java实现计算点到线段最短距离

计算点到线段最短距离的方法有很多,在网上也参考了很多。

比如http://hi.baidu.com/mapsir/blog/item/ebe365644385c1d28cb10d75.html
这篇文章页不错


下面是我自己用纯向量实现的



package test;

import test.Vector3f;

import java.awt.*;

/**
* author: qifan.yang
*/
public class NearestPoint {
private Vector3f A = new Vector3f(0, 0, 0);
private Vector3f B = new Vector3f(3, 0, 0);
private Vector3f C = new Vector3f(3f, 3, 0); //直线外一点

public NearestPoint() {
}

private double calculateDistance() {
//计算点到直线的距离
Vector3f abDir = A.subtract(B).normalize(); //AB
Vector3f cb = C.subtract(B);
float length = abDir.dot(cb); //cb在ab上的投影
Vector3f result = abDir.mult(length).add(B); //计算出垂直交点

System.out.println("ths cross point :" + result);
double distance_a = C.distance(A);
double distance_b = C.distance(B);
double distance_result = C.distance(result);

double min = Math.min(distance_a, distance_b);
double moreMin = Math.min(min, distance_result);


Vector3f ar = A.subtractLocal(result);
Vector3f br = B.subtractLocal(result);
if (ar.dot(br) > 0) { //小于零,则交点在AB内部
System.out.println("交点在AB外部");
return min;
}
System.out.println("交点在AB内部");
return moreMin;
}

public static void main(String[] args) {
NearestPoint nearestPoint = new NearestPoint();
double ok = nearestPoint.calculateDistance();
System.out.println("the nearest distance is :" + ok);
}

}





package test;


import java.io.IOException;
import java.util.logging.Logger;
import java.io.IOException;
import java.util.logging.Logger;

public final class Vector3f implements Cloneable, java.io.Serializable {

public final static Vector3f ZERO = new Vector3f(0, 0, 0);
public final static Vector3f NAN = new Vector3f(Float.NaN, Float.NaN, Float.NaN);
public final static Vector3f UNIT_X = new Vector3f(1, 0, 0);
public final static Vector3f UNIT_Y = new Vector3f(0, 1, 0);
public final static Vector3f UNIT_Z = new Vector3f(0, 0, 1);
public final static Vector3f UNIT_XYZ = new Vector3f(1, 1, 1);
public final static Vector3f POSITIVE_INFINITY = new Vector3f(
Float.POSITIVE_INFINITY,
Float.POSITIVE_INFINITY,
Float.POSITIVE_INFINITY);
public final static Vector3f NEGATIVE_INFINITY = new Vector3f(
Float.NEGATIVE_INFINITY,
Float.NEGATIVE_INFINITY,
Float.NEGATIVE_INFINITY);


/**
* the x value of the vector.
*/
public float x;

/**
* the y value of the vector.
*/
public float y;

/**
* the z value of the vector.
*/
public float z;

/**
* Constructor instantiates a new <code>Vector3f</code> with default
* values of (0,0,0).
*/
public Vector3f() {
x = y = z = 0;
}

/**
* Constructor instantiates a new <code>Vector3f</code> with provides
* values.
*
* @param x the x value of the vector.
* @param y the y value of the vector.
* @param z the z value of the vector.
*/
public Vector3f(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
}


/**
* <code>set</code> sets the x,y,z values of the vector based on passed
* parameters.
*
* @param x the x value of the vector.
* @param y the y value of the vector.
* @param z the z value of the vector.
* @return this vector
*/
public Vector3f set(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}

/**
* <code>set</code> sets the x,y,z values of the vector by copying the
* supplied vector.
*
* @param vect the vector to copy.
* @return this vector
*/
public Vector3f set(Vector3f vect) {
this.x = vect.x;
this.y = vect.y;
this.z = vect.z;
return this;
}

/**
* <code>add</code> adds a provided vector to this vector creating a
* resultant vector which is returned. If the provided vector is null, null
* is returned.
*
* @param vec the vector to add to this.
* @return the resultant vector.
*/
public Vector3f add(Vector3f vec) {
if (null == vec) {
return null;
}
return new Vector3f(x + vec.x, y + vec.y, z + vec.z);
}

