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

c#版本

public static FP DistanceToLineSegment(FPVector3 a, FPVector3 b, FPVector3 point)
{
  var d = b - a;
  var s = d.SqrMagnitude;
  var ds = d / s;
  var lambda = FPVector3.Dot(point - a, ds);
  var p = FPMath.Clamp01(lambda) * d;
  return (a + p - point).Magnitude;
}

其他回答

in R

     #distance beetween segment ab and point c in 2D space
getDistance_ort_2 <- function(a, b, c){
  #go to complex numbers
  A<-c(a[1]+1i*a[2],b[1]+1i*b[2])
  q=c[1]+1i*c[2]
  
  #function to get coefficients of line (ab)
  getAlphaBeta <- function(A)
  { a<-Re(A[2])-Re(A[1])
    b<-Im(A[2])-Im(A[1])
    ab<-as.numeric()
    ab[1] <- -Re(A[1])*b/a+Im(A[1])
    ab[2] <-b/a
    if(Im(A[1])==Im(A[2])) ab<- c(Im(A[1]),0)
    if(Re(A[1])==Re(A[2])) ab <- NA
    return(ab)
  }
  
  #function to get coefficients of line ortogonal to line (ab) which goes through point q
  getAlphaBeta_ort<-function(A,q)
  { ab <- getAlphaBeta(A) 
  coef<-c(Re(q)/ab[2]+Im(q),-1/ab[2])
  if(Re(A[1])==Re(A[2])) coef<-c(Im(q),0)
  return(coef)
  }
  
  #function to get coordinates of interception point 
  #between line (ab) and its ortogonal which goes through point q
  getIntersection_ort <- function(A, q){
    A.ab <- getAlphaBeta(A)
    q.ab <- getAlphaBeta_ort(A,q)
    if (!is.na(A.ab[1])&A.ab[2]==0) {
      x<-Re(q)
      y<-Im(A[1])}
    if (is.na(A.ab[1])) {
      x<-Re(A[1])
      y<-Im(q)
    } 
    if (!is.na(A.ab[1])&A.ab[2]!=0) {
      x <- (q.ab[1] - A.ab[1])/(A.ab[2] - q.ab[2])
      y <- q.ab[1] + q.ab[2]*x}
    xy <- x + 1i*y  
    return(xy)
  }
  
  intersect<-getIntersection_ort(A,q)
  if ((Mod(A[1]-intersect)+Mod(A[2]-intersect))>Mod(A[1]-A[2])) {dist<-min(Mod(A[1]-q),Mod(A[2]-q))
  } else dist<-Mod(q-intersect)
  return(dist)
}



 

看起来几乎每个人都在StackOverflow上贡献了一个答案(目前为止有23个答案),所以这里是我对c#的贡献。这主要是基于M. Katz的回答,而Katz的回答又基于Grumdrig的回答。

   public struct MyVector
   {
      private readonly double _x, _y;


      // Constructor
      public MyVector(double x, double y)
      {
         _x = x;
         _y = y;
      }


      // Distance from this point to another point, squared
      private double DistanceSquared(MyVector otherPoint)
      {
         double dx = otherPoint._x - this._x;
         double dy = otherPoint._y - this._y;
         return dx * dx + dy * dy;
      }


      // Find the distance from this point to a line segment (which is not the same as from this 
      //  point to anywhere on an infinite line). Also returns the closest point.
      public double DistanceToLineSegment(MyVector lineSegmentPoint1, MyVector lineSegmentPoint2,
                                          out MyVector closestPoint)
      {
         return Math.Sqrt(DistanceToLineSegmentSquared(lineSegmentPoint1, lineSegmentPoint2, 
                          out closestPoint));
      }


      // Same as above, but avoid using Sqrt(), saves a new nanoseconds in cases where you only want 
      //  to compare several distances to find the smallest or largest, but don't need the distance
      public double DistanceToLineSegmentSquared(MyVector lineSegmentPoint1, 
                                              MyVector lineSegmentPoint2, out MyVector closestPoint)
      {
         // Compute length of line segment (squared) and handle special case of coincident points
         double segmentLengthSquared = lineSegmentPoint1.DistanceSquared(lineSegmentPoint2);
         if (segmentLengthSquared < 1E-7f)  // Arbitrary "close enough for government work" value
         {
            closestPoint = lineSegmentPoint1;
            return this.DistanceSquared(closestPoint);
         }

         // Use the magic formula to compute the "projection" of this point on the infinite line
         MyVector lineSegment = lineSegmentPoint2 - lineSegmentPoint1;
         double t = (this - lineSegmentPoint1).DotProduct(lineSegment) / segmentLengthSquared;

         // Handle the two cases where the projection is not on the line segment, and the case where 
         //  the projection is on the segment
         if (t <= 0)
            closestPoint = lineSegmentPoint1;
         else if (t >= 1)
            closestPoint = lineSegmentPoint2;
         else 
            closestPoint = lineSegmentPoint1 + (lineSegment * t);
         return this.DistanceSquared(closestPoint);
      }


      public double DotProduct(MyVector otherVector)
      {
         return this._x * otherVector._x + this._y * otherVector._y;
      }

      public static MyVector operator +(MyVector leftVector, MyVector rightVector)
      {
         return new MyVector(leftVector._x + rightVector._x, leftVector._y + rightVector._y);
      }

      public static MyVector operator -(MyVector leftVector, MyVector rightVector)
      {
         return new MyVector(leftVector._x - rightVector._x, leftVector._y - rightVector._y);
      }

      public static MyVector operator *(MyVector aVector, double aScalar)
      {
         return new MyVector(aVector._x * aScalar, aVector._y * aScalar);
      }

