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如何计算两个矩形之间的距离? (上下文:Lua 中的游戏。)

[英]How to calculate distance between two rectangles? (Context: a game in Lua.)

Given two rectangles with x, y, width, height in pixels and a rotation value in degrees -- how do I calculate the closest distance of their outlines toward each other?给定两个具有 x、y、宽度、高度(以像素为单位)和旋转值(以度为单位)的矩形——如何计算它们的轮廓彼此之间的最近距离?

Background: In a game written in Lua I'm randomly generating maps, but want to ensure certain rectangles aren't too close to each other -- this is needed because maps become unsolvable if the rectangles get into certain close-distance position, as a ball needs to pass between them.背景:在 Lua 中编写的游戏中,我随机生成地图,但想确保某些矩形不会彼此太靠近——这是必需的,因为如果矩形进入某个近距离 position,地图将变得无法解决,因为球需要在他们之间传递。 Speed isn't a huge issue as I don't have many rectangles and the map is just generated once per level.速度不是一个大问题,因为我没有很多矩形,而且每个级别只生成一次 map。 Previous links I found on StackOverflow are this and this我在 StackOverflow 上找到的以前的链接是这个这个

Many thanks in advance!提前谢谢了!

Not in Lua, a Python code based on M Katz's suggestion:不在 Lua 中,这是基于 M Katz 建议的 Python 代码:

def rect_distance((x1, y1, x1b, y1b), (x2, y2, x2b, y2b)):
    left = x2b < x1
    right = x1b < x2
    bottom = y2b < y1
    top = y1b < y2
    if top and left:
        return dist((x1, y1b), (x2b, y2))
    elif left and bottom:
        return dist((x1, y1), (x2b, y2b))
    elif bottom and right:
        return dist((x1b, y1), (x2, y2b))
    elif right and top:
        return dist((x1b, y1b), (x2, y2))
    elif left:
        return x1 - x2b
    elif right:
        return x2 - x1b
    elif bottom:
        return y1 - y2b
    elif top:
        return y2 - y1b
    else:             # rectangles intersect
        return 0.

where哪里

  • dist is the euclidean distance between points dist是点之间的欧几里德距离
  • rect.矩形1 is formed by points (x1, y1) and (x1b, y1b) 1 由点(x1, y1)(x1b, y1b)
  • rect.矩形2 is formed by points (x2, y2) and (x2b, y2b) 2 由点(x2, y2)(x2b, y2b)

Edit : As OK points out, this solution assumes all the rectangles are upright.编辑:正如 OK 指出的那样,此解决方案假定所有矩形都是直立的。 To make it work for rotated rectangles as the OP asks you'd also have to compute the distance from the corners of each rectangle to the closest side of the other rectangle.为了使其适用于 OP 要求的旋转矩形,您还必须计算从每个矩形的角到另一个矩形最近边的距离。 But you can avoid doing that computation in most cases if the point is above or below both end points of the line segment, and to the left or right of both line segments (in telephone positions 1, 3, 7, or 9 with respect to the line segment).但是,如果该点位于线段的两个端点的上方或下方,并且位于两条线段的左侧或右侧(在电话位置 1、3、7 或 9 中,相对于线段)。

Agnius's answer relies on a DistanceBetweenLineSegments() function. Agnius 的答案依赖于 DistanceBetweenLineSegments() 函数。 Here is a case analysis that does not:这是一个没有的案例分析:

(1) Check if the rects intersect. If so, the distance between them is 0.
(2) If not, think of r2 as the center of a telephone key pad, #5.
(3) r1 may be fully in one of the extreme quadrants (#1, #3, #7, or #9). If so
    the distance is the distance from one rect corner to another (e.g., if r1 is
    in quadrant #1, the distance is the distance from the lower-right corner of
    r1 to the upper-left corner of r2).
(4) Otherwise r1 is to the left, right, above, or below r2 and the distance is
    the distance between the relevant sides (e.g., if r1 is above, the distance
    is the distance between r1's low y and r2's high y).

Actually there is a fast mathematical solution.实际上有一个快速的数学解决方案。

Length(Max((0, 0), Abs(Center - otherCenter) - (Extent + otherExtent)))

Where Center = ((Maximum - Minimum) / 2) + Minimum and Extent = (Maximum - Minimum) / 2 .其中Center = ((Maximum - Minimum) / 2) + Minimum and Extent = (Maximum - Minimum) / 2 Basically the code above zero's axis which are overlapping and therefore the distance is always correct.基本上零轴上方的代码是重叠的,因此距离总是正确的。

It's preferable to keep the rectangle in this format as it's preferable in many situations ( ae rotations are much easier ).最好将矩形保持在这种格式,因为它在许多情况下更可取(ae 旋转更容易)。

Pseudo-code:伪代码:

distance_between_rectangles = some_scary_big_number; distance_between_rectangles = some_scary_big_number;
For each edge1 in Rectangle1:对于 Rectangle1 中的每个 edge1:
For each edge2 in Rectangle2:对于 Rectangle2 中的每个 edge2:
distance = calculate shortest distance between edge1 and edge2距离 = 计算edge1 和 edge2 之间的最短距离
if (distance < distance_between_rectangles)如果(距离 < distance_between_rectangles)
distance_between_rectangles = distance distance_between_rectangles = 距离

