我需要一个基本函数来求点到线段的最短距离。你可以随意用任何你想要的语言来编写解决方案;我可以把它翻译成什么我正在使用(Javascript)。
编辑:线段由两个端点定义。线段AB由两点A (x1,y1)和B (x2,y2)定义。我要求的是这条线段到点C (x3,y3)的距离。我的几何技能生疏了,所以我看到的例子让我很困惑,我很遗憾地承认。
我需要一个基本函数来求点到线段的最短距离。你可以随意用任何你想要的语言来编写解决方案;我可以把它翻译成什么我正在使用(Javascript)。
编辑:线段由两个端点定义。线段AB由两点A (x1,y1)和B (x2,y2)定义。我要求的是这条线段到点C (x3,y3)的距离。我的几何技能生疏了,所以我看到的例子让我很困惑,我很遗憾地承认。
当前回答
只是遇到了这个,我想我应该添加一个Lua实现。它假设点以表{x=xVal, y=yVal}给出,直线或线段由包含两个点的表给出(见下面的例子):
function distance( P1, P2 )
return math.sqrt((P1.x-P2.x)^2 + (P1.y-P2.y)^2)
end
-- Returns false if the point lies beyond the reaches of the segment
function distPointToSegment( line, P )
if line[1].x == line[2].x and line[1].y == line[2].y then
print("Error: Not a line!")
return false
end
local d = distance( line[1], line[2] )
local t = ((P.x - line[1].x)*(line[2].x - line[1].x) + (P.y - line[1].y)*(line[2].y - line[1].y))/(d^2)
local projection = {}
projection.x = line[1].x + t*(line[2].x-line[1].x)
projection.y = line[1].y + t*(line[2].y-line[1].y)
if t >= 0 and t <= 1 then -- within line segment?
return distance( projection, {x=P.x, y=P.y} )
else
return false
end
end
-- Returns value even if point is further down the line (outside segment)
function distPointToLine( line, P )
if line[1].x == line[2].x and line[1].y == line[2].y then
print("Error: Not a line!")
return false
end
local d = distance( line[1], line[2] )
local t = ((P.x - line[1].x)*(line[2].x - line[1].x) + (P.y - line[1].y)*(line[2].y - line[1].y))/(d^2)
local projection = {}
projection.x = line[1].x + t*(line[2].x-line[1].x)
projection.y = line[1].y + t*(line[2].y-line[1].y)
return distance( projection, {x=P.x, y=P.y} )
end
使用示例:
local P1 = {x = 0, y = 0}
local P2 = {x = 10, y = 10}
local line = { P1, P2 }
local P3 = {x = 7, y = 15}
print(distPointToLine( line, P3 )) -- prints 5.6568542494924
print(distPointToSegment( line, P3 )) -- prints false
其他回答
JavaScript中一个基于这个公式的更简洁的解决方案:
distToSegment: function (point, linePointA, linePointB){
var x0 = point.X;
var y0 = point.Y;
var x1 = linePointA.X;
var y1 = linePointA.Y;
var x2 = linePointB.X;
var y2 = linePointB.Y;
var Dx = (x2 - x1);
var Dy = (y2 - y1);
var numerator = Math.abs(Dy*x0 - Dx*y0 - x1*y2 + x2*y1);
var denominator = Math.sqrt(Dx*Dx + Dy*Dy);
if (denominator == 0) {
return this.dist2(point, linePointA);
}
return numerator/denominator;
}
这里是与c++答案相同的东西,但移植到pascal。点参数的顺序已经改变,以适应我的代码,但还是一样的东西。
function Dot(const p1, p2: PointF): double;
begin
Result := p1.x * p2.x + p1.y * p2.y;
end;
function SubPoint(const p1, p2: PointF): PointF;
begin
result.x := p1.x - p2.x;
result.y := p1.y - p2.y;
end;
function ShortestDistance2(const p,v,w : PointF) : double;
var
l2,t : double;
projection,tt: PointF;
begin
// Return minimum distance between line segment vw and point p
//l2 := length_squared(v, w); // i.e. |w-v|^2 - avoid a sqrt
l2 := Distance(v,w);
l2 := MPower(l2,2);
if (l2 = 0.0) then begin
result:= Distance(p, v); // v == w case
exit;
end;
// Consider the line extending the segment, parameterized as v + t (w - v).
// We find projection of point p onto the line.
