我需要一个基本函数来求点到线段的最短距离。你可以随意用任何你想要的语言来编写解决方案;我可以把它翻译成什么我正在使用(Javascript)。

编辑:线段由两个端点定义。线段AB由两点A (x1,y1)和B (x2,y2)定义。我要求的是这条线段到点C (x3,y3)的距离。我的几何技能生疏了,所以我看到的例子让我很困惑,我很遗憾地承认。


当前回答

Consider this modification to Grumdrig's answer above. Many times you'll find that floating point imprecision can cause problems. I'm using doubles in the version below, but you can easily change to floats. The important part is that it uses an epsilon to handle the "slop". In addition, you'll many times want to know WHERE the intersection happened, or if it happened at all. If the returned t is < 0.0 or > 1.0, no collision occurred. However, even if no collision occurred, many times you'll want to know where the closest point on the segment to P is, and thus I use qx and qy to return this location.

double PointSegmentDistanceSquared( double px, double py,
                                    double p1x, double p1y,
                                    double p2x, double p2y,
                                    double& t,
                                    double& qx, double& qy)
{
    static const double kMinSegmentLenSquared = 0.00000001;  // adjust to suit.  If you use float, you'll probably want something like 0.000001f
    static const double kEpsilon = 1.0E-14;  // adjust to suit.  If you use floats, you'll probably want something like 1E-7f
    double dx = p2x - p1x;
    double dy = p2y - p1y;
    double dp1x = px - p1x;
    double dp1y = py - p1y;
    const double segLenSquared = (dx * dx) + (dy * dy);
    if (segLenSquared >= -kMinSegmentLenSquared && segLenSquared <= kMinSegmentLenSquared)
    {
        // segment is a point.
        qx = p1x;
        qy = p1y;
        t = 0.0;
        return ((dp1x * dp1x) + (dp1y * dp1y));
    }
    else
    {
        // Project a line from p to the segment [p1,p2].  By considering the line
        // extending the segment, parameterized as p1 + (t * (p2 - p1)),
        // we find projection of point p onto the line. 
        // It falls where t = [(p - p1) . (p2 - p1)] / |p2 - p1|^2
        t = ((dp1x * dx) + (dp1y * dy)) / segLenSquared;
        if (t < kEpsilon)
        {
            // intersects at or to the "left" of first segment vertex (p1x, p1y).  If t is approximately 0.0, then
            // intersection is at p1.  If t is less than that, then there is no intersection (i.e. p is not within
            // the 'bounds' of the segment)
            if (t > -kEpsilon)
            {
                // intersects at 1st segment vertex
                t = 0.0;
            }
            // set our 'intersection' point to p1.
            qx = p1x;
            qy = p1y;
            // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
            // we were doing PointLineDistanceSquared, then qx would be (p1x + (t * dx)) and qy would be (p1y + (t * dy)).
        }
        else if (t > (1.0 - kEpsilon))
        {
            // intersects at or to the "right" of second segment vertex (p2x, p2y).  If t is approximately 1.0, then
            // intersection is at p2.  If t is greater than that, then there is no intersection (i.e. p is not within
            // the 'bounds' of the segment)
            if (t < (1.0 + kEpsilon))
            {
                // intersects at 2nd segment vertex
                t = 1.0;
            }
            // set our 'intersection' point to p2.
            qx = p2x;
            qy = p2y;
            // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
            // we were doing PointLineDistanceSquared, then qx would be (p1x + (t * dx)) and qy would be (p1y + (t * dy)).
        }
        else
        {
            // The projection of the point to the point on the segment that is perpendicular succeeded and the point
            // is 'within' the bounds of the segment.  Set the intersection point as that projected point.
            qx = p1x + (t * dx);
            qy = p1y + (t * dy);
        }
        // return the squared distance from p to the intersection point.  Note that we return the squared distance
        // as an optimization because many times you just need to compare relative distances and the squared values
        // works fine for that.  If you want the ACTUAL distance, just take the square root of this value.
        double dpqx = px - qx;
        double dpqy = py - qy;
        return ((dpqx * dpqx) + (dpqy * dpqy));
    }
}

其他回答

对于懒人来说,以下是我在Objective-C语言中移植@Grumdrig的解决方案:

CGFloat sqr(CGFloat x) { return x*x; }
CGFloat dist2(CGPoint v, CGPoint w) { return sqr(v.x - w.x) + sqr(v.y - w.y); }
CGFloat distanceToSegmentSquared(CGPoint p, CGPoint v, CGPoint w)
{
    CGFloat l2 = dist2(v, w);
    if (l2 == 0.0f) return dist2(p, v);

    CGFloat t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
    if (t < 0.0f) return dist2(p, v);
    if (t > 1.0f) return dist2(p, w);
    return dist2(p, CGPointMake(v.x + t * (w.x - v.x), v.y + t * (w.y - v.y)));
}
CGFloat distanceToSegment(CGPoint point, CGPoint segmentPointV, CGPoint segmentPointW)
{
    return sqrtf(distanceToSegmentSquared(point, segmentPointV, segmentPointW));
}

