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

这个答案是基于公认答案的JavaScript解决方案。 它主要只是格式更好,函数名更长,当然函数语法更短,因为它是在ES6 + CoffeeScript中。

JavaScript版本(ES6)

distanceSquared = (v, w)=> Math.pow(v.x - w.x, 2) + Math.pow(v.y - w.y, 2);
distance = (v, w)=> Math.sqrt(distanceSquared(v, w));

distanceToLineSegmentSquared = (p, v, w)=> {
    l2 = distanceSquared(v, w);
    if (l2 === 0) {
        return distanceSquared(p, v);
    }
    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 distanceSquared(p, {
        x: v.x + t * (w.x - v.x),
        y: v.y + t * (w.y - v.y)
    });
}
distanceToLineSegment = (p, v, w)=> {
    return Math.sqrt(distanceToLineSegmentSquared(p, v));
}

CoffeeScript版本

distanceSquared = (v, w)-> (v.x - w.x) ** 2 + (v.y - w.y) ** 2
distance = (v, w)-> Math.sqrt(distanceSquared(v, w))

distanceToLineSegmentSquared = (p, v, w)->
    l2 = distanceSquared(v, w)
    return distanceSquared(p, v) if l2 is 0
    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))
    distanceSquared(p, {
        x: v.x + t * (w.x - v.x)
        y: v.y + t * (w.y - v.y)
    })

distanceToLineSegment = (p, v, w)->
    Math.sqrt(distanceToLineSegmentSquared(p, v, w))

其他回答

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;
}

现在我的解决方案...... (Javascript)

这是非常快的,因为我试图避免任何数学。战俘的功能。

如你所见,在函数的最后,我得到了直线的距离。

代码来自lib http://www.draw2d.org/graphiti/jsdoc/#!/例子

/**
 * Static util function to determine is a point(px,py) on the line(x1,y1,x2,y2)
 * A simple hit test.
 * 
 * @return {boolean}
 * @static
 * @private
 * @param {Number} coronaWidth the accepted corona for the hit test
 * @param {Number} X1 x coordinate of the start point of the line
 * @param {Number} Y1 y coordinate of the start point of the line
 * @param {Number} X2 x coordinate of the end point of the line
 * @param {Number} Y2 y coordinate of the end point of the line
 * @param {Number} px x coordinate of the point to test
 * @param {Number} py y coordinate of the point to test
 **/
graphiti.shape.basic.Line.hit= function( coronaWidth, X1, Y1,  X2,  Y2, px, py)
{
  // Adjust vectors relative to X1,Y1
  // X2,Y2 becomes relative vector from X1,Y1 to end of segment
  X2 -= X1;
  Y2 -= Y1;
  // px,py becomes relative vector from X1,Y1 to test point
  px -= X1;
  py -= Y1;
  var dotprod = px * X2 + py * Y2;
  var projlenSq;
  if (dotprod <= 0.0) {
      // px,py is on the side of X1,Y1 away from X2,Y2
      // distance to segment is length of px,py vector
      // "length of its (clipped) projection" is now 0.0
      projlenSq = 0.0;
  } else {
      // switch to backwards vectors relative to X2,Y2
      // X2,Y2 are already the negative of X1,Y1=>X2,Y2
      // to get px,py to be the negative of px,py=>X2,Y2
      // the dot product of two negated vectors is the same
      // as the dot product of the two normal vectors
      px = X2 - px;
      py = Y2 - py;
      dotprod = px * X2 + py * Y2;
      if (dotprod <= 0.0) {
          // px,py is on the side of X2,Y2 away from X1,Y1
          // distance to segment is length of (backwards) px,py vector
          // "length of its (clipped) projection" is now 0.0
          projlenSq = 0.0;
      } else {
          // px,py is between X1,Y1 and X2,Y2
          // dotprod is the length of the px,py vector
          // projected on the X2,Y2=>X1,Y1 vector times the
          // length of the X2,Y2=>X1,Y1 vector
          projlenSq = dotprod * dotprod / (X2 * X2 + Y2 * Y2);
      }
  }
    // Distance to line is now the length of the relative point
    // vector minus the length of its projection onto the line
    // (which is zero if the projection falls outside the range
    //  of the line segment).
    var lenSq = px * px + py * py - projlenSq;
    if (lenSq < 0) {
        lenSq = 0;
    }
    return Math.sqrt(lenSq)<coronaWidth;
};

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))
    }

省道和颤振的解决方法:

import 'dart:math' as math;
 class Utils {
   static double shortestDistance(Point p1, Point p2, Point p3){
      double px = p2.x - p1.x;
      double py = p2.y - p1.y;
      double temp = (px*px) + (py*py);
      double u = ((p3.x - p1.x)*px + (p3.y - p1.y)* py) /temp;
      if(u>1){
        u=1;
      }
      else if(u<0){
        u=0;
      }
      double x = p1.x + u*px;
      double y = p1.y + u*py;
      double dx = x - p3.x;
      double dy = y - p3.y;
      double dist = math.sqrt(dx*dx+dy*dy);
      return dist;
   }
}

class Point {
  double x;
  double y;
  Point(this.x, this.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;
}