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
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
其他回答
和这个答案一样,只是用的是Visual Basic。使其可作为Microsoft Excel和VBA/宏中的用户定义函数使用。
函数返回点(x,y)到由(x1,y1)和(x2,y2)定义的线段的最近距离。
Function DistanceToSegment(x As Double, y As Double, x1 As Double, y1 As Double, x2 As Double, y2 As Double)
Dim A As Double
A = x - x1
Dim B As Double
B = y - y1
Dim C As Double
C = x2 - x1
Dim D As Double
D = y2 - y1
Dim dot As Double
dot = A * C + B * D
Dim len_sq As Double
len_sq = C * C + D * D
Dim param As Double
param = -1
If (len_sq <> 0) Then
param = dot / len_sq
End If
Dim xx As Double
Dim yy As Double
If (param < 0) Then
xx = x1
yy = y1
ElseIf (param > 1) Then
xx = x2
yy = y2
Else
xx = x1 + param * C
yy = y1 + param * D
End If
Dim dx As Double
dx = x - xx
Dim dy As Double
dy = y - yy
DistanceToSegment = Math.Sqr(dx * dx + dy * dy)
End Function
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;
}
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)
}
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
WPF版本:
public class LineSegment
{
private readonly Vector _offset;
private readonly Vector _vector;
public LineSegment(Point start, Point end)
{
_offset = (Vector)start;
_vector = (Vector)(end - _offset);
}
public double DistanceTo(Point pt)
{
var v = (Vector)pt - _offset;
// first, find a projection point on the segment in parametric form (0..1)
var p = (v * _vector) / _vector.LengthSquared;
// and limit it so it lays inside the segment
p = Math.Min(Math.Max(p, 0), 1);
// now, find the distance from that point to our point
return (_vector * p - v).Length;
}
}