下面是devnullicus转换为c#的c++版本。对于我的实现,我需要知道交叉点,并找到他的解决方案。

public static bool PointSegmentDistanceSquared(PointF point, PointF lineStart, PointF lineEnd, out double distance, out PointF intersectPoint)
{
    const double kMinSegmentLenSquared = 0.00000001; // adjust to suit.  If you use float, you'll probably want something like 0.000001f
    const double kEpsilon = 1.0E-14; // adjust to suit.  If you use floats, you'll probably want something like 1E-7f
    double dX = lineEnd.X - lineStart.X;
    double dY = lineEnd.Y - lineStart.Y;
    double dp1X = point.X - lineStart.X;
    double dp1Y = point.Y - lineStart.Y;
    double segLenSquared = (dX * dX) + (dY * dY);
    double t = 0.0;

    if (segLenSquared >= -kMinSegmentLenSquared && segLenSquared <= kMinSegmentLenSquared)
    {
        // segment is a point.
        intersectPoint = lineStart;
        t = 0.0;
        distance = ((dp1X * dp1X) + (dp1Y * dp1Y));
    }
    else
    {
        // Project a line from p to the segment [p1,p2].  By considering the line
        // extending the segment, parameterized as p1 + (t * (p2 - p1)),
        // we find projection of point p onto the line. 
        // It falls where t = [(p - p1) . (p2 - p1)] / |p2 - p1|^2
        t = ((dp1X * dX) + (dp1Y * dY)) / segLenSquared;
        if (t < kEpsilon)
        {
            // intersects at or to the "left" of first segment vertex (lineStart.X, lineStart.Y).  If t is approximately 0.0, then
            // intersection is at p1.  If t is less than that, then there is no intersection (i.e. p is not within
            // the 'bounds' of the segment)
            if (t > -kEpsilon)
            {
                // intersects at 1st segment vertex
                t = 0.0;
            }
            // set our 'intersection' point to p1.
            intersectPoint = lineStart;
            // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
            // we were doing PointLineDistanceSquared, then intersectPoint.X would be (lineStart.X + (t * dx)) and intersectPoint.Y would be (lineStart.Y + (t * dy)).
        }
        else if (t > (1.0 - kEpsilon))
        {
            // intersects at or to the "right" of second segment vertex (lineEnd.X, lineEnd.Y).  If t is approximately 1.0, then
            // intersection is at p2.  If t is greater than that, then there is no intersection (i.e. p is not within
            // the 'bounds' of the segment)
            if (t < (1.0 + kEpsilon))
            {
                // intersects at 2nd segment vertex
                t = 1.0;
            }
            // set our 'intersection' point to p2.
            intersectPoint = lineEnd;
            // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if
            // we were doing PointLineDistanceSquared, then intersectPoint.X would be (lineStart.X + (t * dx)) and intersectPoint.Y would be (lineStart.Y + (t * dy)).
        }
        else
        {
            // The projection of the point to the point on the segment that is perpendicular succeeded and the point
            // is 'within' the bounds of the segment.  Set the intersection point as that projected point.
            intersectPoint = new PointF((float)(lineStart.X + (t * dX)), (float)(lineStart.Y + (t * dY)));
        }
        // return the squared distance from p to the intersection point.  Note that we return the squared distance
        // as an optimization because many times you just need to compare relative distances and the squared values
        // works fine for that.  If you want the ACTUAL distance, just take the square root of this value.
        double dpqX = point.X - intersectPoint.X;
        double dpqY = point.Y - intersectPoint.Y;

        distance = ((dpqX * dpqX) + (dpqY * dpqY));
    }

    return true;
}

以下是Grumdrig解决方案的一个更完整的说明。这个版本还返回最近的点本身。

#include "stdio.h"
#include "math.h"

class Vec2
{
public:
    float _x;
    float _y;

    Vec2()
    {
        _x = 0;
        _y = 0;
    }

    Vec2( const float x, const float y )
    {
        _x = x;
        _y = y;
    }

    Vec2 operator+( const Vec2 &v ) const
    {
        return Vec2( this->_x + v._x, this->_y + v._y );
    }

    Vec2 operator-( const Vec2 &v ) const
    {
        return Vec2( this->_x - v._x, this->_y - v._y );
    }

    Vec2 operator*( const float f ) const
    {
        return Vec2( this->_x * f, this->_y * f );
    }

    float DistanceToSquared( const Vec2 p ) const
    {
        const float dX = p._x - this->_x;
        const float dY = p._y - this->_y;

        return dX * dX + dY * dY;
    }

    float DistanceTo( const Vec2 p ) const
    {
        return sqrt( this->DistanceToSquared( p ) );
    }

    float DotProduct( const Vec2 p ) const
    {
        return this->_x * p._x + this->_y * p._y;
    }
};

