Question

J'ai besoin d'une fonction de base pour trouver la plus courte distance entre un point et un segment de ligne. Sentez-vous libre d'écrire la solution dans la langue que vous voulez; Je peux traduire en ce que j'utilise (Javascript).

EDIT: Mon segment de ligne est définie par deux points d'extrémité. Donc, mon segment de ligne est définie par AB les deux points et A (x1,y1) B (x2,y2). Je suis en train de trouver la distance entre ce segment de ligne et un point C (x3,y3). Mes compétences en géométrie sont rouillés, de sorte que les exemples que je l'ai vu sont confus, je suis désolé d'admettre.

Était-ce utile?

La solution

Eli, le code que vous avez réglé sur est incorrect. Un point près de la ligne sur laquelle le segment est mais loin d'une extrémité du segment serait mal jugée à proximité du segment Mise à jour:.. La réponse incorrecte mentionné n'est plus celui qui est accepté

Voici un code correct, en C ++. Elle suppose une 2D-vecteur de classe class vec2 {float x,y;}, en substance, avec les opérateurs à ajouter, subract, échelle, etc., et une fonction produit à distance et point (à savoir x1 x2 + y1 y2).

float minimum_distance(vec2 v, vec2 w, vec2 p) {
  // Return minimum distance between line segment vw and point p
  const float l2 = length_squared(v, w);  // i.e. |w-v|^2 -  avoid a sqrt
  if (l2 == 0.0) return distance(p, v);   // v == w case
  // 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
  // We clamp t from [0,1] to handle points outside the segment vw.
  const float t = max(0, min(1, dot(p - v, w - v) / l2));
  const vec2 projection = v + t * (w - v);  // Projection falls on the segment
  return distance(p, projection);
}

EDIT: Je avais besoin d'une mise en œuvre Javascript, si elle est ici, sans dépendances (ou des commentaires, mais il est un port direct de ce qui précède). Les points sont représentés comme des objets avec des attributs x et y.

function sqr(x) { return x * x }
function dist2(v, w) { return sqr(v.x - w.x) + sqr(v.y - w.y) }
function distToSegmentSquared(p, v, w) {
  var l2 = dist2(v, w);
  if (l2 == 0) return dist2(p, v);
  var 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 dist2(p, { x: v.x + t * (w.x - v.x),
                    y: v.y + t * (w.y - v.y) });
}
function distToSegment(p, v, w) { return Math.sqrt(distToSegmentSquared(p, v, w)); }

EDIT 2:. Je l'ai besoin d'une version Java, mais plus important encore, je avais besoin en 3D au lieu de 2d

float dist_to_segment_squared(float px, float py, float pz, float lx1, float ly1, float lz1, float lx2, float ly2, float lz2) {
  float line_dist = dist_sq(lx1, ly1, lz1, lx2, ly2, lz2);
  if (line_dist == 0) return dist_sq(px, py, pz, lx1, ly1, lz1);
  float t = ((px - lx1) * (lx2 - lx1) + (py - ly1) * (ly2 - ly1) + (pz - lz1) * (lz2 - lz1)) / line_dist;
  t = constrain(t, 0, 1);
  return dist_sq(px, py, pz, lx1 + t * (lx2 - lx1), ly1 + t * (ly2 - ly1), lz1 + t * (lz2 - lz1));
}

Autres conseils

Voici le code complet simple en Javascript.

x, y est le point cible et x1, y1 x2, y2 est le segment de ligne.

MISE À JOUR: pour corriger 0 problème de ligne de longueur des commentaires.

function pDistance(x, y, x1, y1, x2, y2) {

  var A = x - x1;
  var B = y - y1;
  var C = x2 - x1;
  var D = y2 - y1;

  var dot = A * C + B * D;
  var len_sq = C * C + D * D;
  var param = -1;
  if (len_sq != 0) //in case of 0 length line
      param = dot / len_sq;

  var xx, yy;

  if (param < 0) {
    xx = x1;
    yy = y1;
  }
  else if (param > 1) {
    xx = x2;
    yy = y2;
  }
  else {
    xx = x1 + param * C;
    yy = y1 + param * D;
  }

  var dx = x - xx;
  var dy = y - yy;
  return Math.sqrt(dx * dx + dy * dy);
}

Ceci est une mise en œuvre faite pour SEGMENTS FINIS LINE, pas des lignes infinies comme la plupart des autres fonctions semblent ici être (c'est pourquoi je fait cela).

mise en œuvre de la théorie par Paul Bourke .

