關鍵詞:空間幾何
用途:總有地方會用到吧
文章類型:C++函數展示
@Author:VShawn(singlex@foxmail.com)
@Date:2016-11-19
@Lab: CvLab202@CSU
對於空間內的兩條直線A,B我假設他們一定不平行,也不相交。若已知A上兩點A1、A2,B上兩點B1、B2,那么可以很容易得到兩條直線的方程。
然后調用函數即可解得結果:
下面提供了一個用於解決這個問題的類:
#include <math.h> //用於求解兩條空間直線的最近距離,以及他們最近的兩點坐標 //author @vshawn //url:http://www.cnblogs.com/singlex/p/6091659.html //date:2016-11-22 class GetDistanceOf2linesIn3D { public: //輸入直線A的兩個點,以便獲得A的方程 void SetLineA(double A1x, double A1y, double A1z, double A2x, double A2y, double A2z) { a1_x = A1x; a1_y = A1y; a1_z = A1z; a2_x = A2x; a2_y = A2y; a2_z = A2z; } //輸入直線B的兩個點,以便獲得B的方程 void SetLineB(double B1x, double B1y, double B1z, double B2x, double B2y, double B2z) { b1_x = B1x; b1_y = B1y; b1_z = B1z; b2_x = B2x; b2_y = B2y; b2_z = B2z; } //用SetLineA、SetLineB輸入A、B方程后 //調用本函數解出結果 void GetDistance() { //方法來自:http://blog.csdn.net/pi9nc/article/details/11820545 double d1_x = a2_x - a1_x; double d1_y = a2_y - a1_y; double d1_z = a2_z - a1_z; double d2_x = b2_x - b1_x; double d2_y = b2_y - b1_y; double d2_z = b2_z - b1_z; double e_x = b1_x - a1_x; double e_y = b1_y - a1_y; double e_z = b1_z - a1_z; double cross_e_d2_x, cross_e_d2_y, cross_e_d2_z; cross(e_x, e_y, e_z, d2_x, d2_y, d2_z, cross_e_d2_x, cross_e_d2_y, cross_e_d2_z); double cross_e_d1_x, cross_e_d1_y, cross_e_d1_z; cross(e_x, e_y, e_z, d1_x, d1_y, d1_z, cross_e_d1_x, cross_e_d1_y, cross_e_d1_z); double cross_d1_d2_x, cross_d1_d2_y, cross_d1_d2_z; cross(d1_x, d1_y, d1_z, d2_x, d2_y, d2_z, cross_d1_d2_x, cross_d1_d2_y, cross_d1_d2_z); double t1, t2; t1 = dot(cross_e_d2_x, cross_e_d2_y, cross_e_d2_z, cross_d1_d2_x, cross_d1_d2_y, cross_d1_d2_z); t2 = dot(cross_e_d1_x, cross_e_d1_y, cross_e_d1_z, cross_d1_d2_x, cross_d1_d2_y, cross_d1_d2_z); double dd = norm(cross_d1_d2_x, cross_d1_d2_y, cross_d1_d2_z); t1 /= dd*dd; t2 /= dd*dd; //得到最近的位置 PonA_x = (a1_x + (a2_x - a1_x)*t1); PonA_y = (a1_y + (a2_y - a1_y)*t1); PonA_z = (a1_z + (a2_z - a1_z)*t1); PonB_x = (b1_x + (b2_x - b1_x)*t2); PonB_y = (b1_y + (b2_y - b1_y)*t2); PonB_z = (b1_z + (b2_z - b1_z)*t2); distance = norm(PonB_x - PonA_x, PonB_y - PonA_y, PonB_z - PonA_z); } double PonA_x;//兩直線最近點之A線上的點的x坐標 double PonA_y;//兩直線最近點之A線上的點的y坐標 double PonA_z;//兩直線最近點之A線上的點的z坐標 double PonB_x;//兩直線最近點之B線上的點的x坐標 double PonB_y;//兩直線最近點之B線上的點的y坐標 double PonB_z;//兩直線最近點之B線上的點的z坐標 double distance;//兩直線距離 private: //直線A的第一個點 double a1_x ; double a1_y ; double a1_z ; //直線A的第二個點 double a2_x ; double a2_y ; double a2_z ; //直線B的第一個點 double b1_x; double b1_y ; double b1_z ; //直線B的第二個點 double b2_x; double b2_y ; double b2_z ; //點乘 double dot(double ax, double ay, double az, double bx, double by, double bz) { return ax*bx + ay*by + az*bz; } //向量叉乘得到法向量,最后三個參數為輸出參數 void cross(double ax, double ay, double az, double bx, double by, double bz, double& x, double& y, double& z) { x = ay*bz - az*by; y = az*bx - ax*bz; z = ax*by - ay*bx; } //向量取模 double norm(double ax, double ay, double az) { return sqrt(dot(ax, ay, az, ax, ay, az)); } };
使用方法:
GetDistanceOf2linesIn3D g;//初始化 g.SetLineA(a1.x, a1.y, a1.z, a2.x, a2.y, a2.z);//輸入直線A上的兩個點坐標 g.SetLineB(b1.x, b1.y, b1.z, b2.x, b2.y, b2.z);//輸入直線B上的兩個點坐標 g.GetDistance();//計算距離 double d = g.distance;//獲得距離 double x = g.PonA_x;//獲得AB間最近的兩點中A線上的點的x坐標 double y = g.PonA_y;//獲得AB間最近的兩點中A線上的點的y坐標 double z = g.PonA_z;//獲得AB間最近的兩點中A線上的點的z坐標
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