如何分辨圆和矩形在二维欧几里得空间中是否相交?(即经典二维几何)


当前回答

假设你有矩形的四条边,检查从这些边到圆心的距离,如果小于半径,那么这些形状是相交的。

if sqrt((rectangleRight.x - circleCenter.x)^2 +
        (rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect

if sqrt((rectangleRight.x - circleCenter.x)^2 +
        (rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect

if sqrt((rectangleLeft.x - circleCenter.x)^2 +
        (rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect

if sqrt((rectangleLeft.x - circleCenter.x)^2 +
        (rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect

其他回答

有一种非常简单的方法来做到这一点,你必须在x和y上夹住一个点,但在正方形内部,当圆心在一个垂直轴上的两个正方形边界点之间时,你需要将这些坐标夹到平行轴上,只是要确保夹住的坐标不超过正方形的限制。 然后只需得到圆心与夹紧坐标之间的距离,并检查距离是否小于圆的半径。

以下是我是如何做到的(前4个点是方坐标,其余是圆点):

bool DoesCircleImpactBox(float x, float y, float x1, float y1, float xc, float yc, float radius){
    float ClampedX=0;
    float ClampedY=0;
    
    if(xc>=x and xc<=x1){
    ClampedX=xc;
    }
    
    if(yc>=y and yc<=y1){
    ClampedY=yc;
    }
    
    radius = radius+1;
    
    if(xc<x) ClampedX=x;
    if(xc>x1) ClampedX=x1-1;
    if(yc<y) ClampedY=y;
    if(yc>y1) ClampedY=y1-1;
    
    float XDif=ClampedX-xc;
    XDif=XDif*XDif;
    float YDif=ClampedY-yc;
    YDif=YDif*YDif;
    
    if(XDif+YDif<=radius*radius) return true;
    
    return false;
}

假设你有矩形的四条边,检查从这些边到圆心的距离,如果小于半径,那么这些形状是相交的。

if sqrt((rectangleRight.x - circleCenter.x)^2 +
        (rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect

if sqrt((rectangleRight.x - circleCenter.x)^2 +
        (rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect

if sqrt((rectangleLeft.x - circleCenter.x)^2 +
        (rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect

if sqrt((rectangleLeft.x - circleCenter.x)^2 +
        (rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect

我为处理形状创建了类 希望你喜欢

public class Geomethry {
  public static boolean intersectionCircleAndRectangle(int circleX, int circleY, int circleR, int rectangleX, int rectangleY, int rectangleWidth, int rectangleHeight){
    boolean result = false;

    float rectHalfWidth = rectangleWidth/2.0f;
    float rectHalfHeight = rectangleHeight/2.0f;

    float rectCenterX = rectangleX + rectHalfWidth;
    float rectCenterY = rectangleY + rectHalfHeight;

    float deltax = Math.abs(rectCenterX - circleX);
    float deltay = Math.abs(rectCenterY - circleY);

    float lengthHypotenuseSqure = deltax*deltax + deltay*deltay;

    do{
        // check that distance between the centerse is more than the distance between the circumcircle of rectangle and circle
        if(lengthHypotenuseSqure > ((rectHalfWidth+circleR)*(rectHalfWidth+circleR) + (rectHalfHeight+circleR)*(rectHalfHeight+circleR))){
            //System.out.println("distance between the centerse is more than the distance between the circumcircle of rectangle and circle");
            break;
        }

        // check that distance between the centerse is less than the distance between the inscribed circle
        float rectMinHalfSide = Math.min(rectHalfWidth, rectHalfHeight);
        if(lengthHypotenuseSqure < ((rectMinHalfSide+circleR)*(rectMinHalfSide+circleR))){
            //System.out.println("distance between the centerse is less than the distance between the inscribed circle");
            result=true;
            break;
        }

