计算目标点到直线/线段的距离,先计算直线/线段上距离目标点最近的点,目标点与最近点的距离,即目标点到直线/线段的距离。
计算最近点:
//点到直线的最近点
public void GetNearPointToStraightByPoint(Vector3 targetP,Vector3 lineStartP,Vector3 lineEndP,ref Vector3 nearP)
{
GetNearPointToStraightByDir(targetP,lineStartP,lineEndP - lineStartP,ref nearP);
}
public void GetNearPointToStraightByDir(Vector3 targetP,Vector3 lineStartP,Vector3 lineDir,ref Vector3 nearP)
{
lineDir.Normalize();
//Vector3.Dot(l1, l2) = l2在l1方向的投影长度
//目标点在直线方向的投影长度,是最近点到直线给定起始点的距离,起始点+直线方向*投影长度=最近点坐标
nearP = lineStartP + lineDir * Vector3.Dot(lineDir,targetP - lineStartP);
}
//点到线段的最近点
public void GetNearPointToSegment(Vector3 targetP,Vector3 lineStartP,Vector3 lineEndP,ref Vector3 nearP)
{
Vector3 lineDir = (lineEndP - lineStartP).normalized;
float lineLength = Vector3.Distance(lineStartP,lineEndP);
float dotLength = Vector3.Dot(lineDir,targetP - lineStartP);
//Mathf.Clamp,限制投影长度在线段长度范围内
nearP = lineStartP + lineDir * Mathf.Clamp(dotLength,0,lineLength);
}
测试代码:
public class Test : MonoBehaviour
{
private Transform lineStartPoint;
private Transform lineEndPoint;
private Transform targetPoint;
private Transform nearPoint;
private Vector3 nearPointPos;
private void Start()
{
lineStartPoint = transform.Find("LineStartPoint");
lineEndPoint = transform.Find("LineEndPoint");
targetPoint = transform.Find("TargetPoint");
nearPoint = transform.Find("NearPoint");
}
private void Update()
{
//GetNearPointToStraightByPoint(targetPoint.position,lineStartPoint.position,lineEndPoint.position,ref nearPointPos);
GetNearPointToSegment(targetPoint.position,lineStartPoint.position,lineEndPoint.position,ref nearPointPos);
nearPoint.position = nearPointPos;
Debug.DrawLine(lineStartPoint.position,lineEndPoint.position,Color.blue);
Debug.DrawLine(targetPoint.position,nearPoint.position,Color.red);
}
}