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

另一个在c#(部分圆类)。 经过测试,工作就像一个魅力。

public class Circle : IEquatable<Circle>
{
    // ******************************************************************
    // The center of a circle
    private Point _center;
    // The radius of a circle
    private double _radius;

   // ******************************************************************
    /// <summary>
    /// Find all intersections (0, 1, 2) of the circle with a line defined by its 2 points.
    /// Using: http://math.stackexchange.com/questions/228841/how-do-i-calculate-the-intersections-of-a-straight-line-and-a-circle
    /// Note: p is the Center.X and q is Center.Y
    /// </summary>
    /// <param name="linePoint1"></param>
    /// <param name="linePoint2"></param>
    /// <returns></returns>
    public List<Point> GetIntersections(Point linePoint1, Point linePoint2)
    {
        List<Point> intersections = new List<Point>();

        double dx = linePoint2.X - linePoint1.X;

        if (dx.AboutEquals(0)) // Straight vertical line
        {
            if (linePoint1.X.AboutEquals(Center.X - Radius) || linePoint1.X.AboutEquals(Center.X + Radius))
            {
                Point pt = new Point(linePoint1.X, Center.Y);
                intersections.Add(pt);
            }
            else if (linePoint1.X > Center.X - Radius && linePoint1.X < Center.X + Radius)
            {
                double x = linePoint1.X - Center.X;

                Point pt = new Point(linePoint1.X, Center.Y + Math.Sqrt(Radius * Radius - (x * x)));
                intersections.Add(pt);

                pt = new Point(linePoint1.X, Center.Y - Math.Sqrt(Radius * Radius - (x * x)));
                intersections.Add(pt);
            }

            return intersections;
        }

        // Line function (y = mx + b)
        double dy = linePoint2.Y - linePoint1.Y;
        double m = dy / dx;
        double b = linePoint1.Y - m * linePoint1.X;

        double A = m * m + 1;
        double B = 2 * (m * b - m * _center.Y - Center.X);
        double C = Center.X * Center.X + Center.Y * Center.Y - Radius * Radius - 2 * b * Center.Y + b * b;

        double discriminant = B * B - 4 * A * C;

        if (discriminant < 0)
        {
            return intersections; // there is no intersections
        }

        if (discriminant.AboutEquals(0)) // Tangeante (touch on 1 point only)
        {
            double x = -B / (2 * A);
            double y = m * x + b;

            intersections.Add(new Point(x, y));
        }
        else // Secant (touch on 2 points)
        {
            double x = (-B + Math.Sqrt(discriminant)) / (2 * A);
            double y = m * x + b;
            intersections.Add(new Point(x, y));

            x = (-B - Math.Sqrt(discriminant)) / (2 * A);
            y = m * x + b;
            intersections.Add(new Point(x, y));
        }

        return intersections;
    }

    // ******************************************************************
    // Get the center
    [XmlElement("Center")]
    public Point Center
    {
        get { return _center; }
        set
        {
            _center = value;
        }
    }

    // ******************************************************************
    // Get the radius
    [XmlElement]
    public double Radius
    {
        get { return _radius; }
        set { _radius = value; }
    }

    //// ******************************************************************
    //[XmlArrayItemAttribute("DoublePoint")]
    //public List<Point> Coordinates
    //{
    //    get { return _coordinates; }
    //}

    // ******************************************************************
    // Construct a circle without any specification
    public Circle()
    {
        _center.X = 0;
        _center.Y = 0;
        _radius = 0;
    }

    // ******************************************************************
    // Construct a circle without any specification
    public Circle(double radius)
    {
        _center.X = 0;
        _center.Y = 0;
        _radius = radius;
    }

    // ******************************************************************
    // Construct a circle with the specified circle
    public Circle(Circle circle)
    {
        _center = circle._center;
        _radius = circle._radius;
    }

    // ******************************************************************
    // Construct a circle with the specified center and radius
    public Circle(Point center, double radius)
    {
        _center = center;
        _radius = radius;
    }

    // ******************************************************************
    // Construct a circle based on one point
    public Circle(Point center)
    {
        _center = center;
        _radius = 0;
    }

    // ******************************************************************
    // Construct a circle based on two points
    public Circle(Point p1, Point p2)
    {
        Circle2Points(p1, p2);
    }

要求:

using System;

namespace Mathematic
{
    public static class DoubleExtension
    {
        // ******************************************************************
        // Base on Hans Passant Answer on:
        // http://stackoverflow.com/questions/2411392/double-epsilon-for-equality-greater-than-less-than-less-than-or-equal-to-gre