/**
* <code>add</code> adds the values of a provided vector storing the
* values in the supplied vector.
*
* @param vec the vector to add to this
* @param result the vector to store the result in
* @return result returns the supplied result vector.
*/
public Vector3f add(Vector3f vec, Vector3f result) {
result.x = x + vec.x;
result.y = y + vec.y;
result.z = z + vec.z;
return result;
}

/**
* <code>addLocal</code> adds a provided vector to this vector internally,
* and returns a handle to this vector for easy chaining of calls. If the
* provided vector is null, null is returned.
*
* @param vec the vector to add to this vector.
* @return this
*/
public Vector3f addLocal(Vector3f vec) {
if (null == vec) {
return null;
}
x += vec.x;
y += vec.y;
z += vec.z;
return this;
}

/**
* <code>add</code> adds the provided values to this vector, creating a
* new vector that is then returned.
*
* @param addX the x value to add.
* @param addY the y value to add.
* @param addZ the z value to add.
* @return the result vector.
*/
public Vector3f add(float addX, float addY, float addZ) {
return new Vector3f(x + addX, y + addY, z + addZ);
}

/**
* <code>addLocal</code> adds the provided values to this vector
* internally, and returns a handle to this vector for easy chaining of
* calls.
*
* @param addX value to add to x
* @param addY value to add to y
* @param addZ value to add to z
* @return this
*/
public Vector3f addLocal(float addX, float addY, float addZ) {
x += addX;
y += addY;
z += addZ;
return this;
}

/**
* <code>scaleAdd</code> multiplies this vector by a scalar then adds the
* given Vector3f.
*
* @param scalar the value to multiply this vector by.
* @param add the value to add
*/
public Vector3f scaleAdd(float scalar, Vector3f add) {
x = x * scalar + add.x;
y = y * scalar + add.y;
z = z * scalar + add.z;
return this;
}

/**
* <code>scaleAdd</code> multiplies the given vector by a scalar then adds
* the given vector.
*
* @param scalar the value to multiply this vector by.
* @param mult the value to multiply the scalar by
* @param add the value to add
*/
public Vector3f scaleAdd(float scalar, Vector3f mult, Vector3f add) {
this.x = mult.x * scalar + add.x;
this.y = mult.y * scalar + add.y;
this.z = mult.z * scalar + add.z;
return this;
}

/**
* <code>dot</code> calculates the dot product of this vector with a
* provided vector. If the provided vector is null, 0 is returned.
*
* @param vec the vector to dot with this vector.
* @return the resultant dot product of this vector and a given vector.
*/
public float dot(Vector3f vec) {
if (null == vec) {
return 0;
}
return x * vec.x + y * vec.y + z * vec.z;
}

/**
* <code>cross</code> calculates the cross product of this vector with a
* parameter vector v.
*
* @param v the vector to take the cross product of with this.
* @return the cross product vector.
*/
public Vector3f cross(Vector3f v) {
return cross(v, null);
}

/**
* <code>cross</code> calculates the cross product of this vector with a
* parameter vector v. The result is stored in <code>result</code>
*
* @param v the vector to take the cross product of with this.
* @param result the vector to store the cross product result.
* @return result, after recieving the cross product vector.
*/
public Vector3f cross(Vector3f v, Vector3f result) {
return cross(v.x, v.y, v.z, result);
}

/**
* <code>cross</code> calculates the cross product of this vector with a
* parameter vector v. The result is stored in <code>result</code>
*
* @param otherX x component of the vector to take the cross product of with this.
* @param otherY y component of the vector to take the cross product of with this.
* @param otherZ z component of the vector to take the cross product of with this.
* @param result the vector to store the cross product result.
* @return result, after recieving the cross product vector.
*/
public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
if (result == null) result = new Vector3f();
float resX = ((y * otherZ) - (z * otherY));
float resY = ((z * otherX) - (x * otherZ));
float resZ = ((x * otherY) - (y * otherX));
result.set(resX, resY, resZ);
return result;
}

/**
* <code>crossLocal</code> calculates the cross product of this vector
* with a parameter vector v.
*
* @param v the vector to take the cross product of with this.
* @return this.
*/
public Vector3f crossLocal(Vector3f v) {
return crossLocal(v.x, v.y, v.z);
}