Python:

def dist(x1, y1, x2, y2, x3, y3): # x3,y3 is the point
    px = x2-x1
    py = y2-y1

    norm = px*px + py*py

    u =  ((x3 - x1) * px + (y3 - y1) * py) / float(norm)

    if u > 1:
        u = 1
    elif u < 0:
        u = 0

    x = x1 + u * px
    y = y1 + u * py

    dx = x - x3
    dy = y - y3

    # Note: If the actual distance does not matter,
    # if you only want to compare what this function
    # returns to other results of this function, you
    # can just return the squared distance instead
    # (i.e. remove the sqrt) to gain a little performance

    dist = (dx*dx + dy*dy)**.5

    return dist

AS3:

public static function segmentDistToPoint(segA:Point, segB:Point, p:Point):Number
{
    var p2:Point = new Point(segB.x - segA.x, segB.y - segA.y);
    var something:Number = p2.x*p2.x + p2.y*p2.y;
    var u:Number = ((p.x - segA.x) * p2.x + (p.y - segA.y) * p2.y) / something;

    if (u > 1)
        u = 1;
    else if (u < 0)
        u = 0;

    var x:Number = segA.x + u * p2.x;
    var y:Number = segA.y + u * p2.y;

    var dx:Number = x - p.x;
    var dy:Number = y - p.y;

    var dist:Number = Math.sqrt(dx*dx + dy*dy);

    return dist;
}

Java

private double shortestDistance(float x1,float y1,float x2,float y2,float x3,float y3)
    {
        float px=x2-x1;
        float py=y2-y1;
        float temp=(px*px)+(py*py);
        float u=((x3 - x1) * px + (y3 - y1) * py) / (temp);
        if(u>1){
            u=1;
        }
        else if(u<0){
            u=0;
        }
        float x = x1 + u * px;
        float y = y1 + u * py;

        float dx = x - x3;
        float dy = y - y3;
        double dist = Math.sqrt(dx*dx + dy*dy);
        return dist;

    }

Dans mon propre fil de question comment calculer la distance 2D le plus court entre un point et un segment de ligne dans tous les cas en C, C # / .NET 2.0 ou Java? On m'a demandé de mettre une réponse C # ici quand je trouver un: si elle est ici, modifié de http: //www.topcoder. com / tc = d1 et d2 = tutoriels geometry1 & module = statique:

//Compute the dot product AB . BC
private double DotProduct(double[] pointA, double[] pointB, double[] pointC)
{
    double[] AB = new double[2];
    double[] BC = new double[2];
    AB[0] = pointB[0] - pointA[0];
    AB[1] = pointB[1] - pointA[1];
    BC[0] = pointC[0] - pointB[0];
    BC[1] = pointC[1] - pointB[1];
    double dot = AB[0] * BC[0] + AB[1] * BC[1];

    return dot;
}

//Compute the cross product AB x AC
private double CrossProduct(double[] pointA, double[] pointB, double[] pointC)
{
    double[] AB = new double[2];
    double[] AC = new double[2];
    AB[0] = pointB[0] - pointA[0];
    AB[1] = pointB[1] - pointA[1];
    AC[0] = pointC[0] - pointA[0];
    AC[1] = pointC[1] - pointA[1];
    double cross = AB[0] * AC[1] - AB[1] * AC[0];

    return cross;
}

//Compute the distance from A to B
double Distance(double[] pointA, double[] pointB)
{
    double d1 = pointA[0] - pointB[0];
    double d2 = pointA[1] - pointB[1];

    return Math.Sqrt(d1 * d1 + d2 * d2);
}

//Compute the distance from AB to C
//if isSegment is true, AB is a segment, not a line.
double LineToPointDistance2D(double[] pointA, double[] pointB, double[] pointC, 
    bool isSegment)
{
    double dist = CrossProduct(pointA, pointB, pointC) / Distance(pointA, pointB);
    if (isSegment)
    {
        double dot1 = DotProduct(pointA, pointB, pointC);
        if (dot1 > 0) 
            return Distance(pointB, pointC);

        double dot2 = DotProduct(pointB, pointA, pointC);
        if (dot2 > 0) 
            return Distance(pointA, pointC);
    }
    return Math.Abs(dist);
} 

Je suis @SO ne pas répondre, mais de poser des questions, donc j'espère que je ne reçois pas millions de votes pour descendre quelques raisons, mais critique la construction. Je voulais juste (et m'a encouragé) de partager les idées de quelqu'un d'autre puisque les solutions dans ce fil sont soit avec une langue exotique (Fortran, Mathematica) ou étiqueté comme défectueux par quelqu'un. Le seul utile (par Grumdrig) pour moi est écrit en C ++ et personne indéxé défectueux. Mais il manque les méthodes (point, etc.) qui sont nécessaires.

F #, la distance entre le point c au segment de ligne entre a et b est donnée par:

let pointToLineSegmentDistance (a: Vector, b: Vector) (c: Vector) =
  let d = b - a
  let s = d.Length
  let lambda = (c - a) * d / s
  let p = (lambda |> max 0.0 |> min s) * d / s
  (a + p - c).Length

Le vecteur d points à partir de d/s c-a le long du segment de ligne. Le produit scalaire de donne min avec le paramètre max du point d'approche le plus proche entre la ligne infinie et le point 0..s. Le a+p-c et <=> fonction sont utilisées pour serrer ce paramètre sur la plage <=> de sorte que le point se trouve entre <=> et <=>. Enfin, la longueur de <=> est la distance de <=> au point le plus proche sur le segment de ligne.

