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!