        // check that the squares relate to angles
        if((deltax > (rectHalfWidth+circleR)*0.9) && (deltay > (rectHalfHeight+circleR)*0.9)){
            //System.out.println("squares relate to angles");
            result=true;
        }
    }while(false);

    return result;
}

public static boolean intersectionRectangleAndRectangle(int rectangleX, int rectangleY, int rectangleWidth, int rectangleHeight, int rectangleX2, int rectangleY2, int rectangleWidth2, int rectangleHeight2){
    boolean result = false;

    float rectHalfWidth = rectangleWidth/2.0f;
    float rectHalfHeight = rectangleHeight/2.0f;
    float rectHalfWidth2 = rectangleWidth2/2.0f;
    float rectHalfHeight2 = rectangleHeight2/2.0f;

    float deltax = Math.abs((rectangleX + rectHalfWidth) - (rectangleX2 + rectHalfWidth2));
    float deltay = Math.abs((rectangleY + rectHalfHeight) - (rectangleY2 + rectHalfHeight2));

    float lengthHypotenuseSqure = deltax*deltax + deltay*deltay;

    do{
        // check that distance between the centerse is more than the distance between the circumcircle
        if(lengthHypotenuseSqure > ((rectHalfWidth+rectHalfWidth2)*(rectHalfWidth+rectHalfWidth2) + (rectHalfHeight+rectHalfHeight2)*(rectHalfHeight+rectHalfHeight2))){
            //System.out.println("distance between the centerse is more than the distance between the circumcircle");
            break;
        }

        // check that distance between the centerse is less than the distance between the inscribed circle
        float rectMinHalfSide = Math.min(rectHalfWidth, rectHalfHeight);
        float rectMinHalfSide2 = Math.min(rectHalfWidth2, rectHalfHeight2);
        if(lengthHypotenuseSqure < ((rectMinHalfSide+rectMinHalfSide2)*(rectMinHalfSide+rectMinHalfSide2))){
            //System.out.println("distance between the centerse is less than the distance between the inscribed circle");
            result=true;
            break;
        }

        // check that the squares relate to angles
        if((deltax > (rectHalfWidth+rectHalfWidth2)*0.9) && (deltay > (rectHalfHeight+rectHalfHeight2)*0.9)){
            //System.out.println("squares relate to angles");
            result=true;
        }
    }while(false);

    return result;
  } 
}

这是最快的解决方案:

public static boolean intersect(Rectangle r, Circle c)
{
    float cx = Math.abs(c.x - r.x - r.halfWidth);
    float xDist = r.halfWidth + c.radius;
    if (cx > xDist)
        return false;
    float cy = Math.abs(c.y - r.y - r.halfHeight);
    float yDist = r.halfHeight + c.radius;
    if (cy > yDist)
        return false;
    if (cx <= r.halfWidth || cy <= r.halfHeight)
        return true;
    float xCornerDist = cx - r.halfWidth;
    float yCornerDist = cy - r.halfHeight;
    float xCornerDistSq = xCornerDist * xCornerDist;
    float yCornerDistSq = yCornerDist * yCornerDist;
    float maxCornerDistSq = c.radius * c.radius;
    return xCornerDistSq + yCornerDistSq <= maxCornerDistSq;
}

注意执行顺序,一半的宽度/高度是预先计算好的。此外,平方是“手动”完成的,以节省一些时钟周期。

圆与矩形相交只有两种情况:

圆的中心在矩形的内部,或者 矩形的一条边在圆上有一个点。

注意,这并不要求矩形与轴平行。

(一种方法是:如果没有一条边在圆中有点(如果所有的边都完全“在”圆外),那么圆仍然可以与多边形相交的唯一方法是它完全位于多边形内部。)

有了这样的见解,就可以像下面这样工作,其中圆的中心是P,半径是R,矩形的顶点是A, B, C, D(不完整的代码):

def intersect(Circle(P, R), Rectangle(A, B, C, D)):
    S = Circle(P, R)
    return (pointInRectangle(P, Rectangle(A, B, C, D)) or
            intersectCircle(S, (A, B)) or
            intersectCircle(S, (B, C)) or
            intersectCircle(S, (C, D)) or
            intersectCircle(S, (D, A)))

如果你在写任何几何,你的库中可能已经有了上面的函数。否则,pointInRectangle()可以用几种方式实现;任何一般的多边形点方法都可以工作,但对于矩形,你可以检查这是否有效:

0 ≤ AP·AB ≤ AB·AB and 0 ≤ AP·AD ≤ AD·AD

intersectCircle()也很容易实现:一种方法是检查从P到直线的垂线的脚是否足够近并且在端点之间,否则检查端点。

最酷的是,同样的想法不仅适用于矩形,而且适用于一个圆与任何简单多边形的交点——甚至不必是凸多边形!