Exemple d'utilisation:

pointToLineSegmentDistance (Vector(0.0, 0.0), Vector(1.0, 0.0)) (Vector(-1.0, 1.0))

Dans Mathematica

Il utilise une description paramétrique du segment, et projette le point dans la ligne définie par le segment. Comme le paramètre passe de 0 à 1 dans le segment, si la projection est en dehors de ces limites, on calcule la distance à la enpoint correspondant, à la place de la ligne droite normale au segment.

Clear["Global`*"];
 distance[{start_, end_}, pt_] := 
   Module[{param},
   param = ((pt - start).(end - start))/Norm[end - start]^2; (*parameter. the "."
                                                       here means vector product*)

   Which[
    param < 0, EuclideanDistance[start, pt],                 (*If outside bounds*)
    param > 1, EuclideanDistance[end, pt],
    True, EuclideanDistance[pt, start + param (end - start)] (*Normal distance*)
    ]
   ];  

Résultat Traçage:

Plot3D[distance[{{0, 0}, {1, 0}}, {xp, yp}], {xp, -1, 2}, {yp, -1, 2}]

text alt

Plot ces points plus près à une distance de coupure :

text alt

Contour Terrain:

entrer image description ici

Pour les personnes intéressées, voici une conversion triviale du code Javascript de Joshua à Objective-C:

- (double)distanceToPoint:(CGPoint)p fromLineSegmentBetween:(CGPoint)l1 and:(CGPoint)l2
{
    double A = p.x - l1.x;
    double B = p.y - l1.y;
    double C = l2.x - l1.x;
    double D = l2.y - l1.y;

    double dot = A * C + B * D;
    double len_sq = C * C + D * D;
    double param = dot / len_sq;

    double xx, yy;

    if (param < 0 || (l1.x == l2.x && l1.y == l2.y)) {
        xx = l1.x;
        yy = l1.y;
    }
    else if (param > 1) {
        xx = l2.x;
        yy = l2.y;
    }
    else {
        xx = l1.x + param * C;
        yy = l1.y + param * D;
    }

    double dx = p.x - xx;
    double dy = p.y - yy;

    return sqrtf(dx * dx + dy * dy);
}

Je avais besoin de cette solution pour travailler avec MKMapPoint donc je vais partager au cas où quelqu'un d'autre a besoin il. Juste un changement mineur et cela retourne la distance en mètres:

- (double)distanceToPoint:(MKMapPoint)p fromLineSegmentBetween:(MKMapPoint)l1 and:(MKMapPoint)l2
{
    double A = p.x - l1.x;
    double B = p.y - l1.y;
    double C = l2.x - l1.x;
    double D = l2.y - l1.y;

    double dot = A * C + B * D;
    double len_sq = C * C + D * D;
    double param = dot / len_sq;

    double xx, yy;

    if (param < 0 || (l1.x == l2.x && l1.y == l2.y)) {
        xx = l1.x;
        yy = l1.y;
    }
    else if (param > 1) {
        xx = l2.x;
        yy = l2.y;
    }
    else {
        xx = l1.x + param * C;
        yy = l1.y + param * D;
    }

    return MKMetersBetweenMapPoints(p, MKMapPointMake(xx, yy));
}

Hey, je viens d'écrire hier. Il est en Actionscript 3.0, ce qui est fondamentalement Javascript, mais vous pourriez ne pas avoir la même classe Point.

//st = start of line segment
//b = the line segment (as in: st + b = end of line segment)
//pt = point to test
//Returns distance from point to line segment.  
//Note: nearest point on the segment to the test point is right there if we ever need it
public static function linePointDist( st:Point, b:Point, pt:Point ):Number
{
    var nearestPt:Point; //closest point on seqment to pt

    var keyDot:Number = dot( b, pt.subtract( st ) ); //key dot product
    var bLenSq:Number = dot( b, b ); //Segment length squared

    if( keyDot <= 0 )  //pt is "behind" st, use st
    {
        nearestPt = st  
    }
    else if( keyDot >= bLenSq ) //pt is "past" end of segment, use end (notice we are saving twin sqrts here cuz)
    {
        nearestPt = st.add(b);
    }
    else //pt is inside segment, reuse keyDot and bLenSq to get percent of seqment to move in to find closest point
    {
        var keyDotToPctOfB:Number = keyDot/bLenSq; //REM dot product comes squared
        var partOfB:Point = new Point( b.x * keyDotToPctOfB, b.y * keyDotToPctOfB );
        nearestPt = st.add(partOfB);
    }

    var dist:Number = (pt.subtract(nearestPt)).length;

    return dist;
}

En outre, il y a une discussion assez complète et lisible du problème: notejot.com

Pour les paresseux, voici mon port Objective-C @ solution de Grumdrig ci-dessus:

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));
}

Impossible de résister à coder en python :)

from math import sqrt, fabs
def pdis(a, b, c):
    t = b[0]-a[0], b[1]-a[1]           # Vector ab
    dd = sqrt(t[0]**2+t[1]**2)         # Length of ab
    t = t[0]/dd, t[1]/dd               # unit vector of ab
    n = -t[1], t[0]                    # normal unit vector to ab
    ac = c[0]-a[0], c[1]-a[1]          # vector ac
    return fabs(ac[0]*n[0]+ac[1]*n[1]) # Projection of ac to n (the minimum distance)

print pdis((1,1), (2,2), (2,0))        # Example (answer is 1.414)


