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
这里没有看到Java实现,所以我将Javascript函数从接受的答案转换为Java代码:
static double sqr(double x) {
return x * x;
}
static double dist2(DoublePoint v, DoublePoint w) {
return sqr(v.x - w.x) + sqr(v.y - w.y);
}
static double distToSegmentSquared(DoublePoint p, DoublePoint v, DoublePoint w) {
double l2 = dist2(v, w);
if (l2 == 0) return dist2(p, v);
double t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
if (t < 0) return dist2(p, v);
if (t > 1) return dist2(p, w);
return dist2(p, new DoublePoint(
v.x + t * (w.x - v.x),
v.y + t * (w.y - v.y)
));
}
static double distToSegment(DoublePoint p, DoublePoint v, DoublePoint w) {
return Math.sqrt(distToSegmentSquared(p, v, w));
}
static class DoublePoint {
public double x;
public double y;
public DoublePoint(double x, double y) {
this.x = x;
this.y = y;
}
}
该算法基于求出指定直线与包含指定点的正交直线的交点,并计算其距离。在线段的情况下,我们必须检查交点是否在线段的点之间,如果不是这样,则最小距离是指定点与线段的一个端点之间的距离。这是一个c#实现。
Double Distance(Point a, Point b)
{
double xdiff = a.X - b.X, ydiff = a.Y - b.Y;
return Math.Sqrt((long)xdiff * xdiff + (long)ydiff * ydiff);
}
Boolean IsBetween(double x, double a, double b)
{
return ((a <= b && x >= a && x <= b) || (a > b && x <= a && x >= b));
}
Double GetDistance(Point pt, Point pt1, Point pt2, out Point intersection)
{
Double a, x, y, R;
if (pt1.X != pt2.X) {
a = (double)(pt2.Y - pt1.Y) / (pt2.X - pt1.X);
x = (a * (pt.Y - pt1.Y) + a * a * pt1.X + pt.X) / (a * a + 1);
y = a * x + pt1.Y - a * pt1.X; }
else { x = pt1.X; y = pt.Y; }
if (IsBetween(x, pt1.X, pt2.X) && IsBetween(y, pt1.Y, pt2.Y)) {
intersection = new Point((int)x, (int)y);
R = Distance(intersection, pt); }
else {
double d1 = Distance(pt, pt1), d2 = Distance(pt, pt2);
if (d1 < d2) { intersection = pt1; R = d1; }
else { intersection = pt2; R = d2; }}
return R;
}
2D坐标数组的Python Numpy实现:
import numpy as np
def dist2d(p1, p2, coords):
''' Distance from points to a finite line btwn p1 -> p2 '''
assert coords.ndim == 2 and coords.shape[1] == 2, 'coords is not 2 dim'
dp = p2 - p1
st = dp[0]**2 + dp[1]**2
u = ((coords[:, 0] - p1[0]) * dp[0] + (coords[:, 1] - p1[1]) * dp[1]) / st
u[u > 1.] = 1.
u[u < 0.] = 0.
dx = (p1[0] + u * dp[0]) - coords[:, 0]
dy = (p1[1] + u * dp[1]) - coords[:, 1]
return np.sqrt(dx**2 + dy**2)
# Usage:
p1 = np.array([0., 0.])
p2 = np.array([0., 10.])
# List of coordinates
coords = np.array(
[[0., 0.],
[5., 5.],
[10., 10.],
[20., 20.]
])
d = dist2d(p1, p2, coords)
# Single coordinate
coord = np.array([25., 25.])
d = dist2d(p1, p2, coord[np.newaxis, :])
这是一个为有限线段而做的实现,而不是像这里的大多数其他函数那样的无限线(这就是为什么我做这个)。
Paul Bourke的理论实施。
Python:
def dist(x1, y1, x2, y2, x3, y3): # x3,y3 is the point
px = x2-x1
py = y2-y1
norm = px*px + py*py
u = ((x3 - x1) * px + (y3 - y1) * py) / float(norm)
if u > 1:
u = 1
elif u < 0:
u = 0
x = x1 + u * px
y = y1 + u * py
dx = x - x3
dy = y - y3
# Note: If the actual distance does not matter,
# if you only want to compare what this function
# returns to other results of this function, you
# can just return the squared distance instead
# (i.e. remove the sqrt) to gain a little performance
dist = (dx*dx + dy*dy)**.5
return dist
AS3:
public static function segmentDistToPoint(segA:Point, segB:Point, p:Point):Number
{
var p2:Point = new Point(segB.x - segA.x, segB.y - segA.y);
var something:Number = p2.x*p2.x + p2.y*p2.y;
var u:Number = ((p.x - segA.x) * p2.x + (p.y - segA.y) * p2.y) / something;
if (u > 1)
u = 1;
else if (u < 0)
u = 0;
var x:Number = segA.x + u * p2.x;
var y:Number = segA.y + u * p2.y;
var dx:Number = x - p.x;
var dy:Number = y - p.y;
var dist:Number = Math.sqrt(dx*dx + dy*dy);
return dist;
}
Java
private double shortestDistance(float x1,float y1,float x2,float y2,float x3,float y3)
{
float px=x2-x1;
float py=y2-y1;
float temp=(px*px)+(py*py);
float u=((x3 - x1) * px + (y3 - y1) * py) / (temp);
if(u>1){
u=1;
}
else if(u<0){
u=0;
}
float x = x1 + u * px;
float y = y1 + u * py;
float dx = x - x3;
float dy = y - y3;
double dist = Math.sqrt(dx*dx + dy*dy);
return dist;
}
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。