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
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;
}
其他回答
我写了一个小脚本,通过将圆的中心点投影到直线上来测试相交。
vector distVector = centerPoint - projectedPoint;
if(distVector.length() < circle.radius)
{
double distance = circle.radius - distVector.length();
vector moveVector = distVector.normalize() * distance;
circle.move(moveVector);
}
http://jsfiddle.net/ercang/ornh3594/1/
如果需要检查与线段的碰撞,还需要考虑圆心到起点和终点的距离。
vector distVector = centerPoint - startPoint;
if(distVector.length() < circle.radius)
{
double distance = circle.radius - distVector.length();
vector moveVector = distVector.normalize() * distance;
circle.move(moveVector);
}
https://jsfiddle.net/ercang/menp0991/
这是一个Javascript实现。我的方法是首先将线段转换成一条无限的直线,然后找到交点。从那里,我检查是否找到的点在线段上。代码有良好的文档记录,您应该能够跟随。
您可以在这个现场演示中试用代码。 代码是从我的算法仓库里拿的。
// Small epsilon value
var EPS = 0.0000001;
// point (x, y)
function Point(x, y) {
this.x = x;
this.y = y;
}
// Circle with center at (x,y) and radius r
function Circle(x, y, r) {
this.x = x;
this.y = y;
this.r = r;
}
// A line segment (x1, y1), (x2, y2)
function LineSegment(x1, y1, x2, y2) {
var d = Math.sqrt( (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) );
if (d < EPS) throw 'A point is not a line segment';
this.x1 = x1; this.y1 = y1;
this.x2 = x2; this.y2 = y2;
}
// An infinite line defined as: ax + by = c
function Line(a, b, c) {
this.a = a; this.b = b; this.c = c;
// Normalize line for good measure
if (Math.abs(b) < EPS) {
c /= a; a = 1; b = 0;
} else {
a = (Math.abs(a) < EPS) ? 0 : a / b;
c /= b; b = 1;
}
}
// Given a line in standard form: ax + by = c and a circle with
// a center at (x,y) with radius r this method finds the intersection
// of the line and the circle (if any).
function circleLineIntersection(circle, line) {
var a = line.a, b = line.b, c = line.c;
var x = circle.x, y = circle.y, r = circle.r;
// Solve for the variable x with the formulas: ax + by = c (equation of line)
// and (x-X)^2 + (y-Y)^2 = r^2 (equation of circle where X,Y are known) and expand to obtain quadratic:
// (a^2 + b^2)x^2 + (2abY - 2ac + - 2b^2X)x + (b^2X^2 + b^2Y^2 - 2bcY + c^2 - b^2r^2) = 0
// Then use quadratic formula X = (-b +- sqrt(a^2 - 4ac))/2a to find the
// roots of the equation (if they exist) and this will tell us the intersection points
// In general a quadratic is written as: Ax^2 + Bx + C = 0
// (a^2 + b^2)x^2 + (2abY - 2ac + - 2b^2X)x + (b^2X^2 + b^2Y^2 - 2bcY + c^2 - b^2r^2) = 0
var A = a*a + b*b;
var B = 2*a*b*y - 2*a*c - 2*b*b*x;
var C = b*b*x*x + b*b*y*y - 2*b*c*y + c*c - b*b*r*r;
// Use quadratic formula x = (-b +- sqrt(a^2 - 4ac))/2a to find the
// roots of the equation (if they exist).