// return minimum distance between line segment vw and point p, and the closest point on the line segment, q
float DistanceFromLineSegmentToPoint( const Vec2 v, const Vec2 w, const Vec2 p, Vec2 * const q )
{
    const float distSq = v.DistanceToSquared( w ); // i.e. |w-v|^2 ... avoid a sqrt
    if ( distSq == 0.0 )
    {
        // v == w case
        (*q) = v;

        return v.DistanceTo( p );
    }

    // consider the line extending the segment, parameterized as v + t (w - v)
    // we find projection of point p onto the line
    // it falls where t = [(p-v) . (w-v)] / |w-v|^2

    const float t = ( p - v ).DotProduct( w - v ) / distSq;
    if ( t < 0.0 )
    {
        // beyond the v end of the segment
        (*q) = v;

        return v.DistanceTo( p );
    }
    else if ( t > 1.0 )
    {
        // beyond the w end of the segment
        (*q) = w;

        return w.DistanceTo( p );
    }

    // projection falls on the segment
    const Vec2 projection = v + ( ( w - v ) * t );

    (*q) = projection;

    return p.DistanceTo( projection );
}

float DistanceFromLineSegmentToPoint( float segmentX1, float segmentY1, float segmentX2, float segmentY2, float pX, float pY, float *qX, float *qY )
{
    Vec2 q;

    float distance = DistanceFromLineSegmentToPoint( Vec2( segmentX1, segmentY1 ), Vec2( segmentX2, segmentY2 ), Vec2( pX, pY ), &q );

    (*qX) = q._x;
    (*qY) = q._y;

    return distance;
}

void TestDistanceFromLineSegmentToPoint( float segmentX1, float segmentY1, float segmentX2, float segmentY2, float pX, float pY )
{
    float qX;
    float qY;
    float d = DistanceFromLineSegmentToPoint( segmentX1, segmentY1, segmentX2, segmentY2, pX, pY, &qX, &qY );
    printf( "line segment = ( ( %f, %f ), ( %f, %f ) ), p = ( %f, %f ), distance = %f, q = ( %f, %f )\n",
            segmentX1, segmentY1, segmentX2, segmentY2, pX, pY, d, qX, qY );
}

void TestDistanceFromLineSegmentToPoint()
{
    TestDistanceFromLineSegmentToPoint( 0, 0, 1, 1, 1, 0 );
    TestDistanceFromLineSegmentToPoint( 0, 0, 20, 10, 5, 4 );
    TestDistanceFromLineSegmentToPoint( 0, 0, 20, 10, 30, 15 );
    TestDistanceFromLineSegmentToPoint( 0, 0, 20, 10, -30, 15 );
    TestDistanceFromLineSegmentToPoint( 0, 0, 10, 0, 5, 1 );
    TestDistanceFromLineSegmentToPoint( 0, 0, 0, 10, 1, 5 );
}

Lua解决方案

-- distance from point (px, py) to line segment (x1, y1, x2, y2)
function distPointToLine(px,py,x1,y1,x2,y2) -- point, start and end of the segment
    local dx,dy = x2-x1,y2-y1
    local length = math.sqrt(dx*dx+dy*dy)
    dx,dy = dx/length,dy/length -- normalization
    local p = dx*(px-x1)+dy*(py-y1)
    if p < 0 then
        dx,dy = px-x1,py-y1
        return math.sqrt(dx*dx+dy*dy), x1, y1 -- distance, nearest point
    elseif p > length then
        dx,dy = px-x2,py-y2
        return math.sqrt(dx*dx+dy*dy), x2, y2 -- distance, nearest point
    end
    return math.abs(dy*(px-x1)-dx*(py-y1)), x1+dx*p, y1+dy*p -- distance, nearest point
end

对于折线(有两条以上线段的线):

-- if the (poly-)line has several segments, just iterate through all of them:
function nearest_sector_in_line (x, y, line)
    local x1, y1, x2, y2, min_dist
    local ax,ay = line[1], line[2]
    for j = 3, #line-1, 2 do
        local bx,by = line[j], line[j+1]
        local dist = distPointToLine(x,y,ax,ay,bx,by)
        if not min_dist or dist < min_dist then
            min_dist = dist
            x1, y1, x2, y2 = ax,ay,bx,by
        end
        ax, ay = bx, by
    end
    return x1, y1, x2, y2
end

例子:

-- call it:
local x1, y1, x2, y2 = nearest_sector_in_line (7, 4, {0,0, 10,0, 10,10, 0,10})

这是一个基于向量数学的;这个解决方案也适用于更高的维度,并报告交点(在线段上)。

def dist(x1,y1,x2,y2,px,py):
    a = np.array([[x1,y1]]).T
    b = np.array([[x2,y2]]).T
    x = np.array([[px,py]]).T
    tp = (np.dot(x.T, b) - np.dot(a.T, b)) / np.dot(b.T, b)
    tp = tp[0][0]
    tmp = x - (a + tp*b)
    d = np.sqrt(np.dot(tmp.T,tmp)[0][0])
    return d, a+tp*b

x1,y1=2.,2.
x2,y2=5.,5.
px,py=4.,1.

d, inters = dist(x1,y1, x2,y2, px,py)
print (d)
print (inters)

结果是

2.1213203435596424
[[2.5]
 [2.5]]

这里解释了数学

https://brilliant.org/wiki/distance-between-point-and-line/