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
Lua: 查找线段(不是整条线)与点之间的最小距离
function solveLinearEquation(A1,B1,C1,A2,B2,C2)
--it is the implitaion of a method of solving linear equations in x and y
local f1 = B1*C2 -B2*C1
local f2 = A2*C1-A1*C2
local f3 = A1*B2 -A2*B1
return {x= f1/f3, y= f2/f3}
end
function pointLiesOnLine(x,y,x1,y1,x2,y2)
local dx1 = x-x1
local dy1 = y-y1
local dx2 = x-x2
local dy2 = y-y2
local crossProduct = dy1*dx2 -dx1*dy2
if crossProduct ~= 0 then return false
else
if ((x1>=x) and (x>=x2)) or ((x2>=x) and (x>=x1)) then
if ((y1>=y) and (y>=y2)) or ((y2>=y) and (y>=y1)) then
return true
else return false end
else return false end
end
end
function dist(x1,y1,x2,y2)
local dx = x1-x2
local dy = y1-y2
return math.sqrt(dx*dx + dy* dy)
end
function findMinDistBetnPointAndLine(x1,y1,x2,y2,x3,y3)
-- finds the min distance between (x3,y3) and line (x1,y2)--(x2,y2)
local A2,B2,C2,A1,B1,C1
local dx = y2-y1
local dy = x2-x1
if dx == 0 then A2=1 B2=0 C2=-x3 A1=0 B1=1 C1=-y1
elseif dy == 0 then A2=0 B2=1 C2=-y3 A1=1 B1=0 C1=-x1
else
local m1 = dy/dx
local m2 = -1/m1
A2=m2 B2=-1 C2=y3-m2*x3 A1=m1 B1=-1 C1=y1-m1*x1
end
local intsecPoint= solveLinearEquation(A1,B1,C1,A2,B2,C2)
if pointLiesOnLine(intsecPoint.x, intsecPoint.y,x1,y1,x2,y2) then
return dist(intsecPoint.x, intsecPoint.y, x3,y3)
else
return math.min(dist(x3,y3,x1,y1),dist(x3,y3,x2,y2))
end
end
其他回答
这是一个自成体系的Delphi / Pascal版本的函数,基于上面约书亚的答案。使用TPoint用于VCL屏幕图形,但应该易于根据需要进行调整。
function DistancePtToSegment( pt, pt1, pt2: TPoint): double;
var
a, b, c, d: double;
len_sq: double;
param: double;
xx, yy: double;
dx, dy: double;
begin
a := pt.x - pt1.x;
b := pt.y - pt1.y;
c := pt2.x - pt1.x;
d := pt2.y - pt1.y;
len_sq := (c * c) + (d * d);
param := -1;
if (len_sq <> 0) then
begin
param := ((a * c) + (b * d)) / len_sq;
end;
if param < 0 then
begin
xx := pt1.x;
yy := pt1.y;
end
else if param > 1 then
begin
xx := pt2.x;
yy := pt2.y;
end
else begin
xx := pt1.x + param * c;
yy := pt1.y + param * d;
end;
dx := pt.x - xx;
dy := pt.y - yy;
result := sqrt( (dx * dx) + (dy * dy))
end;
以下是Grumdrig解决方案的一个更完整的说明。这个版本还返回最近的点本身。
#include "stdio.h"
#include "math.h"
class Vec2
{
public:
float _x;
float _y;
Vec2()
{
_x = 0;
_y = 0;
}
Vec2( const float x, const float y )
{
_x = x;
_y = y;
}
Vec2 operator+( const Vec2 &v ) const
{
return Vec2( this->_x + v._x, this->_y + v._y );
}
Vec2 operator-( const Vec2 &v ) const
{
return Vec2( this->_x - v._x, this->_y - v._y );
}
Vec2 operator*( const float f ) const
{
return Vec2( this->_x * f, this->_y * f );
}
float DistanceToSquared( const Vec2 p ) const
{
const float dX = p._x - this->_x;
const float dY = p._y - this->_y;
return dX * dX + dY * dY;
}
float DistanceTo( const Vec2 p ) const
{
return sqrt( this->DistanceToSquared( p ) );
}
float DotProduct( const Vec2 p ) const
{
return this->_x * p._x + this->_y * p._y;
}
};
// return minimum distance between line segment vw and point p, and the closest point on the line segment, q
float DistanceFromLineSegmentToPoint( const Vec2 v, const Vec2 w, const Vec2 p, Vec2 * const q )
{
const float distSq = v.DistanceToSquared( w ); // i.e. |w-v|^2 ... avoid a sqrt
if ( distSq == 0.0 )
{
// v == w case
(*q) = v;
return v.DistanceTo( p );
}
// 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
const float t = ( p - v ).DotProduct( w - v ) / distSq;
if ( t < 0.0 )
{
// beyond the v end of the segment
(*q) = v;
return v.DistanceTo( p );
}
else if ( t > 1.0 )
{
// beyond the w end of the segment
