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

Consider this modification to Grumdrig's answer above. Many times you'll find that floating point imprecision can cause problems. I'm using doubles in the version below, but you can easily change to floats. The important part is that it uses an epsilon to handle the "slop". In addition, you'll many times want to know WHERE the intersection happened, or if it happened at all. If the returned t is < 0.0 or > 1.0, no collision occurred. However, even if no collision occurred, many times you'll want to know where the closest point on the segment to P is, and thus I use qx and qy to return this location.

double PointSegmentDistanceSquared( double px, double py,
                                    double p1x, double p1y,
                                    double p2x, double p2y,
                                    double& t,
                                    double& qx, double& qy)
{
    static const double kMinSegmentLenSquared = 0.00000001;  // adjust to suit.  If you use float, you'll probably want something like 0.000001f
    static const double kEpsilon = 1.0E-14;  // adjust to suit.  If you use floats, you'll probably want something like 1E-7f
    double dx = p2x - p1x;
    double dy = p2y - p1y;
    double dp1x = px - p1x;
    double dp1y = py - p1y;
    const double segLenSquared = (dx * dx) + (dy * dy);
    if (segLenSquared >= -kMinSegmentLenSquared && segLenSquared <= kMinSegmentLenSquared)
    {
        // segment is a point.
        qx = p1x;
        qy = p1y;
        t = 0.0;
        return ((dp1x * dp1x) + (dp1y * dp1y));
    }
    else
    {
        // Project a line from p to the segment [p1,p2].  By considering the line
        // extending the segment, parameterized as p1 + (t * (p2 - p1)),
        // we find projection of point p onto the line. 
        // It falls where t = [(p - p1) . (p2 - p1)] / |p2 - p1|^2
        t = ((dp1x * dx) + (dp1y * dy)) / segLenSquared;
        if (t < kEpsilon)
        {
            // intersects at or to the "left" of first segment vertex (p1x, p1y).  If t is approximately 0.0, then
            // intersection is at p1.  If t is less than that, then there is no intersection (i.e. p is not within
            // the 'bounds' of the segment)
            if (t > -kEpsilon)
            {
                // intersects at 1st segment vertex
                t = 0.0;
            }
            // set our 'intersection' point to p1.
            qx = p1x;
            qy = p1y;
            // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
            // we were doing PointLineDistanceSquared, then qx would be (p1x + (t * dx)) and qy would be (p1y + (t * dy)).
        }
        else if (t > (1.0 - kEpsilon))
        {
            // intersects at or to the "right" of second segment vertex (p2x, p2y).  If t is approximately 1.0, then
            // intersection is at p2.  If t is greater than that, then there is no intersection (i.e. p is not within
            // the 'bounds' of the segment)
            if (t < (1.0 + kEpsilon))
            {
                // intersects at 2nd segment vertex
                t = 1.0;
            }
            // set our 'intersection' point to p2.
            qx = p2x;
            qy = p2y;
            // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
            // we were doing PointLineDistanceSquared, then qx would be (p1x + (t * dx)) and qy would be (p1y + (t * dy)).
        }
        else
        {
            // The projection of the point to the point on the segment that is perpendicular succeeded and the point
            // is 'within' the bounds of the segment.  Set the intersection point as that projected point.
            qx = p1x + (t * dx);
            qy = p1y + (t * dy);
        }
        // return the squared distance from p to the intersection point.  Note that we return the squared distance
        // as an optimization because many times you just need to compare relative distances and the squared values
        // works fine for that.  If you want the ACTUAL distance, just take the square root of this value.
        double dpqx = px - qx;
        double dpqy = py - qy;
        return ((dpqx * dpqx) + (dpqy * dpqy));
    }
}