        /// <summary>
        /// Compare two double taking in account the double precision potential error.
        /// Take care: truncation errors accumulate on calculation. More you do, more you should increase the epsilon.
        public static bool AboutEquals(this double value1, double value2)
        {
            if (double.IsPositiveInfinity(value1))
                return double.IsPositiveInfinity(value2);

            if (double.IsNegativeInfinity(value1))
                return double.IsNegativeInfinity(value2);

            if (double.IsNaN(value1))
                return double.IsNaN(value2);

            double epsilon = Math.Max(Math.Abs(value1), Math.Abs(value2)) * 1E-15;
            return Math.Abs(value1 - value2) <= epsilon;
        }

        // ******************************************************************
        // Base on Hans Passant Answer on:
        // http://stackoverflow.com/questions/2411392/double-epsilon-for-equality-greater-than-less-than-less-than-or-equal-to-gre

        /// <summary>
        /// Compare two double taking in account the double precision potential error.
        /// Take care: truncation errors accumulate on calculation. More you do, more you should increase the epsilon.
        /// You get really better performance when you can determine the contextual epsilon first.
        /// </summary>
        /// <param name="value1"></param>
        /// <param name="value2"></param>
        /// <param name="precalculatedContextualEpsilon"></param>
        /// <returns></returns>
        public static bool AboutEquals(this double value1, double value2, double precalculatedContextualEpsilon)
        {
            if (double.IsPositiveInfinity(value1))
                return double.IsPositiveInfinity(value2);

            if (double.IsNegativeInfinity(value1))
                return double.IsNegativeInfinity(value2);

            if (double.IsNaN(value1))
                return double.IsNaN(value2);

            return Math.Abs(value1 - value2) <= precalculatedContextualEpsilon;
        }

        // ******************************************************************
        public static double GetContextualEpsilon(this double biggestPossibleContextualValue)
        {
            return biggestPossibleContextualValue * 1E-15;
        }

        // ******************************************************************
        /// <summary>
        /// Mathlab equivalent
        /// </summary>
        /// <param name="dividend"></param>
        /// <param name="divisor"></param>
        /// <returns></returns>
        public static double Mod(this double dividend, double divisor)
        {
            return dividend - System.Math.Floor(dividend / divisor) * divisor;
        }

        // ******************************************************************
    }
}

其他回答

我发现这个解决方案似乎比其他一些解决方案更容易遵循。

采取:

p1 and p2 as the points for the line, and
c as the center point for the circle and r for the radius

我可以用斜截式来解直线方程。但是,我不想处理以c为点的复杂方程,所以我只是平移了坐标系使圆在(0,0)处

p3 = p1 - c
p4 = p2 - c

顺便说一下,当我相互减分的时候,我是在减去x再减去y,然后把它们放到一个新的点里,以防有人不知道。

不管怎样,我现在解出p3和p4的直线方程

m = (p4_y - p3_y) / (p4_x - p3) (the underscore is an attempt at subscript)
y = mx + b
y - mx = b (just put in a point for x and y, and insert the m we found)

好的。现在我需要让这两个方程相等。首先我需要解圆的x方程

x^2 + y^2 = r^2
y^2 = r^2 - x^2
y = sqrt(r^2 - x^2)

然后我让它们相等:

mx + b = sqrt(r^2 - x^2)

求二次方程(0 = ax^2 + bx + c)

(mx + b)^2 = r^2 - x^2
(mx)^2 + 2mbx + b^2 = r^2 - x^2
0 = m^2 * x^2 + x^2 + 2mbx + b^2 - r^2
0 = (m^2 + 1) * x^2 + 2mbx + b^2 - r^2

现在我有了a b c。

a = m^2 + 1
b = 2mb
c = b^2 - r^2

我把这个代入二次公式

(-b ± sqrt(b^2 - 4ac)) / 2a

用值代入,然后尽可能简化:

(-2mb ± sqrt(b^2 - 4ac)) / 2a
(-2mb ± sqrt((-2mb)^2 - 4(m^2 + 1)(b^2 - r^2))) / 2(m^2 + 1)
(-2mb ± sqrt(4m^2 * b^2 - 4(m^2 * b^2 - m^2 * r^2 + b^2 - r^2))) / 2m^2 + 2
(-2mb ± sqrt(4 * (m^2 * b^2 - (m^2 * b^2 - m^2 * r^2 + b^2 - r^2))))/ 2m^2 + 2
(-2mb ± sqrt(4 * (m^2 * b^2 - m^2 * b^2 + m^2 * r^2 - b^2 + r^2)))/ 2m^2 + 2
(-2mb ± sqrt(4 * (m^2 * r^2 - b^2 + r^2)))/ 2m^2 + 2
(-2mb ± sqrt(4) * sqrt(m^2 * r^2 - b^2 + r^2))/ 2m^2 + 2
(-2mb ± 2 * sqrt(m^2 * r^2 - b^2 + r^2))/ 2m^2 + 2
(-2mb ± 2 * sqrt(m^2 * r^2 + r^2 - b^2))/ 2m^2 + 2
(-2mb ± 2 * sqrt(r^2 * (m^2 + 1) - b^2))/ 2m^2 + 2

这几乎是化简的极限了。最后,分离出带有±的方程:

(-2mb + 2 * sqrt(r^2 * (m^2 + 1) - b^2))/ 2m^2 + 2 or     
(-2mb - 2 * sqrt(r^2 * (m^2 + 1) - b^2))/ 2m^2 + 2 

然后简单地将这两个方程的结果代入mx + b中的x。为了清晰起见,我写了一些JavaScript代码来演示如何使用这个:

function interceptOnCircle(p1,p2,c,r){
    //p1 is the first line point
    //p2 is the second line point
    //c is the circle's center
    //r is the circle's radius

    var p3 = {x:p1.x - c.x, y:p1.y - c.y} //shifted line points
    var p4 = {x:p2.x - c.x, y:p2.y - c.y}

    var m = (p4.y - p3.y) / (p4.x - p3.x); //slope of the line
    var b = p3.y - m * p3.x; //y-intercept of line

    var underRadical = Math.pow((Math.pow(r,2)*(Math.pow(m,2)+1)),2)-Math.pow(b,2)); //the value under the square root sign 

    if (underRadical < 0){
    //line completely missed
        return false;
    } else {
        var t1 = (-2*m*b+2*Math.sqrt(underRadical))/(2 * Math.pow(m,2) + 2); //one of the intercept x's
        var t2 = (-2*m*b-2*Math.sqrt(underRadical))/(2 * Math.pow(m,2) + 2); //other intercept's x
        var i1 = {x:t1,y:m*t1+b} //intercept point 1
        var i2 = {x:t2,y:m*t2+b} //intercept point 2
        return [i1,i2];
    }
}

我希望这能有所帮助!

附注:如果任何人发现任何错误或有任何建议,请评论。我是新手,欢迎大家的帮助/建议。

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。

好吧,我不会给你代码,但既然你已经标记了这个算法,我认为这对你来说无关紧要。 首先,你要得到一个垂直于这条直线的向量。

y = ax + c是一个未知变量c是未知变量 为了解决这个问题,计算直线经过圆心时的值。

也就是说, 将圆心的位置代入直线方程,解出c。 然后计算原直线与其法线的交点。

这样就能得到直线上离圆最近的点。 计算该点到圆中心之间的距离(使用矢量的大小)。 如果这个小于圆的半径,看,我们有一个交点!

我会用这个算法来计算点(圆心)和线(线AB)之间的距离。这可以用来确定直线与圆的交点。

假设有点A B c, Ax和Ay是A点的x和y分量。B和c也是一样,标量R是圆半径。

该算法要求A B C是不同的点,且R不为0。

这是算法

// compute the euclidean distance between A and B
LAB = sqrt( (Bx-Ax)²+(By-Ay)² )

// compute the direction vector D from A to B
Dx = (Bx-Ax)/LAB
Dy = (By-Ay)/LAB

// the equation of the line AB is x = Dx*t + Ax, y = Dy*t + Ay with 0 <= t <= LAB.

// compute the distance between the points A and E, where
// E is the point of AB closest the circle center (Cx, Cy)
t = Dx*(Cx-Ax) + Dy*(Cy-Ay)    

// compute the coordinates of the point E
Ex = t*Dx+Ax
Ey = t*Dy+Ay

// compute the euclidean distance between E and C
LEC = sqrt((Ex-Cx)²+(Ey-Cy)²)

// test if the line intersects the circle
if( LEC < R )
{
    // compute distance from t to circle intersection point
    dt = sqrt( R² - LEC²)

    // compute first intersection point
    Fx = (t-dt)*Dx + Ax
    Fy = (t-dt)*Dy + Ay

    // compute second intersection point
    Gx = (t+dt)*Dx + Ax
    Gy = (t+dt)*Dy + Ay
}

// else test if the line is tangent to circle
else if( LEC == R )
    // tangent point to circle is E

else
    // line doesn't touch circle

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