我有一条从a到B的直线和一个半径为R的圆。
用什么算法来检查直线是否与圆相交?它在圆边的哪个坐标上?
我有一条从a到B的直线和一个半径为R的圆。
用什么算法来检查直线是否与圆相交?它在圆边的哪个坐标上?
当前回答
圆真的是一个坏人:)所以一个好办法是避免真正的圆,如果可以的话。如果你正在为游戏做碰撞检查,你可以进行一些简化,只做3个点积,并进行一些比较。
我称之为“胖点”或“瘦圈”。它是平行于线段方向上半径为0的椭圆。而是垂直于线段方向的全半径
首先,我会考虑重命名和切换坐标系统,以避免过多的数据:
s0s1 = B-A;
s0qp = C-A;
rSqr = r*r;
其次,hvec2f中的索引h意味着vector必须支持水平操作,如dot()/det()。这意味着它的组件被放置在一个单独的xmm寄存器中,以避免shuffle /hadd'ing/hsub'ing。现在我们开始,最简单的2D游戏碰撞检测的最佳性能版本:
bool fat_point_collides_segment(const hvec2f& s0qp, const hvec2f& s0s1, const float& rSqr) {
auto a = dot(s0s1, s0s1);
//if( a != 0 ) // if you haven't zero-length segments omit this, as it would save you 1 _mm_comineq_ss() instruction and 1 memory fetch
{
auto b = dot(s0s1, s0qp);
auto t = b / a; // length of projection of s0qp onto s0s1
//std::cout << "t = " << t << "\n";
if ((t >= 0) && (t <= 1)) //
{
auto c = dot(s0qp, s0qp);
auto r2 = c - a * t * t;
return (r2 <= rSqr); // true if collides
}
}
return false;
}
我怀疑你能进一步优化它。我正在用它进行神经网络驱动的赛车碰撞检测,处理数百万个迭代步骤。
其他回答
You can find a point on a infinite line that is nearest to circle center by projecting vector AC onto vector AB. Calculate the distance between that point and circle center. If it is greater that R, there is no intersection. If the distance is equal to R, line is a tangent of the circle and the point nearest to circle center is actually the intersection point. If distance less that R, then there are 2 intersection points. They lie at the same distance from the point nearest to circle center. That distance can easily be calculated using Pythagorean theorem. Here's algorithm in pseudocode:
{
dX = bX - aX;
dY = bY - aY;
if ((dX == 0) && (dY == 0))
{
// A and B are the same points, no way to calculate intersection
return;
}
dl = (dX * dX + dY * dY);
t = ((cX - aX) * dX + (cY - aY) * dY) / dl;
// point on a line nearest to circle center
nearestX = aX + t * dX;
nearestY = aY + t * dY;
dist = point_dist(nearestX, nearestY, cX, cY);
if (dist == R)
{
// line segment touches circle; one intersection point
iX = nearestX;
iY = nearestY;
if (t < 0 || t > 1)
{
// intersection point is not actually within line segment
}
}
else if (dist < R)
{
// two possible intersection points
dt = sqrt(R * R - dist * dist) / sqrt(dl);
// intersection point nearest to A
t1 = t - dt;
i1X = aX + t1 * dX;
i1Y = aY + t1 * dY;
if (t1 < 0 || t1 > 1)
{
// intersection point is not actually within line segment
}
// intersection point farthest from A
t2 = t + dt;
i2X = aX + t2 * dX;
i2Y = aY + t2 * dY;
if (t2 < 0 || t2 > 1)
{
// intersection point is not actually within line segment
}
}
else
{
// no intersection
}
}
编辑:增加了代码来检查所找到的交点是否实际上在线段内。
基于@Joe Skeen的python解决方案
def check_line_segment_circle_intersection(line, point, radious):
""" Checks whether a point intersects with a line defined by two points.
A `point` is list with two values: [2, 3]
A `line` is list with two points: [point1, point2]
"""
line_distance = distance(line[0], line[1])
distance_start_to_point = distance(line[0], point)
distance_end_to_point = distance(line[1], point)
if (distance_start_to_point <= radious or distance_end_to_point <= radious):
return True
# angle between line and point with law of cosines
numerator = (math.pow(distance_start_to_point, 2)
+ math.pow(line_distance, 2)
- math.pow(distance_end_to_point, 2))
denominator = 2 * distance_start_to_point * line_distance
ratio = numerator / denominator
ratio = ratio if ratio <= 1 else 1 # To account for float errors
ratio = ratio if ratio >= -1 else -1 # To account for float errors
angle = math.acos(ratio)
# distance from the point to the line with sin projection
distance_line_to_point = math.sin(angle) * distance_start_to_point
if distance_line_to_point <= radious:
point_projection_in_line = math.cos(angle) * distance_start_to_point
# Intersection occurs whent the point projection in the line is less
# than the line distance and positive
return point_projection_in_line <= line_distance and point_projection_in_line >= 0
return False
def distance(point1, point2):
return math.sqrt(
math.pow(point1[1] - point2[1], 2) +
math.pow(point1[0] - point2[0], 2)
)
似乎没人考虑投影,我是不是完全跑题了?