其他回答

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

嘿,我昨天才写的。它在Actionscript 3.0中,基本上是Javascript,尽管你可能没有相同的Point类。

//st = start of line segment
//b = the line segment (as in: st + b = end of line segment)
//pt = point to test
//Returns distance from point to line segment.  
//Note: nearest point on the segment to the test point is right there if we ever need it
public static function linePointDist( st:Point, b:Point, pt:Point ):Number
{
    var nearestPt:Point; //closest point on seqment to pt

    var keyDot:Number = dot( b, pt.subtract( st ) ); //key dot product
    var bLenSq:Number = dot( b, b ); //Segment length squared

    if( keyDot <= 0 )  //pt is "behind" st, use st
    {
        nearestPt = st  
    }
    else if( keyDot >= bLenSq ) //pt is "past" end of segment, use end (notice we are saving twin sqrts here cuz)
    {
        nearestPt = st.add(b);
    }
    else //pt is inside segment, reuse keyDot and bLenSq to get percent of seqment to move in to find closest point
    {
        var keyDotToPctOfB:Number = keyDot/bLenSq; //REM dot product comes squared
        var partOfB:Point = new Point( b.x * keyDotToPctOfB, b.y * keyDotToPctOfB );
        nearestPt = st.add(partOfB);
    }

    var dist:Number = (pt.subtract(nearestPt)).length;

    return dist;
}

此外,这里有一个关于这个问题的相当完整和可读的讨论:notejot.com

您可以尝试PHP geo-math-php的库

composer require rkondratuk/geo-math-php:^1

例子:

<?php

use PhpGeoMath\Model\GeoSegment;
use PhpGeoMath\Model\Polar3dPoint;

$polarPoint1 = new Polar3dPoint(
    40.758742779050706, -73.97855507715238, Polar3dPoint::EARTH_RADIUS_IN_METERS
);

$polarPoint2 = new Polar3dPoint(
    40.74843388072615, -73.98566565776102, Polar3dPoint::EARTH_RADIUS_IN_METERS
);

$polarPoint3 = new Polar3dPoint(
    40.74919365249446, -73.98133456388013, Polar3dPoint::EARTH_RADIUS_IN_METERS
);

$arcSegment = new GeoSegment($polarPoint1, $polarPoint2);
$nearestPolarPoint = $arcSegment->calcNearestPoint($polarPoint3);

// Shortest distance from point-3 to segment(point-1, point-2)
$geoDistance = $nearestPolarPoint->calcGeoDistanceToPoint($polarPoint3);

2D坐标数组的Python Numpy实现:

import numpy as np


def dist2d(p1, p2, coords):
    ''' Distance from points to a finite line btwn p1 -> p2 '''
    assert coords.ndim == 2 and coords.shape[1] == 2, 'coords is not 2 dim'
    dp = p2 - p1
    st = dp[0]**2 + dp[1]**2
    u = ((coords[:, 0] - p1[0]) * dp[0] + (coords[:, 1] - p1[1]) * dp[1]) / st

    u[u > 1.] = 1.
    u[u < 0.] = 0.

    dx = (p1[0] + u * dp[0]) - coords[:, 0]
    dy = (p1[1] + u * dp[1]) - coords[:, 1]

    return np.sqrt(dx**2 + dy**2)


# Usage:
p1 = np.array([0., 0.])
p2 = np.array([0., 10.])

# List of coordinates
coords = np.array(
    [[0., 0.],
     [5., 5.],
     [10., 10.],
     [20., 20.]
     ])

d = dist2d(p1, p2, coords)

# Single coordinate
coord = np.array([25., 25.])
d = dist2d(p1, p2, coord[np.newaxis, :])

基于Joshua Javascript的AutoHotkeys版本:

plDist(x, y, x1, y1, x2, y2) {
    A:= x - x1
    B:= y - y1
    C:= x2 - x1
    D:= y2 - y1

    dot:= A*C + B*D
    sqLen:= C*C + D*D
    param:= dot / sqLen

    if (param < 0 || ((x1 = x2) && (y1 = y2))) {
        xx:= x1
        yy:= y1
    } else if (param > 1) {
        xx:= x2
        yy:= y2
    } else {
        xx:= x1 + param*C
        yy:= y1 + param*D
    }

    dx:= x - xx
    dy:= y - yy

    return sqrt(dx*dx + dy*dy)
}