/**
* <code>crossLocal</code> calculates the cross product of this vector
* with a parameter vector v.
*
* @param otherX x component of the vector to take the cross product of with this.
* @param otherY y component of the vector to take the cross product of with this.
* @param otherZ z component of the vector to take the cross product of with this.
* @return this.
*/
public Vector3f crossLocal(float otherX, float otherY, float otherZ) {
float tempx = (y * otherZ) - (z * otherY);
float tempy = (z * otherX) - (x * otherZ);
z = (x * otherY) - (y * otherX);
x = tempx;
y = tempy;
return this;
}


/**
* <code>lengthSquared</code> calculates the squared value of the
* magnitude of the vector.
*
* @return the magnitude squared of the vector.
*/
public float lengthSquared() {
return x * x + y * y + z * z;
}

/**
* <code>distanceSquared</code> calculates the distance squared between
* this vector and vector v.
*
* @param v the second vector to determine the distance squared.
* @return the distance squared between the two vectors.
*/
public double distanceSquared(Vector3f v) {
double dx = x - v.x;
double dy = y - v.y;
double dz = z - v.z;
return dx * dx + dy * dy + dz * dz;
}

/**
* <code>distance</code> calculates the distance between this vector and
* vector v.
*
* @param v the second vector to determine the distance.
* @return the distance between the two vectors.
*/
public double distance(Vector3f v) {
return Math.sqrt(distanceSquared(v));
}

/**
* <code>mult</code> multiplies this vector by a scalar. The resultant
* vector is returned.
*
* @param scalar the value to multiply this vector by.
* @return the new vector.
*/
public Vector3f mult(float scalar) {
return new Vector3f(x * scalar, y * scalar, z * scalar);
}

/**
* <code>mult</code> multiplies this vector by a scalar. The resultant
* vector is supplied as the second parameter and returned.
*
* @param scalar the scalar to multiply this vector by.
* @param product the product to store the result in.
* @return product
*/
public Vector3f mult(float scalar, Vector3f product) {
if (null == product) {
product = new Vector3f();
}

product.x = x * scalar;
product.y = y * scalar;
product.z = z * scalar;
return product;
}

/**
* <code>multLocal</code> multiplies this vector by a scalar internally,
* and returns a handle to this vector for easy chaining of calls.
*
* @param scalar the value to multiply this vector by.
* @return this
*/
public Vector3f multLocal(float scalar) {
x *= scalar;
y *= scalar;
z *= scalar;
return this;
}

/**
* <code>multLocal</code> multiplies a provided vector to this vector
* internally, and returns a handle to this vector for easy chaining of
* calls. If the provided vector is null, null is returned.
*
* @param vec the vector to mult to this vector.
* @return this
*/
public Vector3f multLocal(Vector3f vec) {
if (null == vec) {
return null;
}
x *= vec.x;
y *= vec.y;
z *= vec.z;
return this;
}

/**
* <code>multLocal</code> multiplies this vector by 3 scalars
* internally, and returns a handle to this vector for easy chaining of
* calls.
*
* @param x
* @param y
* @param z
* @return this
*/
public Vector3f multLocal(float x, float y, float z) {
this.x *= x;
this.y *= y;
this.z *= z;
return this;
}

/**
* <code>multLocal</code> multiplies a provided vector to this vector
* internally, and returns a handle to this vector for easy chaining of
* calls. If the provided vector is null, null is returned.
*
* @param vec the vector to mult to this vector.
* @return this
*/
public Vector3f mult(Vector3f vec) {
if (null == vec) {
return null;
}
return mult(vec, null);
}

/**
* <code>multLocal</code> multiplies a provided vector to this vector
* internally, and returns a handle to this vector for easy chaining of
* calls. If the provided vector is null, null is returned.
*
* @param vec the vector to mult to this vector.
* @param store result vector (null to create a new vector)
* @return this
*/
public Vector3f mult(Vector3f vec, Vector3f store) {
if (null == vec) {
return null;
}
if (store == null) store = new Vector3f();
return store.set(x * vec.x, y * vec.y, z * vec.z);
}


/**
* <code>divide</code> divides the values of this vector by a scalar and
* returns the result. The values of this vector remain untouched.
*
* @param scalar the value to divide this vectors attributes by.
* @return the result <code>Vector</code>.
*/
public Vector3f divide(float scalar) {
scalar = 1f / scalar;
return new Vector3f(x * scalar, y * scalar, z * scalar);
}

