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

忍不住用python来编码:)

from math import sqrt, fabs
def pdis(a, b, c):
    t = b[0]-a[0], b[1]-a[1]           # Vector ab
    dd = sqrt(t[0]**2+t[1]**2)         # Length of ab
    t = t[0]/dd, t[1]/dd               # unit vector of ab
    n = -t[1], t[0]                    # normal unit vector to ab
    ac = c[0]-a[0], c[1]-a[1]          # vector ac
    return fabs(ac[0]*n[0]+ac[1]*n[1]) # Projection of ac to n (the minimum distance)

print pdis((1,1), (2,2), (2,0))        # Example (answer is 1.414)

fortran也是一样:)

real function pdis(a, b, c)
    real, dimension(0:1), intent(in) :: a, b, c
    real, dimension(0:1) :: t, n, ac
    real :: dd
    t = b - a                          ! Vector ab
    dd = sqrt(t(0)**2+t(1)**2)         ! Length of ab
    t = t/dd                           ! unit vector of ab
    n = (/-t(1), t(0)/)                ! normal unit vector to ab
    ac = c - a                         ! vector ac
    pdis = abs(ac(0)*n(0)+ac(1)*n(1))  ! Projection of ac to n (the minimum distance)
end function pdis


program test
    print *, pdis((/1.0,1.0/), (/2.0,2.0/), (/2.0,0.0/))   ! Example (answer is 1.414)
end program test

其他回答

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)
}

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;
}

这是我最后写的代码。这段代码假设一个点以{x:5, y:7}的形式定义。注意,这不是绝对最有效的方法,但它是我能想到的最简单、最容易理解的代码。

// a, b, and c in the code below are all points

function distance(a, b)
{
    var dx = a.x - b.x;
    var dy = a.y - b.y;
    return Math.sqrt(dx*dx + dy*dy);
}

function Segment(a, b)
{
    var ab = {
        x: b.x - a.x,
        y: b.y - a.y
    };
    var length = distance(a, b);

    function cross(c) {
        return ab.x * (c.y-a.y) - ab.y * (c.x-a.x);
    };

    this.distanceFrom = function(c) {
        return Math.min(distance(a,c),
                        distance(b,c),
                        Math.abs(cross(c) / length));
    };
}

这里它使用Swift

    /* Distance from a point (p1) to line l1 l2 */
func distanceFromPoint(p: CGPoint, toLineSegment l1: CGPoint, and l2: CGPoint) -> CGFloat {
    let A = p.x - l1.x
    let B = p.y - l1.y
    let C = l2.x - l1.x
    let D = l2.y - l1.y

    let dot = A * C + B * D
    let len_sq = C * C + D * D
    let param = dot / len_sq

    var xx, yy: CGFloat

    if param < 0 || (l1.x == l2.x && l1.y == l2.y) {
        xx = l1.x
        yy = l1.y
    } else if param > 1 {
        xx = l2.x
        yy = l2.y
    } else {
        xx = l1.x + param * C
        yy = l1.y + param * D
    }

    let dx = p.x - xx
    let dy = p.y - yy

    return sqrt(dx * dx + dy * dy)
}

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