      // Added using ReSharper due to CodeAnalysis nagging

      public bool Equals(MyVector other)
      {
         return _x.Equals(other._x) && _y.Equals(other._y);
      }

      public override bool Equals(object obj)
      {
         if (ReferenceEquals(null, obj)) return false;
         return obj is MyVector && Equals((MyVector) obj);
      }

      public override int GetHashCode()
      {
         unchecked
         {
            return (_x.GetHashCode()*397) ^ _y.GetHashCode();
         }
      }

      public static bool operator ==(MyVector left, MyVector right)
      {
         return left.Equals(right);
      }

      public static bool operator !=(MyVector left, MyVector right)
      {
         return !left.Equals(right);
      }
   }

这是一个小测试程序。

   public static class JustTesting
   {
      public static void Main()
      {
         Stopwatch stopwatch = new Stopwatch();
         stopwatch.Start();

         for (int i = 0; i < 10000000; i++)
         {
            TestIt(1, 0, 0, 0, 1, 1, 0.70710678118654757);
            TestIt(5, 4, 0, 0, 20, 10, 1.3416407864998738);
            TestIt(30, 15, 0, 0, 20, 10, 11.180339887498949);
            TestIt(-30, 15, 0, 0, 20, 10, 33.541019662496844);
            TestIt(5, 1, 0, 0, 10, 0, 1.0);
            TestIt(1, 5, 0, 0, 0, 10, 1.0);
         }

         stopwatch.Stop();
         TimeSpan timeSpan = stopwatch.Elapsed;
      }


      private static void TestIt(float aPointX, float aPointY, 
                                 float lineSegmentPoint1X, float lineSegmentPoint1Y, 
                                 float lineSegmentPoint2X, float lineSegmentPoint2Y, 
                                 double expectedAnswer)
      {
         // Katz
         double d1 = DistanceFromPointToLineSegment(new MyVector(aPointX, aPointY), 
                                              new MyVector(lineSegmentPoint1X, lineSegmentPoint1Y), 
                                              new MyVector(lineSegmentPoint2X, lineSegmentPoint2Y));
         Debug.Assert(d1 == expectedAnswer);

         /*
         // Katz using squared distance
         double d2 = DistanceFromPointToLineSegmentSquared(new MyVector(aPointX, aPointY), 
                                              new MyVector(lineSegmentPoint1X, lineSegmentPoint1Y), 
                                              new MyVector(lineSegmentPoint2X, lineSegmentPoint2Y));
         Debug.Assert(Math.Abs(d2 - expectedAnswer * expectedAnswer) < 1E-7f);
          */

         /*
         // Matti (optimized)
         double d3 = FloatVector.DistanceToLineSegment(new PointF(aPointX, aPointY), 
                                                new PointF(lineSegmentPoint1X, lineSegmentPoint1Y), 
                                                new PointF(lineSegmentPoint2X, lineSegmentPoint2Y));
         Debug.Assert(Math.Abs(d3 - expectedAnswer) < 1E-7f);
          */
      }

      private static double DistanceFromPointToLineSegment(MyVector aPoint, 
                                             MyVector lineSegmentPoint1, MyVector lineSegmentPoint2)
      {
         MyVector closestPoint;  // Not used
         return aPoint.DistanceToLineSegment(lineSegmentPoint1, lineSegmentPoint2, 
                                             out closestPoint);
      }

      private static double DistanceFromPointToLineSegmentSquared(MyVector aPoint, 
                                             MyVector lineSegmentPoint1, MyVector lineSegmentPoint2)
      {
         MyVector closestPoint;  // Not used
         return aPoint.DistanceToLineSegmentSquared(lineSegmentPoint1, lineSegmentPoint2, 
                                                    out closestPoint);
      }
   }

如您所见,我试图衡量使用避免Sqrt()方法的版本与使用普通版本之间的差异。我的测试表明你可能可以节省2.5%,但我甚至不确定——各种测试运行中的变化是相同的数量级。我还试着测量了Matti发布的版本(加上一个明显的优化),该版本似乎比基于Katz/Grumdrig代码的版本慢了大约4%。

编辑:顺便说一句,我还尝试过测量一种方法,该方法使用叉乘(和平方根())来查找到无限直线(不是线段)的距离,它大约快32%。

在数学

它使用线段的参数描述,并将点投影到线段定义的直线中。当参数在线段内从0到1时,如果投影在这个范围之外,我们计算到相应端点的距离,而不是法线到线段的直线。

Clear["Global`*"];
 distance[{start_, end_}, pt_] := 
   Module[{param},
   param = ((pt - start).(end - start))/Norm[end - start]^2; (*parameter. the "."
                                                       here means vector product*)

   Which[
    param < 0, EuclideanDistance[start, pt],                 (*If outside bounds*)
    param > 1, EuclideanDistance[end, pt],
    True, EuclideanDistance[pt, start + param (end - start)] (*Normal distance*)
    ]
   ];  

策划的结果:

Plot3D[distance[{{0, 0}, {1, 0}}, {xp, yp}], {xp, -1, 2}, {yp, -1, 2}]

画出比截断距离更近的点:

等高线图:

如果它是一条无限大的直线,而不是一条线段,最简单的方法是这样(在ruby中),其中mx + b是直线,(x1, y1)是已知的点

(y1 - mx1 - b).abs / Math.sqrt(m**2 + 1)

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