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

首先检查矩形和与圆相切的正方形是否重叠(简单)。如果它们不重叠,就不会碰撞。 检查圆的中心是否在矩形内(简单)。如果它在里面,它们就会碰撞。 计算矩形边到圆中心的最小平方距离(略硬)。如果小于半径的平方,它们就会碰撞,否则不会。

它是有效的,因为:

首先,它用一个便宜的算法检查最常见的场景,当它确定它们没有碰撞时,它就结束了。 然后它用一个廉价的算法检查下一个最常见的场景(不要计算平方根,使用平方值),当它确定它们碰撞时,它就结束了。 然后它执行更昂贵的算法来检查与矩形边框的碰撞。

其他回答

这个函数检测Circle和Rectangle之间的碰撞(交集)。他的回答类似于e.James的方法,但这个方法检测矩形的所有角(不仅仅是右角)的碰撞。

注意:

aRect.origin.x和aRect.origin.y是矩形左下角的坐标!

aCircle。x和圆。y为圆心坐标!

static inline BOOL RectIntersectsCircle(CGRect aRect, Circle aCircle) {

    float testX = aCircle.x;
    float testY = aCircle.y;

    if (testX < aRect.origin.x)
        testX = aRect.origin.x;
    if (testX > (aRect.origin.x + aRect.size.width))
        testX = (aRect.origin.x + aRect.size.width);
    if (testY < aRect.origin.y)
        testY = aRect.origin.y;
    if (testY > (aRect.origin.y + aRect.size.height))
        testY = (aRect.origin.y + aRect.size.height);

    return ((aCircle.x - testX) * (aCircle.x - testX) + (aCircle.y - testY) * (aCircle.y - testY)) < aCircle.radius * aCircle.radius;
}

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;    

球面和矩形相交于IIF 圆心和矩形的一个顶点之间的距离小于球体的半径 或 圆心与矩形的一条边之间的距离小于球面的半径([点线距离]) 或 圆的中心在矩形的内部 一点上距离:

P1 = [x1,y1]
P2 = [x2,y2]
Distance = sqrt(abs(x1 - x2)+abs(y1-y2))

点线路距离:

L1 = [x1,y1],L2 = [x2,y2] (two points of your line, ie the vertex points)
P1 = [px,py] some point

Distance d =  abs( (x2-x1)(y1-py)-(x1-px)(y2-y1) ) / Distance(L1,L2)

矩形内圆中心: 采用分离轴的方法:如果存在一个投影到一条直线上,将矩形与点分开,它们就不相交

您将点投影在平行于矩形边的直线上,然后可以很容易地确定它们是否相交。如果它们不在所有4个投影上相交,它们(点和矩形)就不能相交。

你只需要内积(x= [x1,x2],y = [y1,y2],x *y = x1*y1 + x2*y2)

你的测试应该是这样的:

//rectangle edges: TL (top left), TR (top right), BL (bottom left), BR (bottom right)
//point to test: POI

seperated = false
for egde in { {TL,TR}, {BL,BR}, {TL,BL},{TR-BR} }:  // the edges
    D = edge[0] - edge[1]
    innerProd =  D * POI
    Interval_min = min(D*edge[0],D*edge[1])
    Interval_max = max(D*edge[0],D*edge[1])
    if not (  Interval_min ≤ innerProd ≤  Interval_max ) 
           seperated = true
           break  // end for loop 
    end if
end for
if (seperated is true)    
      return "no intersection"
else 
      return "intersection"
end if

它没有假设一个轴对齐的矩形,并且很容易扩展用于测试凸集之间的交集。

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。

为我工作(只工作时,矩形的角度是180)

function intersects(circle, rect) {
  let left = rect.x + rect.width > circle.x - circle.radius;
  let right = rect.x < circle.x + circle.radius;
  let top = rect.y < circle.y + circle.radius;
  let bottom = rect.y + rect.height > circle.y - circle.radius;
  return left && right && bottom && top;
}