Même chose pour Fortran :)

real function pdis(a, b, c)
    real, dimension(0:1), intent(in) :: a, b, c
    real, dimension(0:1) :: t, n, ac
    real :: dd
    t = b - a                          ! Vector ab
    dd = sqrt(t(0)**2+t(1)**2)         ! Length of ab
    t = t/dd                           ! unit vector of ab
    n = (/-t(1), t(0)/)                ! normal unit vector to ab
    ac = c - a                         ! vector ac
    pdis = abs(ac(0)*n(0)+ac(1)*n(1))  ! Projection of ac to n (the minimum distance)
end function pdis


program test
    print *, pdis((/1.0,1.0/), (/2.0,2.0/), (/2.0,0.0/))   ! Example (answer is 1.414)
end program test

Voici une orthographe plus complète de la solution de Grumdrig. Cette version retourne aussi le point le plus proche lui-même.

#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 );
}

Considérez cette modification à la réponse de Grumdrig ci-dessus. Plusieurs fois, vous verrez que flottante point peut imprécisions causer des problèmes. J'utilise double dans la version ci-dessous, mais vous pouvez facilement changer de flotteurs. L'important est qu'il utilise un epsilon pour gérer la « slops ». De plus, vous aurez plusieurs fois voulez savoir où l'intersection est arrivé, ou si cela se produisait du tout. Si le retour est t <0,0 ou> 1,0, aucune collision. Cependant, même si aucune collision a eu lieu, plusieurs fois, vous aurez envie de savoir où le point le plus proche sur le segment P est, et donc j'utilise QX et QY retourner cet endroit.

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));
    }
}

Une solution de ligne à l'aide arctangents:

L'idée est de déplacer A à (0, 0) et une rotation dans le sens horaire de triangle pour faire C fixer sur l'axe X, quand cela arrive, Par est la distance.

  1. un angle = Atan (Cy - Ay, Cx - Ax);
  2. b = angle Atan (By - Ay, Bx - Ax);
  3. AB longueur = sqrt ((Bx - Ax) ^ 2 + (A - Ay) ^ 2)
  4. Par = Sin (Bangle - aAngle) * ABLength

C #

public double Distance(Point a, Point b, Point c)
{
    // normalize points
    Point cn = new Point(c.X - a.X, c.Y - a.Y);
    Point bn = new Point(b.X - a.X, b.Y - a.Y);

    double angle = Math.Atan2(bn.Y, bn.X) - Math.Atan2(cn.Y, cn.X);
    double abLength = Math.Sqrt(bn.X*bn.X + bn.Y*bn.Y);

    return Math.Sin(angle)*abLength;
}

Une ligne C # (à convertir en SQL)

double distance = Math.Sin(Math.Atan2(b.Y - a.Y, b.X - a.X) - Math.Atan2(c.Y - a.Y, c.X - a.X)) * Math.Sqrt((b.X - a.X) * (b.X - a.X) + (b.Y - a.Y) * (b.Y - a.Y))

Je suppose que vous voulez trouver le le plus court distance entre le point et un segment de ligne; pour ce faire, vous devez trouver la ligne (linea) qui est perpendiculaire à votre segment de ligne (lineB) qui passe par votre point, déterminer l'intersection entre cette ligne (linea) et votre ligne qui passe par votre segment de ligne (lineB) ; si ce point se situe entre les deux points de votre segment de ligne, la distance est la distance entre votre point et le point que vous venez de trouver qui est l'intersection de línea et lineB; si le point est pas entre les deux points de votre segment de ligne, vous devez obtenir la distance entre votre point et la plus proche des deux extrémités du segment de ligne; cela peut se faire facilement en prenant le carré de la distance (pour éviter une racine carrée) entre le point et les deux points du segment de droite; selon la plus proche, la racine carrée de celui-là.

de Grumdrig implémentation C ++ / JavaScript a été très utile pour moi, donc j'ai fourni un port direct Python que j'utilise. Le code complet est .

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)

Code Matlab, avec "auto-test" intégré si elles appellent la fonction sans argument:

function r = distPointToLineSegment( xy0, xy1, xyP )
% r = distPointToLineSegment( xy0, xy1, xyP )

if( nargin < 3 )
    selfTest();
    r=0;
else
    vx = xy0(1)-xyP(1);
    vy = xy0(2)-xyP(2);
    ux = xy1(1)-xy0(1);
    uy = xy1(2)-xy0(2);
    lenSqr= (ux*ux+uy*uy);
    detP= -vx*ux + -vy*uy;

    if( detP < 0 )
        r = norm(xy0-xyP,2);
    elseif( detP > lenSqr )
        r = norm(xy1-xyP,2);
    else
        r = abs(ux*vy-uy*vx)/sqrt(lenSqr);
    end
end


    function selfTest()
        %#ok<*NASGU>
        disp(['invalid args, distPointToLineSegment running (recursive)  self-test...']);