var D = B*B - 4*A*C;
var x1,y1,x2,y2;
// Handle vertical line case with b = 0
if (Math.abs(b) < EPS) {
// Line equation is ax + by = c, but b = 0, so x = c/a
x1 = c/a;
// No intersection
if (Math.abs(x-x1) > r) return [];
// Vertical line is tangent to circle
if (Math.abs((x1-r)-x) < EPS || Math.abs((x1+r)-x) < EPS)
return [new Point(x1, y)];
var dx = Math.abs(x1 - x);
var dy = Math.sqrt(r*r-dx*dx);
// Vertical line cuts through circle
return [
new Point(x1,y+dy),
new Point(x1,y-dy)
];
// Line is tangent to circle
} else if (Math.abs(D) < EPS) {
x1 = -B/(2*A);
y1 = (c - a*x1)/b;
return [new Point(x1,y1)];
// No intersection
} else if (D < 0) {
return [];
} else {
D = Math.sqrt(D);
x1 = (-B+D)/(2*A);
y1 = (c - a*x1)/b;
x2 = (-B-D)/(2*A);
y2 = (c - a*x2)/b;
return [
new Point(x1, y1),
new Point(x2, y2)
];
}
}
// Converts a line segment to a line in general form
function segmentToGeneralForm(x1,y1,x2,y2) {
var a = y1 - y2;
var b = x2 - x1;
var c = x2*y1 - x1*y2;
return new Line(a,b,c);
}
// Checks if a point 'pt' is inside the rect defined by (x1,y1), (x2,y2)
function pointInRectangle(pt,x1,y1,x2,y2) {
var x = Math.min(x1,x2), X = Math.max(x1,x2);
var y = Math.min(y1,y2), Y = Math.max(y1,y2);
return x - EPS <= pt.x && pt.x <= X + EPS &&
y - EPS <= pt.y && pt.y <= Y + EPS;
}
// Finds the intersection(s) of a line segment and a circle
function lineSegmentCircleIntersection(segment, circle) {
var x1 = segment.x1, y1 = segment.y1, x2 = segment.x2, y2 = segment.y2;
var line = segmentToGeneralForm(x1,y1,x2,y2);
var pts = circleLineIntersection(circle, line);
// No intersection
if (pts.length === 0) return [];
var pt1 = pts[0];
var includePt1 = pointInRectangle(pt1,x1,y1,x2,y2);
// Check for unique intersection
if (pts.length === 1) {
if (includePt1) return [pt1];
return [];
}
var pt2 = pts[1];
var includePt2 = pointInRectangle(pt2,x1,y1,x2,y2);
// Check for remaining intersections
if (includePt1 && includePt2) return [pt1, pt2];
if (includePt1) return [pt1];
if (includePt2) return [pt2];
return [];
}
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。
另一种解决方案,首先考虑不关心碰撞位置的情况。请注意,这个特定的函数是在假设xB和yB为向量输入的情况下构建的,但如果情况并非如此,则可以轻松修改。变量名在函数的开头定义
#Line segment points (A0, Af) defined by xA0, yA0, xAf, yAf; circle center denoted by xB, yB; rB=radius of circle, rA = radius of point (set to zero for your application)
def staticCollision_f(xA0, yA0, xAf, yAf, rA, xB, yB, rB): #note potential speed up here by casting all variables to same type and/or using Cython
#Build equations of a line for linear agents (convert y = mx + b to ax + by + c = 0 means that a = -m, b = 1, c = -b
m_v = (yAf - yA0) / (xAf - xA0)
b_v = yAf - m_v * xAf
rEff = rA + rB #radii are added since we are considering the agent path as a thin line
#Check if points (circles) are within line segment (find center of line segment and check if circle is within radius of this point)
segmentMask = np.sqrt( (yB - (yA0+yAf)/2)**2 + (xB - (xA0+xAf)/2)**2 ) < np.sqrt( (yAf - yA0)**2 + (xAf - xA0)**2 ) / 2 + rEff
#Calculate perpendicular distance between line and a point
dist_v = np.abs(-m_v * xB + yB - b_v) / np.sqrt(m_v**2 + 1)
collisionMask = (dist_v < rEff) & segmentMask
#return True if collision is detected
return collisionMask, collisionMask.any()
如果您需要碰撞的位置,您可以使用这个站点上详细介绍的方法,并将其中一个代理的速度设置为零。这种方法也适用于矢量输入:http://twobitcoder.blogspot.com/2010/04/circle-collision-detection.html