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
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));
}
其他回答
伊莱,你选定的代码是错误的。在线段所在直线附近但远离线段一端的点将被错误地判断为接近线段。更新:上面提到的错误答案已不再被接受。
下面是一些正确的c++代码。它假设一个2d向量类vec2 {float x,y;},本质上,带有加法、subract、缩放等运算符,以及一个距离和点积函数(即x1 x2 + y1 y2)。
float minimum_distance(vec2 v, vec2 w, vec2 p) {
// Return minimum distance between line segment vw and point p
const float l2 = length_squared(v, w); // i.e. |w-v|^2 - avoid a sqrt
if (l2 == 0.0) return distance(p, v); // v == w case
// 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
// We clamp t from [0,1] to handle points outside the segment vw.
const float t = max(0, min(1, dot(p - v, w - v) / l2));
const vec2 projection = v + t * (w - v); // Projection falls on the segment
return distance(p, projection);
}
编辑:我需要一个Javascript实现,所以在这里,没有依赖关系(或注释,但它是一个直接的端口以上)。点被表示为具有x和y属性的对象。
function sqr(x) { return x * x }
function dist2(v, w) { return sqr(v.x - w.x) + sqr(v.y - w.y) }
function distToSegmentSquared(p, v, w) {
var l2 = dist2(v, w);
if (l2 == 0) return dist2(p, v);
var t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
t = Math.max(0, Math.min(1, t));
return dist2(p, { x: v.x + t * (w.x - v.x),
y: v.y + t * (w.y - v.y) });
}
function distToSegment(p, v, w) { return Math.sqrt(distToSegmentSquared(p, v, w)); }
编辑2:我需要一个Java版本,但更重要的是,我需要3d版本而不是2d版本。
float dist_to_segment_squared(float px, float py, float pz, float lx1, float ly1, float lz1, float lx2, float ly2, float lz2) {
float line_dist = dist_sq(lx1, ly1, lz1, lx2, ly2, lz2);
if (line_dist == 0) return dist_sq(px, py, pz, lx1, ly1, lz1);
float t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1) + (pz - lz1) * (lz2 - lz1)) / line_dist;
t = constrain(t, 0, 1);
return dist_sq(px, py, pz, lx1 + t * (lx2 - lx1), ly1 + t * (ly2 - ly1), lz1 + t * (lz2 - lz1));
}
这里,在函数参数中,<px,py,pz>是问题点,线段有端点<lx1,ly1,lz1>和<lx2,ly2,lz2>。函数dist_sq(假定存在)求两点之间距离的平方。
下面是devnullicus转换为c#的c++版本。对于我的实现,我需要知道交叉点,并找到他的解决方案。
public static bool PointSegmentDistanceSquared(PointF point, PointF lineStart, PointF lineEnd, out double distance, out PointF intersectPoint)
{
const double kMinSegmentLenSquared = 0.00000001; // adjust to suit. If you use float, you'll probably want something like 0.000001f
const double kEpsilon = 1.0E-14; // adjust to suit. If you use floats, you'll probably want something like 1E-7f
double dX = lineEnd.X - lineStart.X;
double dY = lineEnd.Y - lineStart.Y;
double dp1X = point.X - lineStart.X;
double dp1Y = point.Y - lineStart.Y;
double segLenSquared = (dX * dX) + (dY * dY);
double t = 0.0;
if (segLenSquared >= -kMinSegmentLenSquared && segLenSquared <= kMinSegmentLenSquared)
{
// segment is a point.
intersectPoint = lineStart;
t = 0.0;
distance = ((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 (lineStart.X, lineStart.Y). 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.
intersectPoint = lineStart;
// Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
// we were doing PointLineDistanceSquared, then intersectPoint.X would be (lineStart.X + (t * dx)) and intersectPoint.Y would be (lineStart.Y + (t * dy)).
}
else if (t > (1.0 - kEpsilon))
{
// intersects at or to the "right" of second segment vertex (lineEnd.X, lineEnd.Y). 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.
intersectPoint = lineEnd;
// Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
// we were doing PointLineDistanceSquared, then intersectPoint.X would be (lineStart.X + (t * dx)) and intersectPoint.Y would be (lineStart.Y + (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.
intersectPoint = new PointF((float)(lineStart.X + (t * dX)), (float)(lineStart.Y + (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 = point.X - intersectPoint.X;
double dpqY = point.Y - intersectPoint.Y;
distance = ((dpqX * dpqX) + (dpqY * dpqY));
}
return true;
}
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)
}
这是一个基于向量数学的;这个解决方案也适用于更高的维度,并报告交点(在线段上)。
def dist(x1,y1,x2,y2,px,py):
a = np.array([[x1,y1]]).T
b = np.array([[x2,y2]]).T
x = np.array([[px,py]]).T
tp = (np.dot(x.T, b) - np.dot(a.T, b)) / np.dot(b.T, b)
tp = tp[0][0]
tmp = x - (a + tp*b)
d = np.sqrt(np.dot(tmp.T,tmp)[0][0])
return d, a+tp*b
x1,y1=2.,2.
x2,y2=5.,5.
px,py=4.,1.
d, inters = dist(x1,y1, x2,y2, px,py)
print (d)
print (inters)
结果是
2.1213203435596424
[[2.5]
[2.5]]
这里解释了数学
https://brilliant.org/wiki/distance-between-point-and-line/
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;