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
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)
}
其他回答
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:
对于懒人来说,以下是我在Objective-C语言中移植@Grumdrig的解决方案:
CGFloat sqr(CGFloat x) { return x*x; }
CGFloat dist2(CGPoint v, CGPoint w) { return sqr(v.x - w.x) + sqr(v.y - w.y); }
CGFloat distanceToSegmentSquared(CGPoint p, CGPoint v, CGPoint w)
{
CGFloat l2 = dist2(v, w);
if (l2 == 0.0f) return dist2(p, v);
CGFloat t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
if (t < 0.0f) return dist2(p, v);
if (t > 1.0f) return dist2(p, w);
return dist2(p, CGPointMake(v.x + t * (w.x - v.x), v.y + t * (w.y - v.y)));
}
CGFloat distanceToSegment(CGPoint point, CGPoint segmentPointV, CGPoint segmentPointW)
{
return sqrtf(distanceToSegmentSquared(point, segmentPointV, segmentPointW));
}
本想在GLSL中这样做,但如果可能的话,最好避免所有这些条件。使用clamp()可以避免两种端点情况:
// find closest point to P on line segment AB:
vec3 closest_point_on_line_segment(in vec3 P, in vec3 A, in vec3 B) {
vec3 AP = P - A, AB = B - A;
float l = dot(AB, AB);
if (l <= 0.0000001) return A; // A and B are practically the same
return AP - AB*clamp(dot(AP, AB)/l, 0.0, 1.0); // do the projection
}
如果您可以确定A和B彼此不会非常接近,则可以简化为删除If()。事实上,即使A和B是相同的,我的GPU仍然给出了这个无条件版本的正确结果(但这是使用pre-OpenGL 4.1,其中GLSL除零是未定义的):
// find closest point to P on line segment AB:
vec3 closest_point_on_line_segment(in vec3 P, in vec3 A, in vec3 B) {
vec3 AP = P - A, AB = B - A;
return AP - AB*clamp(dot(AP, AB)/dot(AB, AB), 0.0, 1.0);
}
计算距离是很简单的——GLSL提供了一个distance()函数,你可以在这个最近的点和P。
灵感来自Iñigo Quilez的胶囊距离函数代码
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)。