/**
* <code>divideLocal</code> divides this vector by a scalar internally,
* and returns a handle to this vector for easy chaining of calls. Dividing
* by zero will result in an exception.
*
* @param scalar the value to divides this vector by.
* @return this
*/
public Vector3f divideLocal(float scalar) {
scalar = 1f / scalar;
x *= scalar;
y *= scalar;
z *= scalar;
return this;
}


/**
* <code>divide</code> divides the values of this vector by a scalar and
* returns the result. The values of this vector remain untouched.
*
* @param scalar the value to divide this vectors attributes by.
* @return the result <code>Vector</code>.
*/
public Vector3f divide(Vector3f scalar) {
return new Vector3f(x / scalar.x, y / scalar.y, z / scalar.z);
}

/**
* <code>divideLocal</code> divides this vector by a scalar internally,
* and returns a handle to this vector for easy chaining of calls. Dividing
* by zero will result in an exception.
*
* @param scalar the value to divides this vector by.
* @return this
*/
public Vector3f divideLocal(Vector3f scalar) {
x /= scalar.x;
y /= scalar.y;
z /= scalar.z;
return this;
}

/**
* <code>negate</code> returns the negative of this vector. All values are
* negated and set to a new vector.
*
* @return the negated vector.
*/
public Vector3f negate() {
return new Vector3f(-x, -y, -z);
}

/**
* <code>negateLocal</code> negates the internal values of this vector.
*
* @return this.
*/
public Vector3f negateLocal() {
x = -x;
y = -y;
z = -z;
return this;
}

/**
* <code>subtract</code> subtracts the values of a given vector from those
* of this vector creating a new vector object. If the provided vector is
* null, null is returned.
*
* @param vec the vector to subtract from this vector.
* @return the result vector.
*/
public Vector3f subtract(Vector3f vec) {
return new Vector3f(x - vec.x, y - vec.y, z - vec.z);
}

/**
* <code>subtractLocal</code> subtracts a provided vector to this vector
* internally, and returns a handle to this vector for easy chaining of
* calls. If the provided vector is null, null is returned.
*
* @param vec the vector to subtract
* @return this
*/
public Vector3f subtractLocal(Vector3f vec) {
if (null == vec) {
return null;
}
x -= vec.x;
y -= vec.y;
z -= vec.z;
return this;
}

/**
* <code>subtract</code>
*
* @param vec the vector to subtract from this
* @param result the vector to store the result in
* @return result
*/
public Vector3f subtract(Vector3f vec, Vector3f result) {
if (result == null) {
result = new Vector3f();
}
result.x = x - vec.x;
result.y = y - vec.y;
result.z = z - vec.z;
return result;
}

/**
* <code>subtract</code> subtracts the provided values from this vector,
* creating a new vector that is then returned.
*
* @param subtractX the x value to subtract.
* @param subtractY the y value to subtract.
* @param subtractZ the z value to subtract.
* @return the result vector.
*/
public Vector3f subtract(float subtractX, float subtractY, float subtractZ) {
return new Vector3f(x - subtractX, y - subtractY, z - subtractZ);
}

/**
* <code>subtractLocal</code> subtracts the provided values from this vector
* internally, and returns a handle to this vector for easy chaining of
* calls.
*
* @param subtractX the x value to subtract.
* @param subtractY the y value to subtract.
* @param subtractZ the z value to subtract.
* @return this
*/
public Vector3f subtractLocal(float subtractX, float subtractY, float subtractZ) {
x -= subtractX;
y -= subtractY;
z -= subtractZ;
return this;
}

/**
* <code>normalize</code> returns the unit vector of this vector.
*
* @return unit vector of this vector.
*/
public Vector3f normalize() {
// float length = length();
// if (length != 0) {
// return divide(length);
// }
//
// return divide(1);
double length = x * x + y * y + z * z;
if (length != 1f && length != 0f) {
length = 1.0f / Math.sqrt(length);
return new Vector3f((float) (x * length), (float) (y * length), (float) (z * length));
}
return clone();
}

/**
* <code>normalizeLocal</code> makes this vector into a unit vector of
* itself.
*
* @return this.
*/
public Vector3f normalizeLocal() {
// NOTE: this implementation is more optimized
// than the old jme normalize as this method
// is commonly used.
double length = x * x + y * y + z * z;
if (length != 1f && length != 0f) {
length = 1.0f / Math.sqrt(length);
x *= length;
y *= length;
z *= length;
}
return this;
}