// It falls where t = [(p-v) . (w-v)] / |w-v|^2
t := Dot(SubPoint(p,v),SubPoint(w,v)) / l2;
if (t < 0.0) then begin
result := Distance(p, v); // Beyond the 'v' end of the segment
exit;
end
else if (t > 1.0) then begin
result := Distance(p, w); // Beyond the 'w' end of the segment
exit;
end;
//projection := v + t * (w - v); // Projection falls on the segment
tt.x := v.x + t * (w.x - v.x);
tt.y := v.y + t * (w.y - v.y);
result := Distance(p, tt);
end;
快速实现http://paulbourke.net/geometry/pointlineplane/source.c
static func magnitude(p1: CGPoint, p2: CGPoint) -> CGFloat {
let vector = CGPoint(x: p2.x - p1.x, y: p2.y - p1.y)
return sqrt(pow(vector.x, 2) + pow(vector.y, 2))
}
/// http://paulbourke.net/geometry/pointlineplane/
/// http://paulbourke.net/geometry/pointlineplane/source.c
static func pointDistanceToLine(point: CGPoint, lineStart: CGPoint, lineEnd: CGPoint) -> CGFloat? {
let lineMag = magnitude(p1: lineEnd, p2: lineStart)
let u = (((point.x - lineStart.x) * (lineEnd.x - lineStart.x)) +
((point.y - lineStart.y) * (lineEnd.y - lineStart.y))) /
(lineMag * lineMag)
if u < 0 || u > 1 {
// closest point does not fall within the line segment
return nil
}
let intersectionX = lineStart.x + u * (lineEnd.x - lineStart.x)
let intersectionY = lineStart.y + u * (lineEnd.y - lineStart.y)
return magnitude(p1: point, p2: CGPoint(x: intersectionX, y: intersectionY))
}
在我自己的问题线程如何计算在C, c# / .NET 2.0或Java的所有情况下一个点和线段之间的最短2D距离?当我找到一个c#的答案时,我被要求把它放在这里:所以它是从http://www.topcoder.com/tc?d1=tutorials&d2=geometry1&module=Static修改的:
//Compute the dot product AB . BC
private double DotProduct(double[] pointA, double[] pointB, double[] pointC)
{
double[] AB = new double[2];
double[] BC = new double[2];
AB[0] = pointB[0] - pointA[0];
AB[1] = pointB[1] - pointA[1];
BC[0] = pointC[0] - pointB[0];
BC[1] = pointC[1] - pointB[1];
double dot = AB[0] * BC[0] + AB[1] * BC[1];
return dot;
}
//Compute the cross product AB x AC
private double CrossProduct(double[] pointA, double[] pointB, double[] pointC)
{
double[] AB = new double[2];
double[] AC = new double[2];
AB[0] = pointB[0] - pointA[0];
AB[1] = pointB[1] - pointA[1];
AC[0] = pointC[0] - pointA[0];
AC[1] = pointC[1] - pointA[1];
double cross = AB[0] * AC[1] - AB[1] * AC[0];
return cross;
}
//Compute the distance from A to B
double Distance(double[] pointA, double[] pointB)
{
double d1 = pointA[0] - pointB[0];
double d2 = pointA[1] - pointB[1];
return Math.Sqrt(d1 * d1 + d2 * d2);
}
//Compute the distance from AB to C
//if isSegment is true, AB is a segment, not a line.
double LineToPointDistance2D(double[] pointA, double[] pointB, double[] pointC,
bool isSegment)
{
double dist = CrossProduct(pointA, pointB, pointC) / Distance(pointA, pointB);
if (isSegment)
{
double dot1 = DotProduct(pointA, pointB, pointC);
if (dot1 > 0)
return Distance(pointB, pointC);
double dot2 = DotProduct(pointB, pointA, pointC);
if (dot2 > 0)
return Distance(pointA, pointC);
}
return Math.Abs(dist);
}
我不是要回答问题,而是要问问题,所以我希望我不会因为某些原因而得到数百万张反对票,而是批评。我只是想(并被鼓励)分享其他人的想法,因为这个帖子中的解决方案要么是用一些奇异的语言(Fortran, Mathematica),要么被某人标记为错误。对我来说唯一有用的(由Grumdrig编写)是用c++编写的,没有人标记它有错误。但是它缺少被调用的方法(dot等)。
省道和颤振的解决方法:
import 'dart:math' as math;
class Utils {
static double shortestDistance(Point p1, Point p2, Point p3){
double px = p2.x - p1.x;
double py = p2.y - p1.y;
double temp = (px*px) + (py*py);
double u = ((p3.x - p1.x)*px + (p3.y - p1.y)* py) /temp;
if(u>1){
u=1;
}
else if(u<0){
u=0;
}
double x = p1.x + u*px;
double y = p1.y + u*py;
double dx = x - p3.x;
double dy = y - p3.y;
double dist = math.sqrt(dx*dx+dy*dy);
return dist;
}
}
class Point {
double x;
double y;
Point(this.x, this.y);
}