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
对于那些需要用SQL在地理坐标中计算圆/矩形碰撞的人, 这是我在oracle 11中实现的e.James建议算法。
在输入中,它需要圆坐标,圆半径km和矩形的两个顶点坐标:
CREATE OR REPLACE FUNCTION "DETECT_CIRC_RECT_COLLISION"
(
circleCenterLat IN NUMBER, -- circle Center Latitude
circleCenterLon IN NUMBER, -- circle Center Longitude
circleRadius IN NUMBER, -- circle Radius in KM
rectSWLat IN NUMBER, -- rectangle South West Latitude
rectSWLon IN NUMBER, -- rectangle South West Longitude
rectNELat IN NUMBER, -- rectangle North Est Latitude
rectNELon IN NUMBER -- rectangle North Est Longitude
)
RETURN NUMBER
AS
-- converts km to degrees (use 69 if miles)
kmToDegreeConst NUMBER := 111.045;
-- Remaining rectangle vertices
rectNWLat NUMBER;
rectNWLon NUMBER;
rectSELat NUMBER;
rectSELon NUMBER;
rectHeight NUMBER;
rectWIdth NUMBER;
circleDistanceLat NUMBER;
circleDistanceLon NUMBER;
cornerDistanceSQ NUMBER;
BEGIN
-- Initialization of remaining rectangle vertices
rectNWLat := rectNELat;
rectNWLon := rectSWLon;
rectSELat := rectSWLat;
rectSELon := rectNELon;
-- Rectangle sides length calculation
rectHeight := calc_distance(rectSWLat, rectSWLon, rectNWLat, rectNWLon);
rectWidth := calc_distance(rectSWLat, rectSWLon, rectSELat, rectSELon);
circleDistanceLat := abs( (circleCenterLat * kmToDegreeConst) - ((rectSWLat * kmToDegreeConst) + (rectHeight/2)) );
circleDistanceLon := abs( (circleCenterLon * kmToDegreeConst) - ((rectSWLon * kmToDegreeConst) + (rectWidth/2)) );
IF circleDistanceLon > ((rectWidth/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat > ((rectHeight/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLon <= (rectWidth/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat <= (rectHeight/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
cornerDistanceSQ := POWER(circleDistanceLon - (rectWidth/2), 2) + POWER(circleDistanceLat - (rectHeight/2), 2);
IF cornerDistanceSQ <= POWER(circleRadius, 2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
ELSE
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END;
其他回答
对于那些需要用SQL在地理坐标中计算圆/矩形碰撞的人, 这是我在oracle 11中实现的e.James建议算法。
在输入中,它需要圆坐标,圆半径km和矩形的两个顶点坐标:
CREATE OR REPLACE FUNCTION "DETECT_CIRC_RECT_COLLISION"
(
circleCenterLat IN NUMBER, -- circle Center Latitude
circleCenterLon IN NUMBER, -- circle Center Longitude
circleRadius IN NUMBER, -- circle Radius in KM
rectSWLat IN NUMBER, -- rectangle South West Latitude
rectSWLon IN NUMBER, -- rectangle South West Longitude
rectNELat IN NUMBER, -- rectangle North Est Latitude
rectNELon IN NUMBER -- rectangle North Est Longitude
)
RETURN NUMBER
AS
-- converts km to degrees (use 69 if miles)
kmToDegreeConst NUMBER := 111.045;
-- Remaining rectangle vertices
rectNWLat NUMBER;
rectNWLon NUMBER;
rectSELat NUMBER;
rectSELon NUMBER;
rectHeight NUMBER;
rectWIdth NUMBER;
circleDistanceLat NUMBER;
circleDistanceLon NUMBER;
cornerDistanceSQ NUMBER;
BEGIN
-- Initialization of remaining rectangle vertices
rectNWLat := rectNELat;
rectNWLon := rectSWLon;
rectSELat := rectSWLat;
rectSELon := rectNELon;
-- Rectangle sides length calculation
rectHeight := calc_distance(rectSWLat, rectSWLon, rectNWLat, rectNWLon);
rectWidth := calc_distance(rectSWLat, rectSWLon, rectSELat, rectSELon);
circleDistanceLat := abs( (circleCenterLat * kmToDegreeConst) - ((rectSWLat * kmToDegreeConst) + (rectHeight/2)) );
circleDistanceLon := abs( (circleCenterLon * kmToDegreeConst) - ((rectSWLon * kmToDegreeConst) + (rectWidth/2)) );
IF circleDistanceLon > ((rectWidth/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat > ((rectHeight/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLon <= (rectWidth/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat <= (rectHeight/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
cornerDistanceSQ := POWER(circleDistanceLon - (rectWidth/2), 2) + POWER(circleDistanceLat - (rectHeight/2), 2);
IF cornerDistanceSQ <= POWER(circleRadius, 2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
ELSE
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END;
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。
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
我有一个方法可以避免昂贵的毕达哥拉斯,如果没有必要的话。当矩形和圆的包围框不相交时。
对非欧几里得也适用
class Circle {
// create the bounding box of the circle only once
BBox bbox;
public boolean intersect(BBox b) {
// test top intersect
if (lat > b.maxLat) {
if (lon < b.minLon)
return normDist(b.maxLat, b.minLon) <= normedDist;
if (lon > b.maxLon)
return normDist(b.maxLat, b.maxLon) <= normedDist;
return b.maxLat - bbox.minLat > 0;
}
// test bottom intersect
if (lat < b.minLat) {
if (lon < b.minLon)
return normDist(b.minLat, b.minLon) <= normedDist;
if (lon > b.maxLon)
return normDist(b.minLat, b.maxLon) <= normedDist;
return bbox.maxLat - b.minLat > 0;
}
// test middle intersect
if (lon < b.minLon)
return bbox.maxLon - b.minLon > 0;
if (lon > b.maxLon)
return b.maxLon - bbox.minLon > 0;
return true;
}
}
minLat、maxLat可替换为minY、maxY, minLon、maxLon也可替换为minX、maxX normDist方法比全距离计算快一点。例如,在欧几里得空间中没有平方根(或者没有很多其他的haversine): dat =(lat-circleY);dLon = (lon-circleX);赋范= dLat * dLat + dLon * dLon。当然,如果你使用normDist方法你需要创建一个normedDist = dist*dist;对于圆来说
查看我的GraphHopper项目的完整的BBox和Circle代码。
实际上,这要简单得多。你只需要两样东西。
首先,你需要找出从圆中心到矩形每条直线的四个正交距离。如果任意三个圆的半径大于矩形的半径,那么圆就不会与矩形相交。
其次,你需要找到圆中心和矩形中心之间的距离,那么你的圆不会在矩形内部如果距离大于矩形对角线长度的一半。
好运!