/**
* <code>maxLocal</code> computes the maximum value for each
* component in this and <code>other</code> vector. The result is stored
* in this vector.
*
* @param other
*/
public void maxLocal(Vector3f other) {
x = other.x > x ? other.x : x;
y = other.y > y ? other.y : y;
z = other.z > z ? other.z : z;
}

/**
* <code>minLocal</code> computes the minimum value for each
* component in this and <code>other</code> vector. The result is stored
* in this vector.
*
* @param other
*/
public void minLocal(Vector3f other) {
x = other.x < x ? other.x : x;
y = other.y < y ? other.y : y;
z = other.z < z ? other.z : z;
}

/**
* <code>zero</code> resets this vector's data to zero internally.
*/
public Vector3f zero() {
x = y = z = 0;
return this;
}


/**
* Sets this vector to the interpolation by changeAmnt from this to the finalVec
* this=(1-changeAmnt)*this + changeAmnt * finalVec
*
* @param finalVec The final vector to interpolate towards
* @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
* change from this towards finalVec
*/
public Vector3f interpolate(Vector3f finalVec, float changeAmnt) {
this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
this.z = (1 - changeAmnt) * this.z + changeAmnt * finalVec.z;
return this;
}

/**
* Sets this vector to the interpolation by changeAmnt from beginVec to finalVec
* this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
*
* @param beginVec the beging vector (changeAmnt=0)
* @param finalVec The final vector to interpolate towards
* @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
* change from beginVec towards finalVec
*/
public Vector3f interpolate(Vector3f beginVec, Vector3f finalVec, float changeAmnt) {
this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x;
this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y;
this.z = (1 - changeAmnt) * beginVec.z + changeAmnt * finalVec.z;
return this;
}

/**
* Check a vector... if it is null or its floats are NaN or infinite,
* return false. Else return true.
*
* @param vector the vector to check
* @return true or false as stated above.
*/
public static boolean isValidVector(Vector3f vector) {
if (vector == null) return false;
if (Float.isNaN(vector.x) ||
Float.isNaN(vector.y) ||
Float.isNaN(vector.z)) return false;
if (Float.isInfinite(vector.x) ||
Float.isInfinite(vector.y) ||
Float.isInfinite(vector.z)) return false;
return true;
}


@Override
public Vector3f clone() {
try {
return (Vector3f) super.clone();
} catch (CloneNotSupportedException e) {
throw new AssertionError(); // can not happen
}
}

/**
* Saves this Vector3f into the given float[] object.
*
* @param floats The float[] to take this Vector3f. If null, a new float[3] is
* created.
* @return The array, with X, Y, Z float values in that order
*/
public float[] toArray(float[] floats) {
if (floats == null) {
floats = new float[3];
}
floats[0] = x;
floats[1] = y;
floats[2] = z;
return floats;
}

/**
* are these two vectors the same? they are is they both have the same x,y,
* and z values.
*
* @param o the object to compare for equality
* @return true if they are equal
*/
public boolean equals(Object o) {
if (!(o instanceof Vector3f)) {
return false;
}

if (this == o) {
return true;
}

Vector3f comp = (Vector3f) o;
if (Float.compare(x, comp.x) != 0) return false;
if (Float.compare(y, comp.y) != 0) return false;
if (Float.compare(z, comp.z) != 0) return false;
return true;
}

/**
* <code>hashCode</code> returns a unique code for this vector object based
* on it's values. If two vectors are logically equivalent, they will return
* the same hash code value.
*
* @return the hash code value of this vector.
*/
public int hashCode() {
int hash = 37;
hash += 37 * hash + Float.floatToIntBits(x);
hash += 37 * hash + Float.floatToIntBits(y);
hash += 37 * hash + Float.floatToIntBits(z);
return hash;
}