将向量AC投影到AB上,投影的向量AD就得到了新的点D。 如果D和C之间的距离小于(或等于)R,我们有一个交点。
是这样的:
社区编辑:
对于稍后无意中看到这篇文章并想知道如何实现这样一个算法的人来说,这里是一个使用常见向量操作函数用JavaScript编写的通用实现。
/**
* Returns the distance from line segment AB to point C
*/
function distanceSegmentToPoint(A, B, C) {
// Compute vectors AC and AB
const AC = sub(C, A);
const AB = sub(B, A);
// Get point D by taking the projection of AC onto AB then adding the offset of A
const D = add(proj(AC, AB), A);
const AD = sub(D, A);
// D might not be on AB so calculate k of D down AB (aka solve AD = k * AB)
// We can use either component, but choose larger value to reduce the chance of dividing by zero
const k = Math.abs(AB.x) > Math.abs(AB.y) ? AD.x / AB.x : AD.y / AB.y;
// Check if D is off either end of the line segment
if (k <= 0.0) {
return Math.sqrt(hypot2(C, A));
} else if (k >= 1.0) {
return Math.sqrt(hypot2(C, B));
}
return Math.sqrt(hypot2(C, D));
}
对于这个实现,我使用了两个常见的矢量操作函数,无论您在什么环境中工作,都可能已经提供了这些函数。但是,如果您还没有这些可用的功能,下面介绍如何实现它们。
// Define some common functions for working with vectors
const add = (a, b) => ({x: a.x + b.x, y: a.y + b.y});
const sub = (a, b) => ({x: a.x - b.x, y: a.y - b.y});
const dot = (a, b) => a.x * b.x + a.y * b.y;
const hypot2 = (a, b) => dot(sub(a, b), sub(a, b));
// Function for projecting some vector a onto b
function proj(a, b) {
const k = dot(a, b) / dot(b, b);
return {x: k * b.x, y: k * b.y};
}
这里你需要一些数学知识:
假设A = (Xa, Ya), B = (Xb, Yb), C = (Xc, Yc)。从A到B的直线上的任意一点都有坐标(*Xa + (1-)Xb, * ya + (1-)*Yb) = P
如果点P的距离是R到C,它一定在圆上。你想要的是解决
distance(P, C) = R
这是
(alpha*Xa + (1-alpha)*Xb)^2 + (alpha*Ya + (1-alpha)*Yb)^2 = R^2
alpha^2*Xa^2 + alpha^2*Xb^2 - 2*alpha*Xb^2 + Xb^2 + alpha^2*Ya^2 + alpha^2*Yb^2 - 2*alpha*Yb^2 + Yb^2=R^2
(Xa^2 + Xb^2 + Ya^2 + Yb^2)*alpha^2 - 2*(Xb^2 + Yb^2)*alpha + (Xb^2 + Yb^2 - R^2) = 0
如果你将abc公式应用到这个方程来求解,并使用alpha的解来计算P的坐标,你会得到交点,如果存在的话。
我根据chmike给出的答案为iOS创建了这个函数
+ (NSArray *)intersectionPointsOfCircleWithCenter:(CGPoint)center withRadius:(float)radius toLinePoint1:(CGPoint)p1 andLinePoint2:(CGPoint)p2
{
NSMutableArray *intersectionPoints = [NSMutableArray array];
float Ax = p1.x;
float Ay = p1.y;
float Bx = p2.x;
float By = p2.y;
float Cx = center.x;
float Cy = center.y;
float R = radius;
// compute the euclidean distance between A and B
float LAB = sqrt( pow(Bx-Ax, 2)+pow(By-Ay, 2) );
// compute the direction vector D from A to B
float Dx = (Bx-Ax)/LAB;
float Dy = (By-Ay)/LAB;
// Now the line equation is x = Dx*t + Ax, y = Dy*t + Ay with 0 <= t <= 1.
// compute the value t of the closest point to the circle center (Cx, Cy)
float t = Dx*(Cx-Ax) + Dy*(Cy-Ay);
// This is the projection of C on the line from A to B.
// compute the coordinates of the point E on line and closest to C
float Ex = t*Dx+Ax;
float Ey = t*Dy+Ay;
// compute the euclidean distance from E to C
float LEC = sqrt( pow(Ex-Cx, 2)+ pow(Ey-Cy, 2) );
// test if the line intersects the circle
if( LEC < R )
{
// compute distance from t to circle intersection point
float dt = sqrt( pow(R, 2) - pow(LEC,2) );
// compute first intersection point
float Fx = (t-dt)*Dx + Ax;
float Fy = (t-dt)*Dy + Ay;
// compute second intersection point
float Gx = (t+dt)*Dx + Ax;
float Gy = (t+dt)*Dy + Ay;
[intersectionPoints addObject:[NSValue valueWithCGPoint:CGPointMake(Fx, Fy)]];
[intersectionPoints addObject:[NSValue valueWithCGPoint:CGPointMake(Gx, Gy)]];
}
// else test if the line is tangent to circle
else if( LEC == R ) {
// tangent point to circle is E
[intersectionPoints addObject:[NSValue valueWithCGPoint:CGPointMake(Ex, Ey)]];
}
else {
// line doesn't touch circle
}
return intersectionPoints;
}