        ptA = [1;1]; ptB = [-1;-1];
        ptC = [1/2;1/2];  % on the line
        ptD = [-2;-1.5];  % too far from line segment
        ptE = [1/2;0];    % should be same as perpendicular distance to line
        ptF = [1.5;1.5];      % along the A-B but outside of the segment

        distCtoAB = distPointToLineSegment(ptA,ptB,ptC)
        distDtoAB = distPointToLineSegment(ptA,ptB,ptD)
        distEtoAB = distPointToLineSegment(ptA,ptB,ptE)
        distFtoAB = distPointToLineSegment(ptA,ptB,ptF)
        figure(1); clf;
        circle = @(x, y, r, c) rectangle('Position', [x-r, y-r, 2*r, 2*r], ...
            'Curvature', [1 1], 'EdgeColor', c);
        plot([ptA(1) ptB(1)],[ptA(2) ptB(2)],'r-x'); hold on;
        plot(ptC(1),ptC(2),'b+'); circle(ptC(1),ptC(2), 0.5e-1, 'b');
        plot(ptD(1),ptD(2),'g+'); circle(ptD(1),ptD(2), distDtoAB, 'g');
        plot(ptE(1),ptE(2),'k+'); circle(ptE(1),ptE(2), distEtoAB, 'k');
        plot(ptF(1),ptF(2),'m+'); circle(ptF(1),ptF(2), distFtoAB, 'm');
        hold off;
        axis([-3 3 -3 3]); axis equal;
    end

end

Et maintenant ma solution aussi bien ...... (Javascript)

Il est très rapide parce que j'essaie d'éviter toutes les fonctions Math.pow.

Comme vous pouvez le voir, à la fin de la fonction que j'ai la distance de la ligne.

code est de la lib http://www.draw2d.org / graphiti / jsdoc / #! / exemple

/**
 * 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;
};

codée dans T-SQL

est le point (@px, @py) et le segment de ligne se déroule du (@ax, @ay) à (@bx, @by)

create function fn_sqr (@NumberToSquare decimal(18,10)) 
returns decimal(18,10)
as 
begin
    declare @Result decimal(18,10)
    set @Result = @NumberToSquare * @NumberToSquare
    return @Result
end
go

create function fn_Distance(@ax decimal (18,10) , @ay decimal (18,10), @bx decimal(18,10),  @by decimal(18,10)) 
returns decimal(18,10)
as
begin
    declare @Result decimal(18,10)
    set @Result = (select dbo.fn_sqr(@ax - @bx) + dbo.fn_sqr(@ay - @by) )
    return @Result
end
go

create function fn_DistanceToSegmentSquared(@px decimal(18,10), @py decimal(18,10), @ax decimal(18,10), @ay decimal(18,10), @bx decimal(18,10), @by decimal(18,10)) 
returns decimal(18,10)
as 
begin
    declare @l2 decimal(18,10)
    set @l2 = (select dbo.fn_Distance(@ax, @ay, @bx, @by))
    if @l2 = 0
        return dbo.fn_Distance(@px, @py, @ax, @ay)
    declare @t decimal(18,10)
    set @t = ((@px - @ax) * (@bx - @ax) + (@py - @ay) * (@by - @ay)) / @l2
    if (@t < 0) 
        return dbo.fn_Distance(@px, @py, @ax, @ay);
    if (@t > 1) 
        return dbo.fn_Distance(@px, @py, @bx, @by);
    return dbo.fn_Distance(@px, @py,  @ax + @t * (@bx - @ax),  @ay + @t * (@by - @ay))
end
go

create function fn_DistanceToSegment(@px decimal(18,10), @py decimal(18,10), @ax decimal(18,10), @ay decimal(18,10), @bx decimal(18,10), @by decimal(18,10)) 
returns decimal(18,10)
as 
begin
    return sqrt(dbo.fn_DistanceToSegmentSquared(@px, @py , @ax , @ay , @bx , @by ))
end
go

--example execution for distance from a point at (6,1) to line segment that runs from (4,2) to (2,1)
select dbo.fn_DistanceToSegment(6, 1, 4, 2, 2, 1) 
--result = 2.2360679775

--example execution for distance from a point at (-3,-2) to line segment that runs from (0,-2) to (-2,1)
select dbo.fn_DistanceToSegment(-3, -2, 0, -2, -2, 1) 
--result = 2.4961508830

--example execution for distance from a point at (0,-2) to line segment that runs from (0,-2) to (-2,1)
select dbo.fn_DistanceToSegment(0,-2, 0, -2, -2, 1) 
--result = 0.0000000000

On dirait à peu près tout le monde sur StackOverflow a contribué une réponse (23 réponses à ce jour), voici donc ma contribution pour C #. Ceci est principalement basée sur la réponse par M. Katz, qui à son tour est basé sur la réponse par Grumdrig.

   public struct MyVector
   {
      private readonly double _x, _y;


      // Constructor
      public MyVector(double x, double y)
      {
         _x = x;
         _y = y;
      }