(*q) = w;
return w.DistanceTo( p );
}
// projection falls on the segment
const Vec2 projection = v + ( ( w - v ) * t );
(*q) = projection;
return p.DistanceTo( projection );
}
float DistanceFromLineSegmentToPoint( float segmentX1, float segmentY1, float segmentX2, float segmentY2, float pX, float pY, float *qX, float *qY )
{
Vec2 q;
float distance = DistanceFromLineSegmentToPoint( Vec2( segmentX1, segmentY1 ), Vec2( segmentX2, segmentY2 ), Vec2( pX, pY ), &q );
(*qX) = q._x;
(*qY) = q._y;
return distance;
}
void TestDistanceFromLineSegmentToPoint( float segmentX1, float segmentY1, float segmentX2, float segmentY2, float pX, float pY )
{
float qX;
float qY;
float d = DistanceFromLineSegmentToPoint( segmentX1, segmentY1, segmentX2, segmentY2, pX, pY, &qX, &qY );
printf( "line segment = ( ( %f, %f ), ( %f, %f ) ), p = ( %f, %f ), distance = %f, q = ( %f, %f )\n",
segmentX1, segmentY1, segmentX2, segmentY2, pX, pY, d, qX, qY );
}
void TestDistanceFromLineSegmentToPoint()
{
TestDistanceFromLineSegmentToPoint( 0, 0, 1, 1, 1, 0 );
TestDistanceFromLineSegmentToPoint( 0, 0, 20, 10, 5, 4 );
TestDistanceFromLineSegmentToPoint( 0, 0, 20, 10, 30, 15 );
TestDistanceFromLineSegmentToPoint( 0, 0, 20, 10, -30, 15 );
TestDistanceFromLineSegmentToPoint( 0, 0, 10, 0, 5, 1 );
TestDistanceFromLineSegmentToPoint( 0, 0, 0, 10, 1, 5 );
}
Lua: 查找线段(不是整条线)与点之间的最小距离
function solveLinearEquation(A1,B1,C1,A2,B2,C2)
--it is the implitaion of a method of solving linear equations in x and y
local f1 = B1*C2 -B2*C1
local f2 = A2*C1-A1*C2
local f3 = A1*B2 -A2*B1
return {x= f1/f3, y= f2/f3}
end
function pointLiesOnLine(x,y,x1,y1,x2,y2)
local dx1 = x-x1
local dy1 = y-y1
local dx2 = x-x2
local dy2 = y-y2
local crossProduct = dy1*dx2 -dx1*dy2
if crossProduct ~= 0 then return false
else
if ((x1>=x) and (x>=x2)) or ((x2>=x) and (x>=x1)) then
if ((y1>=y) and (y>=y2)) or ((y2>=y) and (y>=y1)) then
return true
else return false end
else return false end
end
end
function dist(x1,y1,x2,y2)
local dx = x1-x2
local dy = y1-y2
return math.sqrt(dx*dx + dy* dy)
end
function findMinDistBetnPointAndLine(x1,y1,x2,y2,x3,y3)
-- finds the min distance between (x3,y3) and line (x1,y2)--(x2,y2)
local A2,B2,C2,A1,B1,C1
local dx = y2-y1
local dy = x2-x1
if dx == 0 then A2=1 B2=0 C2=-x3 A1=0 B1=1 C1=-y1
elseif dy == 0 then A2=0 B2=1 C2=-y3 A1=1 B1=0 C1=-x1
else
local m1 = dy/dx
local m2 = -1/m1
A2=m2 B2=-1 C2=y3-m2*x3 A1=m1 B1=-1 C1=y1-m1*x1
end
local intsecPoint= solveLinearEquation(A1,B1,C1,A2,B2,C2)
if pointLiesOnLine(intsecPoint.x, intsecPoint.y,x1,y1,x2,y2) then
return dist(intsecPoint.x, intsecPoint.y, x3,y3)
else
return math.min(dist(x3,y3,x1,y1),dist(x3,y3,x2,y2))
end
end
公认的答案行不通 (例如,0,0和(-10,2,10,2)之间的距离应为2)。
下面是工作代码:
def dist2line2(x,y,line):
x1,y1,x2,y2=line
vx = x1 - x
vy = y1 - y
ux = x2-x1
uy = y2-y1
length = ux * ux + uy * uy
det = (-vx * ux) + (-vy * uy) #//if this is < 0 or > length then its outside the line segment
if det < 0:
return (x1 - x)**2 + (y1 - y)**2
if det > length:
return (x2 - x)**2 + (y2 - y)**2
det = ux * vy - uy * vx
return det**2 / length
def dist2line(x,y,line): return math.sqrt(dist2line2(x,y,line))
GLSL版:
// line (a -> b ) point p[enter image description here][1]
float distanceToLine(vec2 a, vec2 b, vec2 p) {
float aside = dot((p - a),(b - a));
if(aside< 0.0) return length(p-a);
float bside = dot((p - b),(a - b));
if(bside< 0.0) return length(p-b);
vec2 pointOnLine = (bside*a + aside*b)/pow(length(a-b),2.0);
return length(p - pointOnLine);
}