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平面坐标里计算点到线段的垂足问题

如图,以左上为原点的坐标图,坐标都为正

image

已知任意直线的点A,B, 和直线外一点C
目前用向量法还是直线方程的方法,然后都有偏移的情况 。
向量法结果在A点,直线方程结果在CB线上。
(另外线AB方向是不确定的,可能是AB也可能是BA, 可能是各种方向上)

现在的方法有时是正常的,有时是错误的, 图上是错误时的用例

向量法

// 求垂足座标, C(x0,y0), A(x1, y1) B(x2, y2)
func VerticalAix(x0, y0, x1, y1, x2, y2 int) (int, int) {
    dx := x1 - x2
    dy := y1 - y2
    if math.Abs(float64(dx)) < 0.00000001 && math.Abs(float64(dy)) < 0.00000001 {
        return x0, y0
    }
    u := (x0-x1)*(x1-x2) +
        (y0-y1)*(y1-y2)
    u = u / ((dx * dx) + (dy * dy))

    x := x1 + u*dx
    y := y1 + u*dy

    return x, y
}

直线方程

// 求垂足座标  C(x0,y0), A(x1, y1) B(x2, y2)
func VerticalAix(x0, y0, x1, y1, x2, y2 int) (int, int) {
    if x2-x1 == 0 {
        return x2, y0
    }
    // 算斜率
    k1 := (y2 - y1) / (x2 - x1)
    // 垂足x坐标
    x := (math.Pow(float64(k1), 2)*float64(x1) + float64(k1*(y0-y1)) + float64(x0)) / (math.Pow(float64(k1), 2) + 1)
    y := float64(k1)*(x-float64(x1)) + float64(y1)
    return int(x), int(y)
}

https://play.golang.org/p/WFy...


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//点P到线段AB的距离
//使用矢量算法,计算线AP在线段AB方向上的投影
function PointToSegDist(point, point1, point2){
  let x = point[0], x1 = point1[0], x2 = point2[0]
  let y = point[1], y1 = point1[1], y2 = point2[1]
  
  //线段AB 为一个点
  if(x1 == x2 && y1 == y2) return {
    type: true,
    point: point1,
    dist: 0
  }

  let cross = (x2 - x1) * (x - x1) + (y2 - y1) * (y - y1);
  let d2 = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);
  //r = 0 垂足为point1  r = 1 垂足为point2
  let r = cross / d2;
  let px = x1 + (x2 - x1) * r;
  let py = y1 + (y2 - y1) * r;
  return {
    type: r >= 0 && r <= 1, //true  垂足在线段内   false 垂足在线段外
    point: [px, py],
    dist: Math.sqrt((x - px) * (x - px) + (py - y) * (py - y))
  };
}

PointToSegDist([1520, 8026], [1306, 8000], [2940, 6863]); 
//{ type: true, dist: 143.57151930446304, point: [1437.9966124321018, 7908.151684005325] }

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