      // Distance from this point to another point, squared
      private double DistanceSquared(MyVector otherPoint)
      {
         double dx = otherPoint._x - this._x;
         double dy = otherPoint._y - this._y;
         return dx * dx + dy * dy;
      }


      // Find the distance from this point to a line segment (which is not the same as from this 
      //  point to anywhere on an infinite line). Also returns the closest point.
      public double DistanceToLineSegment(MyVector lineSegmentPoint1, MyVector lineSegmentPoint2,
                                          out MyVector closestPoint)
      {
         return Math.Sqrt(DistanceToLineSegmentSquared(lineSegmentPoint1, lineSegmentPoint2, 
                          out closestPoint));
      }


      // Same as above, but avoid using Sqrt(), saves a new nanoseconds in cases where you only want 
      //  to compare several distances to find the smallest or largest, but don't need the distance
      public double DistanceToLineSegmentSquared(MyVector lineSegmentPoint1, 
                                              MyVector lineSegmentPoint2, out MyVector closestPoint)
      {
         // Compute length of line segment (squared) and handle special case of coincident points
         double segmentLengthSquared = lineSegmentPoint1.DistanceSquared(lineSegmentPoint2);
         if (segmentLengthSquared < 1E-7f)  // Arbitrary "close enough for government work" value
         {
            closestPoint = lineSegmentPoint1;
            return this.DistanceSquared(closestPoint);
         }

         // Use the magic formula to compute the "projection" of this point on the infinite line
         MyVector lineSegment = lineSegmentPoint2 - lineSegmentPoint1;
         double t = (this - lineSegmentPoint1).DotProduct(lineSegment) / segmentLengthSquared;

         // Handle the two cases where the projection is not on the line segment, and the case where 
         //  the projection is on the segment
         if (t <= 0)
            closestPoint = lineSegmentPoint1;
         else if (t >= 1)
            closestPoint = lineSegmentPoint2;
         else 
            closestPoint = lineSegmentPoint1 + (lineSegment * t);
         return this.DistanceSquared(closestPoint);
      }


      public double DotProduct(MyVector otherVector)
      {
         return this._x * otherVector._x + this._y * otherVector._y;
      }

      public static MyVector operator +(MyVector leftVector, MyVector rightVector)
      {
         return new MyVector(leftVector._x + rightVector._x, leftVector._y + rightVector._y);
      }

      public static MyVector operator -(MyVector leftVector, MyVector rightVector)
      {
         return new MyVector(leftVector._x - rightVector._x, leftVector._y - rightVector._y);
      }

      public static MyVector operator *(MyVector aVector, double aScalar)
      {
         return new MyVector(aVector._x * aScalar, aVector._y * aScalar);
      }

      // Added using ReSharper due to CodeAnalysis nagging

      public bool Equals(MyVector other)
      {
         return _x.Equals(other._x) && _y.Equals(other._y);
      }

      public override bool Equals(object obj)
      {
         if (ReferenceEquals(null, obj)) return false;
         return obj is MyVector && Equals((MyVector) obj);
      }

      public override int GetHashCode()
      {
         unchecked
         {
            return (_x.GetHashCode()*397) ^ _y.GetHashCode();
         }
      }

      public static bool operator ==(MyVector left, MyVector right)
      {
         return left.Equals(right);
      }

      public static bool operator !=(MyVector left, MyVector right)
      {
         return !left.Equals(right);
      }
   }

Et voici un petit programme de test.

   public static class JustTesting
   {
      public static void Main()
      {
         Stopwatch stopwatch = new Stopwatch();
         stopwatch.Start();

         for (int i = 0; i < 10000000; i++)
         {
            TestIt(1, 0, 0, 0, 1, 1, 0.70710678118654757);
            TestIt(5, 4, 0, 0, 20, 10, 1.3416407864998738);
            TestIt(30, 15, 0, 0, 20, 10, 11.180339887498949);
            TestIt(-30, 15, 0, 0, 20, 10, 33.541019662496844);
            TestIt(5, 1, 0, 0, 10, 0, 1.0);
            TestIt(1, 5, 0, 0, 0, 10, 1.0);
         }

         stopwatch.Stop();
         TimeSpan timeSpan = stopwatch.Elapsed;
      }


      private static void TestIt(float aPointX, float aPointY, 
                                 float lineSegmentPoint1X, float lineSegmentPoint1Y, 
                                 float lineSegmentPoint2X, float lineSegmentPoint2Y, 
                                 double expectedAnswer)
      {
         // Katz
         double d1 = DistanceFromPointToLineSegment(new MyVector(aPointX, aPointY), 
                                              new MyVector(lineSegmentPoint1X, lineSegmentPoint1Y), 
                                              new MyVector(lineSegmentPoint2X, lineSegmentPoint2Y));
         Debug.Assert(d1 == expectedAnswer);

         /*
         // Katz using squared distance
         double d2 = DistanceFromPointToLineSegmentSquared(new MyVector(aPointX, aPointY), 
                                              new MyVector(lineSegmentPoint1X, lineSegmentPoint1Y), 
                                              new MyVector(lineSegmentPoint2X, lineSegmentPoint2Y));
         Debug.Assert(Math.Abs(d2 - expectedAnswer * expectedAnswer) < 1E-7f);
          */