There are many algorithms to solve this and Agnius algorithm works fine.有很多算法可以解决这个问题,Agnius 算法工作正常。 However I prefer the below since it seems more intuitive (you can do it on a piece of paper) and they don't rely on finding the smallest distance between lines but rather the distance between a point and a line.但是我更喜欢下面的,因为它看起来更直观(你可以在一张纸上做),而且它们不依赖于找到线之间的最小距离,而是点和线之间的距离。

The hard part is implementing the mathematical functions to find the distance between a line and a point, and to find if a point is facing a line.困难的部分是实现数学函数来找到一条线和一个点之间的距离,以及确定一个点是否面对一条线。 You can solve all this with simple trigonometry though.不过,您可以使用简单的三角函数来解决所有这些问题。 I have below the methodologies to do this.我有以下方法来做到这一点。

For polygons (triangles, rectangles, hexagons, etc.) in arbitrary angles对于任意角度的多边形(三角形、矩形、六边形等)

  1. If polygons overlap, return 0如果多边形重叠,则返回 0
  2. Draw a line between the centres of the two polygons.在两个多边形的中心之间画一条线。
  3. Choose the intersecting edge from each polygon.从每个多边形中选择相交边。 (Here we reduce the problem) (这里我们减少问题)
  4. Find the smallest distance from these two edges.找出距这两条边的最小距离。 (You could just loop through each 4 points and look for the smallest distance to the edge of the other shape). (您可以循环遍历每 4 个点并寻找到另一个形状边缘的最小距离)。

These algorithms work as long as any two edges of the shape don't create angles more than 180 degrees.只要形状的任意两条边不会产生超过 180 度的角度,这些算法就可以工作。 The reason is that if something is above 180 degrees then it means that the some corners are inflated inside, like in a star.原因是,如果某物超过 180 度,则意味着某些角落在内部膨胀,就像星星一样。

Smallest distance between an edge and a point边与点之间的最小距离

  1. If point is not facing the face, then return the smallest of the two distances between the point and the edge cornerns.如果点不面向面,则返回点和边角之间的两个距离中的最小者。
  2. Draw a triangle from the three points (edge's points plus the solo point).从三个点(边缘的点加上单独的点)绘制一个三角形。
  3. We can easily get the distances between the three drawn lines with Pythagorean Theorem .我们可以很容易地用勾股定理得到三条绘制线之间的距离。
  4. Get the area of the triangle with Heron's formula .海伦公式求三角形的面积。
  5. Calculate the height now with Area = 12⋅base⋅height with base being the edge's length.现在用Area = 12⋅base⋅height计算高度, base是边的长度。

Check to see if a point faces an edge检查点是否面向边缘

As before you make a triangle from an edge and a point.和以前一样,你用一条边和一个点制作一个三角形。 Now using the Cosine law you can find all the angles with just knowing the edge distances.现在使用余弦定律,您只需知道边缘距离就可以找到所有角度。 As long as each angle from the edge to the point is below 90 degrees, the point is facing the edge.只要边到点的每个角度都在 90 度以下,则该点面向边。

I have an implementation in Python for all this here if you are interested.如果您有兴趣,我在这里有一个 Python 实现。

Please check this for Java, it has the constraint all rectangles are parallel, it returns 0 for all intersecting rectangles:请检查 Java,它具有所有矩形平行的约束,对于所有相交矩形,它返回 0:

   public static double findClosest(Rectangle rec1, Rectangle rec2) {
      double x1, x2, y1, y2;
      double w, h;
      if (rec1.x > rec2.x) {
         x1 = rec2.x; w = rec2.width; x2 = rec1.x;
      } else {
         x1 = rec1.x; w = rec1.width; x2 = rec2.x;
      }
      if (rec1.y > rec2.y) {
         y1 = rec2.y; h = rec2.height; y2 = rec1.y;
      } else {
         y1 = rec1.y; h = rec1.height; y2 = rec2.y;
      }
      double a = Math.max(0, x2 - x1 - w);
      double b = Math.max(0, y2 - y1 - h);
      return Math.sqrt(a*a+b*b);
   }

This question depends on what kind of distance.这个问题要看什么样的距离。 Do you want, distance of centers, distance of edges or distance of closest corners?您想要中心距离、边缘距离还是最近角的距离?

I assume you mean the last one.我猜你是说最后一个。 If the X and Y values indicate the center of the rectangle then you can find each the corners by applying this trick如果 X 和 Y 值指示矩形的中心,那么您可以通过应用此技巧找到每个角

//Pseudo code
Vector2 BottomLeftCorner = new Vector2(width / 2, heigth / 2);
BottomLeftCorner = BottomLeftCorner * Matrix.CreateRotation(MathHelper.ToRadians(degrees));
//If LUA has no built in Vector/Matrix calculus search for "rotate Vector" on the web.
//this helps: http://www.kirupa.com/forum/archive/index.php/t-12181.html

BottomLeftCorner += new Vector2(X, Y); //add the origin so that we have to world position.

