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

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;

其他回答

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))
    }

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 );
}

I'm assuming you want to find the shortest distance between the point and a line segment; to do this, you need to find the line (lineA) which is perpendicular to your line segment (lineB) which goes through your point, determine the intersection between that line (lineA) and your line which goes through your line segment (lineB); if that point is between the two points of your line segment, then the distance is the distance between your point and the point you just found which is the intersection of lineA and lineB; if the point is not between the two points of your line segment, you need to get the distance between your point and the closer of two ends of the line segment; this can be done easily by taking the square distance (to avoid a square root) between the point and the two points of the line segment; whichever is closer, take the square root of that one.

在f#中,点c到a和b之间的线段的距离为:

let pointToLineSegmentDistance (a: Vector, b: Vector) (c: Vector) =
  let d = b - a
  let s = d.Length
  let lambda = (c - a) * d / s
  let p = (lambda |> max 0.0 |> min s) * d / s
  (a + p - c).Length

向量d沿着线段从a指向b。d/s与c-a的点积给出了无限直线与点c之间最接近点的参数。使用min和max函数将该参数钳制到范围0..s,使该点位于a和b之间。最后,a+p-c的长度是c到线段上最近点的距离。

使用示例:

pointToLineSegmentDistance (Vector(0.0, 0.0), Vector(1.0, 0.0)) (Vector(-1.0, 1.0))

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