         /*
         // Matti (optimized)
         double d3 = FloatVector.DistanceToLineSegment(new PointF(aPointX, aPointY), 
                                                new PointF(lineSegmentPoint1X, lineSegmentPoint1Y), 
                                                new PointF(lineSegmentPoint2X, lineSegmentPoint2Y));
         Debug.Assert(Math.Abs(d3 - expectedAnswer) < 1E-7f);
          */
      }

      private static double DistanceFromPointToLineSegment(MyVector aPoint, 
                                             MyVector lineSegmentPoint1, MyVector lineSegmentPoint2)
      {
         MyVector closestPoint;  // Not used
         return aPoint.DistanceToLineSegment(lineSegmentPoint1, lineSegmentPoint2, 
                                             out closestPoint);
      }

      private static double DistanceFromPointToLineSegmentSquared(MyVector aPoint, 
                                             MyVector lineSegmentPoint1, MyVector lineSegmentPoint2)
      {
         MyVector closestPoint;  // Not used
         return aPoint.DistanceToLineSegmentSquared(lineSegmentPoint1, lineSegmentPoint2, 
                                                    out closestPoint);
      }
   }

Comme vous pouvez le voir, j'ai essayé de mesurer la différence entre l'utilisation de la version qui évite la méthode sqrt () et la version normale. Mes tests indiquent que vous pouvez peut-être économiser environ 2,5%, mais je ne suis même pas sûr - les variations au sein des différentes séries de tests ont été du même ordre de grandeur. J'ai aussi essayé de mesurer la version affichée par Matti (plus une optimisation évidente), et que la version semble être d'environ 4% plus lent que la version basée sur le code Katz / Grumdrig.

Edit:. Soit dit en passant, j'ai également essayé de mesurer un procédé qui trouve la distance par rapport à une ligne infinie (pas un segment de droite) en utilisant un produit en croix (et sqrt ()), et il est d'environ 32% plus rapide

Voici la version de C ++ devnullicus de converti en C #. Pour ma mise en œuvre que je devais connaître le point d'intersection et trouvé la solution pour bien fonctionner.

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;
}

Ici, il utilise Swift

    /* Distance from a point (p1) to line l1 l2 */
func distanceFromPoint(p: CGPoint, toLineSegment l1: CGPoint, and l2: CGPoint) -> CGFloat {
    let A = p.x - l1.x
    let B = p.y - l1.y
    let C = l2.x - l1.x
    let D = l2.y - l1.y

    let dot = A * C + B * D
    let len_sq = C * C + D * D
    let param = dot / len_sq

    var xx, yy: CGFloat

    if param < 0 || (l1.x == l2.x && l1.y == l2.y) {
        xx = l1.x
        yy = l1.y
    } else if param > 1 {
        xx = l2.x
        yy = l2.y
    } else {
        xx = l1.x + param * C
        yy = l1.y + param * D
    }

    let dx = p.x - xx
    let dy = p.y - yy

    return sqrt(dx * dx + dy * dy)
}

voir la boîte à outils Matlab dans le GEOMETRIE site Web suivant: http://people.sc.fsu.edu/~jburkardt/m_src /geometry/geometry.html

ctrl + f et le type "segment" pour trouver le segment de ligne fonctions connexes. les fonctions « segment_point_dist_2d.m » et « segment_point_dist_3d.m » sont ce que vous avez besoin.

Les codes sont disponibles dans GEOMETRIE une version C et une version C ++ et une version FORTRAN77 et une version FORTRAN90 et une version Matlab.

version AutoHotkeys basé sur Javascript de Joshua:

plDist(x, y, x1, y1, x2, y2) {
    A:= x - x1
    B:= y - y1
    C:= x2 - x1
    D:= y2 - y1

    dot:= A*C + B*D
    sqLen:= C*C + D*D
    param:= dot / sqLen

    if (param < 0 || ((x1 = x2) && (y1 = y2))) {
        xx:= x1
        yy:= y1
    } else if (param > 1) {
        xx:= x2
        yy:= y2
    } else {
        xx:= x1 + param*C
        yy:= y1 + param*D
    }

    dx:= x - xx
    dy:= y - yy

    return sqrt(dx*dx + dy*dy)
}

Je n'y ai vu une implémentation Java ici, donc je traduis la fonction Javascript de la réponse acceptée au code Java:

static double sqr(double x) {
    return x * x;
}
static double dist2(DoublePoint v, DoublePoint w) {
    return sqr(v.x - w.x) + sqr(v.y - w.y);
}
static double distToSegmentSquared(DoublePoint p, DoublePoint v, DoublePoint w) {
    double l2 = dist2(v, w);
    if (l2 == 0) return dist2(p, v);
    double t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
    if (t < 0) return dist2(p, v);
    if (t > 1) return dist2(p, w);
    return dist2(p, new DoublePoint(
            v.x + t * (w.x - v.x),
            v.y + t * (w.y - v.y)
    ));
}
static double distToSegment(DoublePoint p, DoublePoint v, DoublePoint w) {
    return Math.sqrt(distToSegmentSquared(p, v, w));
}
static class DoublePoint {
    public double x;
    public double y;

    public DoublePoint(double x, double y) {
        this.x = x;
        this.y = y;
    }
}

version WPF:

public class LineSegment
{
    private readonly Vector _offset;
    private readonly Vector _vector;

    public LineSegment(Point start, Point end)
    {
        _offset = (Vector)start;
        _vector = (Vector)(end - _offset);
    }

    public double DistanceTo(Point pt)
    {
        var v = (Vector)pt - _offset;