/**
* <code>toString</code> returns the string representation of this vector.
* The format is:
* <p/>
* org.jme.math.Vector3f [X=XX.XXXX, Y=YY.YYYY, Z=ZZ.ZZZZ]
*
* @return the string representation of this vector.
*/
public String toString() {
return "(" + x + ", " + y + ", " + z + ")";
}


public float getX() {
return x;
}

public Vector3f setX(float x) {
this.x = x;
return this;
}

public float getY() {
return y;
}

public Vector3f setY(float y) {
this.y = y;
return this;
}

public float getZ() {
return z;
}

public Vector3f setZ(float z) {
this.z = z;
return this;
}

/**
* @param index
* @return x value if index == 0, y value if index == 1 or z value if index ==
* 2
* @throws IllegalArgumentException if index is not one of 0, 1, 2.
*/
public float get(int index) {
switch (index) {
case 0:
return x;
case 1:
return y;
case 2:
return z;
}
throw new IllegalArgumentException("index must be either 0, 1 or 2");
}

/**
* @param index which field index in this vector to set.
* @param value to set to one of x, y or z.
* @throws IllegalArgumentException if index is not one of 0, 1, 2.
*/
public void set(int index, float value) {
switch (index) {
case 0:
x = value;
return;
case 1:
y = value;
return;
case 2:
z = value;
return;
}
throw new IllegalArgumentException("index must be either 0, 1 or 2");
}

}





最下面是自己用的,上面的把Vector3f这个类删除了些,可以单独使用,不用引入JME3的类

在这里是用了JME3的Vector3f


package test;

import com.jme3.math.Vector3f;

import java.awt.*;

/**
* author: qifan.yang
*/
public class NearestPoint {
private Vector3f A = new Vector3f(0, 0, 0);
private Vector3f B = new Vector3f(3, 0, 0);
private Vector3f C = new Vector3f(3f, 3, 0); //直线外一点

public NearestPoint() {
}

private float calculateDistance() {
//计算点到直线的距离
Vector3f abDir = A.subtract(B).normalize(); //AB
Vector3f cb = C.subtract(B);
float length = abDir.dot(cb); //cb在ab上的投影
Vector3f result = abDir.mult(length).add(B); //计算出垂直交点

System.out.println("ths cross point :" + result);
float distance_a = C.distance(A);
float distance_b = C.distance(B);
float distance_result = C.distance(result);

float min = Math.min(distance_a, distance_b);
float moreMin = Math.min(min, distance_result);


Vector3f ar = A.subtractLocal(result);
Vector3f br = B.subtractLocal(result);
if (ar.dot(br) > 0) { //小于零,则交点在AB内部
System.out.println("交点在AB外部");
return min;
}
System.out.println("交点在AB内部");
return moreMin;
}

public static void main(String[] args) {
NearestPoint nearestPoint = new NearestPoint();
float ok = nearestPoint.calculateDistance();
System.out.println("the nearest distance is :" + ok);
}

}

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在MATLAB中,我们可以使用向量运算和标量运算来计算点到线段的最短距离。下面将展示一个简单的MATLAB程序,用于计算点到线段的最短距离。 ```matlab function distance = shortestDistance(point, lineStart, lineEnd) % 计算线段的向量 lineVector = lineEnd - lineStart; % 计算点到线段起点的向量 pointVector = point - lineStart; % 计算点到线段结束点的向量 endVector = point - lineEnd; % 计算点到线段起点的投影向量 projectionVector = dot(pointVector, lineVector) / dot(lineVector, lineVector) * lineVector; % 如果投影向量在线段向量的范围之外,则最短距离是点到线段的起点或结束点的距离 if dot(projectionVector, lineVector) < 0 distance = norm(pointVector); elseif dot(endVector, lineVector) > 0 distance = norm(endVector); else % 否则,最短距离是点到投影向量的距离 distance = norm(pointVector - projectionVector); end end ``` 在这个程序中,我们定义了一个名为`shortestDistance`的函数,它有三个输入参数:`point`代表点的坐标,`lineStart`代表线段的起点坐标,`lineEnd`代表线段的结束坐标。函数使用向量运算和标量运算来计算点到线段的最短距离。 首先,我们计算线段的向量`lineVector`、点到线段起点的向量`pointVector`和点到线段结束点的向量`endVector`。 然后,我们计算点到线段起点的投影向量`projectionVector`,通过点到线段起点向量与线段向量的内积除以线段向量的模长,再乘以线段向量。 接下来,我们通过判断投影向量是否在线段向量的范围之外来确定最短距离是点到线段的起点或结束点的距离,或是点到投影向量的距离。 最后,我们将最短距离返回。

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