Do this for all corners of all rectangles, then just loop over all corners and calculate the distance (just abs(v1 - v2)).对所有矩形的所有角执行此操作,然后循环遍历所有角并计算距离(仅 abs(v1 - v2))。

I hope this helps you我希望这对你有帮助

I just wrote the code for that in n-dimensions.我只是在 n 维中为此编写了代码。 I couldn't find a general solution easily.我无法轻松找到通用解决方案。

// considering a rectangle object that contains two points (min and max)
double distance(const rectangle& a, const rectangle& b) const {
    // whatever type you are using for points
    point_type closest_point;
    for (size_t i = 0; i < b.dimensions(); ++i) {
        closest_point[i] = b.min[i] > a.min[i] ? a.max[i] : a.min[i];
    }
    // use usual euclidian distance here
    return distance(a, closest_point);
}

For calculating the distance between a rectangle and a point you can:要计算矩形和点之间的距离,您可以:

double distance(const rectangle& a, const point_type& p) const {
    double dist = 0.0;
    for (size_t i = 0; i < dimensions(); ++i) {
        double di = std::max(std::max(a.min[i] - p[i], p[i] - a.max[i]), 0.0);
        dist += di * di;
    }
    return sqrt(dist);
}

If you want to rotate one of the rectangles, you need to rotate the coordinate system.如果要旋转其中一个矩形,则需要旋转坐标系。

If you want to rotate both rectangles, you can rotate the coordinate system for rectangle a .如果要旋转两个矩形,可以旋转矩形a的坐标系。 Then we have to change this line:然后我们必须改变这一行:

closest_point[i] = b.min[i] > a.min[i] ? a.max[i] : a.min[i];

because this considers there is only one candidate as the closest vertex in b .因为这认为b只有一个候选者是最近的顶点。 You have to change it to check the distance to all vertexes in b .您必须更改它以检查到b所有顶点的距离。 It's always one of the vertexes.它始终是顶点之一。

See: https://i.stack.imgur.com/EKJmr.png请参阅: https : //i.stack.imgur.com/EKJmr.png

My approach to solving the problem:我解决问题的方法:

  1. Combine the two rectangles into one large rectangle将两个矩形合并为一个大矩形
  2. Subtract from the large rectangle the first rectangle and the second rectangle从大矩形中减去第一个矩形和第二个矩形
  3. What is left after the subtraction is a rectangle between the two rectangles, the diagonal of this rectangle is the distance between the two rectangles.相减后剩下的就是两个矩形之间的一个矩形,这个矩形的对角线就是两个矩形之间的距离。

Here is an example in C#这是 C# 中的示例

public static double GetRectDistance(this System.Drawing.Rectangle rect1, System.Drawing.Rectangle rect2)
{
    if (rect1.IntersectsWith(rect2))
    {
        return 0;
    }

    var rectUnion = System.Drawing.Rectangle.Union(rect1, rect2);
    rectUnion.Width -= rect1.Width + rect2.Width;
    rectUnion.Width = Math.Max(0, rectUnion.Width);

    rectUnion.Height -= rect1.Height + rect2.Height;
    rectUnion.Height = Math.Max(0, rectUnion.Height);

    return rectUnion.Diagonal();
}

public static double Diagonal(this System.Drawing.Rectangle rect)
{
    return Math.Sqrt(rect.Height * rect.Height + rect.Width * rect.Width);
}

Another solution, which calculates a number of points on the rectangle and choses the pair with the smallest distance.另一种解决方案,它计算矩形上的点数并选择距离最小的一对。

Pros: works for all polygons.优点:适用于所有多边形。

Cons: a little bit less accurate and slower.缺点:准确性稍差且速度较慢。

import numpy as np
import math

POINTS_PER_LINE = 100

# get points on polygon outer lines
# format of polygons: ((x1, y1), (x2, y2), ...)
def get_points_on_polygon(poly, points_per_line=POINTS_PER_LINE):

    all_res = []

    for i in range(len(poly)):

        a = poly[i]

        if i == 0:
            b = poly[-1]

        else:
            b = poly[i-1]

        res = list(np.linspace(a, b, points_per_line))

        all_res += res

    return all_res



# compute minimum distance between two polygons
# format of polygons: ((x1, y1), (x2, y2), ...)
def min_poly_distance(poly1, poly2, points_per_line=POINTS_PER_LINE):

    poly1_points = get_points_on_polygon(poly1, points_per_line=points_per_line)

    poly2_points = get_points_on_polygon(poly2, points_per_line=points_per_line)

    distance = min([math.sqrt((a[0] - b[0])**2 + (a[1] - b[1])**2) for a in poly1_points for b in poly2_points])

    # slower
    # distance = min([np.linalg.norm(a - b) for a in poly1_points for b in poly2_points])

    return distance

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