)+pow(By-Ay, 2) );

    // compute the direction vector D from A to B
    float Dx = (Bx-Ax)/LAB;
    float Dy = (By-Ay)/LAB;

    // Now the line equation is x = Dx*t + Ax, y = Dy*t + Ay with 0 <= t <= 1.

    // compute the value t of the closest point to the circle center (Cx, Cy)
    float t = Dx*(Cx-Ax) + Dy*(Cy-Ay);

    // This is the projection of C on the line from A to B.

    // compute the coordinates of the point E on line and closest to C
    float Ex = t*Dx+Ax;
    float Ey = t*Dy+Ay;

    // compute the euclidean distance from E to C
    float LEC = sqrt( pow(Ex-Cx, 2)+ pow(Ey-Cy, 2) );

    // test if the line intersects the circle
    if( LEC < R )
    {
        // compute distance from t to circle intersection point
        float dt = sqrt( pow(R, 2) - pow(LEC,2) );

        // compute first intersection point
        float Fx = (t-dt)*Dx + Ax;
        float Fy = (t-dt)*Dy + Ay;

        // compute second intersection point
        float Gx = (t+dt)*Dx + Ax;
        float Gy = (t+dt)*Dy + Ay;

        [intersectionPoints addObject:[NSValue valueWithCGPoint:CGPointMake(Fx, Fy)]];
        [intersectionPoints addObject:[NSValue valueWithCGPoint:CGPointMake(Gx, Gy)]];
    }

    // else test if the line is tangent to circle
    else if( LEC == R ) {
        // tangent point to circle is E
        [intersectionPoints addObject:[NSValue valueWithCGPoint:CGPointMake(Ex, Ey)]];
    }
    else {
        // line doesn't touch circle
    }

    return intersectionPoints;
}

我会用这个算法来计算点(圆心)和线(线AB)之间的距离。这可以用来确定直线与圆的交点。

假设有点A B c, Ax和Ay是A点的x和y分量。B和c也是一样,标量R是圆半径。

该算法要求A B C是不同的点,且R不为0。

这是算法

// compute the euclidean distance between A and B
LAB = sqrt( (Bx-Ax)²+(By-Ay)² )

// compute the direction vector D from A to B
Dx = (Bx-Ax)/LAB
Dy = (By-Ay)/LAB

// the equation of the line AB is x = Dx*t + Ax, y = Dy*t + Ay with 0 <= t <= LAB.

// compute the distance between the points A and E, where
// E is the point of AB closest the circle center (Cx, Cy)
t = Dx*(Cx-Ax) + Dy*(Cy-Ay)    

// compute the coordinates of the point E
Ex = t*Dx+Ax
Ey = t*Dy+Ay

// compute the euclidean distance between E and C
LEC = sqrt((Ex-Cx)²+(Ey-Cy)²)

// test if the line intersects the circle
if( LEC < R )
{
    // compute distance from t to circle intersection point
    dt = sqrt( R² - LEC²)

    // compute first intersection point
    Fx = (t-dt)*Dx + Ax
    Fy = (t-dt)*Dy + Ay

    // compute second intersection point
    Gx = (t+dt)*Dx + Ax
    Gy = (t+dt)*Dy + Ay
}

// else test if the line is tangent to circle
else if( LEC == R )
    // tangent point to circle is E

else
    // line doesn't touch circle

我知道自从这个帖子被打开以来已经有一段时间了。根据chmike给出的答案,经Aqib Mumtaz改进。他们给出了一个很好的答案,但只适用于无限线,就像Aqib说的那样。所以我添加了一些比较来知道线段是否与圆接触,我用Python写的。

def LineIntersectCircle(c, r, p1, p2):
    #p1 is the first line point
    #p2 is the second line point
    #c is the circle's center
    #r is the circle's radius

    p3 = [p1[0]-c[0], p1[1]-c[1]]
    p4 = [p2[0]-c[0], p2[1]-c[1]]

    m = (p4[1] - p3[1]) / (p4[0] - p3[0])
    b = p3[1] - m * p3[0]

    underRadical = math.pow(r,2)*math.pow(m,2) + math.pow(r,2) - math.pow(b,2)

    if (underRadical < 0):
        print("NOT")
    else:
        t1 = (-2*m*b+2*math.sqrt(underRadical)) / (2 * math.pow(m,2) + 2)
        t2 = (-2*m*b-2*math.sqrt(underRadical)) / (2 * math.pow(m,2) + 2)
        i1 = [t1+c[0], m * t1 + b + c[1]]
        i2 = [t2+c[0], m * t2 + b + c[1]]

        if p1[0] > p2[0]:                                           #Si el punto 1 es mayor al 2 en X
            if (i1[0] < p1[0]) and (i1[0] > p2[0]):                 #Si el punto iX esta entre 2 y 1 en X
                if p1[1] > p2[1]:                                   #Si el punto 1 es mayor al 2 en Y
                    if (i1[1] < p1[1]) and (i1[1] > p2[1]):         #Si el punto iy esta entre 2 y 1
                        print("Intersection")
                if p1[1] < p2[1]:                                   #Si el punto 2 es mayo al 2 en Y
                    if (i1[1] > p1[1]) and (i1[1] < p2[1]):         #Si el punto iy esta entre 1 y 2
                        print("Intersection")

        if p1[0] < p2[0]:                                           #Si el punto 2 es mayor al 1 en X
            if (i1[0] > p1[0]) and (i1[0] < p2[0]):                 #Si el punto iX esta entre 1 y 2 en X
                if p1[1] > p2[1]:                                   #Si el punto 1 es mayor al 2 en Y
                    if (i1[1] < p1[1]) and (i1[1] > p2[1]):         #Si el punto iy esta entre 2 y 1
                        print("Intersection")
                if p1[1] < p2[1]:                                   #Si el punto 2 es mayo al 2 en Y
                    if (i1[1] > p1[1]) and (i1[1] < p2[1]):         #Si el punto iy esta entre 1 y 2
                        print("Intersection")

        if p1[0] > p2[0]:                                           #Si el punto 1 es mayor al 2 en X
            if (i2[0] < p1[0]) and (i2[0] > p2[0]):                 #Si el punto iX esta entre 2 y 1 en X
                if p1[1] > p2[1]:                                   #Si el punto 1 es mayor al 2 en Y
                    if (i2[1] < p1[1]) and (i2[1] > p2[1]):         #Si el punto iy esta entre 2 y 1
                        print("Intersection")
                if p1[1] < p2[1]:                                   #Si el punto 2 es mayo al 2 en Y
                    if (i2[1] > p1[1]) and (i2[1] < p2[1]):         #Si el punto iy esta entre 1 y 2
                        print("Intersection")

        if p1[0] < p2[0]:                                           #Si el punto 2 es mayor al 1 en X
            if (i2[0] > p1[0]) and (i2[0] < p2[0]):                 #Si el punto iX esta entre 1 y 2 en X
                if p1[1] > p2[1]:                                   #Si el punto 1 es mayor al 2 en Y
                    if (i2[1] < p1[1]) and (i2[1] > p2[1]):         #Si el punto iy esta entre 2 y 1
                        print("Intersection")
                if p1[1] < p2[1]:                                   #Si el punto 2 es mayo al 2 en Y
                    if (i2[1] > p1[1]) and (i2[1] < p2[1]):         #Si el punto iy esta entre 1 y 2
                        print("Intersection")