        // first, find a projection point on the segment in parametric form (0..1)
        var p = (v * _vector) / _vector.LengthSquared;

        // and limit it so it lays inside the segment
        p = Math.Min(Math.Max(p, 0), 1);

        // now, find the distance from that point to our point
        return (_vector * p - v).Length;
    }
}

C #

Adapté de @Grumdrig

public static double MinimumDistanceToLineSegment(this Point p,
    Line line)
{
    var v = line.StartPoint;
    var w = line.EndPoint;

    double lengthSquared = DistanceSquared(v, w);

    if (lengthSquared == 0.0)
        return Distance(p, v);

    double t = Math.Max(0, Math.Min(1, DotProduct(p - v, w - v) / lengthSquared));
    var projection = v + t * (w - v);

    return Distance(p, projection);
}

public static double Distance(Point a, Point b)
{
    return Math.Sqrt(DistanceSquared(a, b));
}

public static double DistanceSquared(Point a, Point b)
{
    var d = a - b;
    return DotProduct(d, d);
}

public static double DotProduct(Point a, Point b)
{
    return (a.X * b.X) + (a.Y * b.Y);
}

Voici le code que je fini par écrire. Ce code suppose qu'un point est défini sous la forme d'{x:5, y:7}. Notez que ce n'est pas la façon absolue la plus efficace, mais il est le plus simple et le plus facile à comprendre le code que je pouvais trouver.

// a, b, and c in the code below are all points

function distance(a, b)
{
    var dx = a.x - b.x;
    var dy = a.y - b.y;
    return Math.sqrt(dx*dx + dy*dy);
}

function Segment(a, b)
{
    var ab = {
        x: b.x - a.x,
        y: b.y - a.y
    };
    var length = distance(a, b);

    function cross(c) {
        return ab.x * (c.y-a.y) - ab.y * (c.x-a.x);
    };

    this.distanceFrom = function(c) {
        return Math.min(distance(a,c),
                        distance(b,c),
                        Math.abs(cross(c) / length));
    };
}

La fonction ci-dessus ne fonctionne pas sur des lignes verticales. Voici une fonction qui fonctionne très bien! Ligne avec des points p1, p2. et p est CheckPoint;

public float DistanceOfPointToLine2(PointF p1, PointF p2, PointF p)
{
  //          (y1-y2)x + (x2-x1)y + (x1y2-x2y1)
  //d(P,L) = --------------------------------
  //         sqrt( (x2-x1)pow2 + (y2-y1)pow2 )

  double ch = (p1.Y - p2.Y) * p.X + (p2.X - p1.X) * p.Y + (p1.X * p2.Y - p2.X * p1.Y);
  double del = Math.Sqrt(Math.Pow(p2.X - p1.X, 2) + Math.Pow(p2.Y - p1.Y, 2));
  double d = ch / del;
  return (float)d;
}

Voici même chose mais porté à pascals comme la réponse du C. L'ordre du paramètre point a changé en fonction de mon code, mais est la même chose.

function Dot(const p1, p2: PointF): double;
begin
  Result := p1.x * p2.x + p1.y * p2.y;
end;
function SubPoint(const p1, p2: PointF): PointF;
begin
  result.x := p1.x - p2.x;
  result.y := p1.y - p2.y;
end;

function ShortestDistance2(const p,v,w : PointF) : double;
var
  l2,t : double;
  projection,tt: PointF;
begin
  // Return minimum distance between line segment vw and point p
  //l2 := length_squared(v, w);  // i.e. |w-v|^2 -  avoid a sqrt
  l2 := Distance(v,w);
  l2 := MPower(l2,2);
  if (l2 = 0.0) then begin
    result:= Distance(p, v);   // v == w case
    exit;
  end;
  // 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 := Dot(SubPoint(p,v),SubPoint(w,v)) / l2;
  if (t < 0.0) then begin
    result := Distance(p, v);       // Beyond the 'v' end of the segment
    exit;
  end
  else if (t > 1.0) then begin
    result := Distance(p, w);  // Beyond the 'w' end of the segment
    exit;
  end;
  //projection := v + t * (w - v);  // Projection falls on the segment
  tt.x := v.x + t * (w.x - v.x);
  tt.y := v.y + t * (w.y - v.y);
  result := Distance(p, tt);
end;
%Matlab solution by Tim from Cody
function ans=distP2S(x0,y0,x1,y1,x2,y2)
% Point is x0,y0
z=complex(x0-x1,y0-y1);
complex(x2-x1,y2-y1);
abs(z-ans*min(1,max(0,real(z/ans))));
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