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。
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
这个答案是基于公认答案的JavaScript解决方案。 它主要只是格式更好,函数名更长,当然函数语法更短,因为它是在ES6 + CoffeeScript中。
JavaScript版本(ES6)
distanceSquared = (v, w)=> Math.pow(v.x - w.x, 2) + Math.pow(v.y - w.y, 2);
distance = (v, w)=> Math.sqrt(distanceSquared(v, w));
distanceToLineSegmentSquared = (p, v, w)=> {
l2 = distanceSquared(v, w);
if (l2 === 0) {
return distanceSquared(p, v);
}
t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
t = Math.max(0, Math.min(1, t));
return distanceSquared(p, {
x: v.x + t * (w.x - v.x),
y: v.y + t * (w.y - v.y)
});
}
distanceToLineSegment = (p, v, w)=> {
return Math.sqrt(distanceToLineSegmentSquared(p, v));
}
CoffeeScript版本
distanceSquared = (v, w)-> (v.x - w.x) ** 2 + (v.y - w.y) ** 2
distance = (v, w)-> Math.sqrt(distanceSquared(v, w))
distanceToLineSegmentSquared = (p, v, w)->
l2 = distanceSquared(v, w)
return distanceSquared(p, v) if l2 is 0
t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2
t = Math.max(0, Math.min(1, t))
distanceSquared(p, {
x: v.x + t * (w.x - v.x)
y: v.y + t * (w.y - v.y)
})
distanceToLineSegment = (p, v, w)->
Math.sqrt(distanceToLineSegmentSquared(p, v, w))
其他回答
我制作了一个交互式Desmos图来演示如何实现这一点:
https://www.desmos.com/calculator/kswrm8ddum
红点是A点,绿点是B点,C点是蓝色点。 您可以拖动图形中的点来查看值的变化。 左边的值“s”是线段的参数(即s = 0表示点A, s = 1表示点B)。 值“d”是第三点到经过A和B的直线的距离。
编辑:
有趣的小见解:坐标(s, d)是坐标系中第三点C的坐标,AB是单位x轴,单位y轴垂直于AB。
现在我的解决方案...... (Javascript)
这是非常快的,因为我试图避免任何数学。战俘的功能。
如你所见,在函数的最后,我得到了直线的距离。
代码来自lib http://www.draw2d.org/graphiti/jsdoc/#!/例子
/**
* Static util function to determine is a point(px,py) on the line(x1,y1,x2,y2)
* A simple hit test.
*
* @return {boolean}
* @static
* @private
* @param {Number} coronaWidth the accepted corona for the hit test
* @param {Number} X1 x coordinate of the start point of the line
* @param {Number} Y1 y coordinate of the start point of the line
* @param {Number} X2 x coordinate of the end point of the line
* @param {Number} Y2 y coordinate of the end point of the line
* @param {Number} px x coordinate of the point to test
* @param {Number} py y coordinate of the point to test
**/
graphiti.shape.basic.Line.hit= function( coronaWidth, X1, Y1, X2, Y2, px, py)
{
// Adjust vectors relative to X1,Y1
// X2,Y2 becomes relative vector from X1,Y1 to end of segment
X2 -= X1;
Y2 -= Y1;
// px,py becomes relative vector from X1,Y1 to test point
px -= X1;
py -= Y1;
var dotprod = px * X2 + py * Y2;
var projlenSq;
if (dotprod <= 0.0) {
// px,py is on the side of X1,Y1 away from X2,Y2
// distance to segment is length of px,py vector
// "length of its (clipped) projection" is now 0.0
projlenSq = 0.0;
} else {
// switch to backwards vectors relative to X2,Y2
// X2,Y2 are already the negative of X1,Y1=>X2,Y2
// to get px,py to be the negative of px,py=>X2,Y2
// the dot product of two negated vectors is the same
// as the dot product of the two normal vectors
px = X2 - px;
py = Y2 - py;
dotprod = px * X2 + py * Y2;
if (dotprod <= 0.0) {
// px,py is on the side of X2,Y2 away from X1,Y1
// distance to segment is length of (backwards) px,py vector
// "length of its (clipped) projection" is now 0.0
projlenSq = 0.0;
} else {
// px,py is between X1,Y1 and X2,Y2
// dotprod is the length of the px,py vector
// projected on the X2,Y2=>X1,Y1 vector times the
// length of the X2,Y2=>X1,Y1 vector
projlenSq = dotprod * dotprod / (X2 * X2 + Y2 * Y2);
}
}
// Distance to line is now the length of the relative point
// vector minus the length of its projection onto the line
// (which is zero if the projection falls outside the range
// of the line segment).
var lenSq = px * px + py * py - projlenSq;
if (lenSq < 0) {
lenSq = 0;
}
return Math.sqrt(lenSq)<coronaWidth;
};
Grumdrig的c++ /JavaScript实现对我来说非常有用,所以我提供了我正在使用的Python直接端口。完整的代码在这里。
class Point(object):
def __init__(self, x, y):
self.x = float(x)
self.y = float(y)
def square(x):
return x * x
def distance_squared(v, w):
return square(v.x - w.x) + square(v.y - w.y)
def distance_point_segment_squared(p, v, w):
# Segment length squared, |w-v|^2
d2 = distance_squared(v, w)
if d2 == 0:
# v == w, return distance to v
return distance_squared(p, v)
# 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
t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / d2;
if t < 0:
# Beyond v end of the segment
return distance_squared(p, v)
elif t > 1.0:
# Beyond w end of the segment
return distance_squared(p, w)
else:
# Projection falls on the segment.
proj = Point(v.x + t * (w.x - v.x), v.y + t * (w.y - v.y))
# print proj.x, proj.y
return distance_squared(p, proj)
GLSL版:
// line (a -> b ) point p[enter image description here][1]
float distanceToLine(vec2 a, vec2 b, vec2 p) {
float aside = dot((p - a),(b - a));
if(aside< 0.0) return length(p-a);
float bside = dot((p - b),(a - b));
if(bside< 0.0) return length(p-b);
vec2 pointOnLine = (bside*a + aside*b)/pow(length(a-b),2.0);
return length(p - pointOnLine);
}
JavaScript中一个基于这个公式的更简洁的解决方案:
distToSegment: function (point, linePointA, linePointB){
var x0 = point.X;
var y0 = point.Y;
var x1 = linePointA.X;
var y1 = linePointA.Y;
var x2 = linePointB.X;
var y2 = linePointB.Y;
var Dx = (x2 - x1);
var Dy = (y2 - y1);
var numerator = Math.abs(Dy*x0 - Dx*y0 - x1*y2 + x2*y1);
var denominator = Math.sqrt(Dx*Dx + Dy*Dy);
if (denominator == 0) {
return this.dist2(point, linePointA);
}
return numerator/denominator;
}