I'd like to have a straight forward C# function to get a closest point (from a point P) to a line-segment, AB. An abstract function may look like this. I've search through SO but not found a usable (by me) solution.
public Point getClosestPointFromLine(Point A, Point B, Point P);
The perpendicular distance between a point and a line is the shortest distance between these two objects. In three dimensions, the perpendicular distance, 𝐷 , between a point 𝑃 ( 𝑥 , 𝑦 , 𝑧 ) and a line with direction vector ⃑ 𝑑 is given by 𝐷 = ‖ ‖ 𝐴 𝑃 × ⃑ 𝑑 ‖ ‖ ‖ ‖ ⃑ 𝑑 ‖ ‖ , where 𝐴 is any point on the line.
The shortest distance from a point to a line is the segment perpendicular to the line from the point.
Here's Ruby disguised as Pseudo-Code, assuming Point
objects each have a x
and y
field.
def GetClosestPoint(A, B, P)
a_to_p = [P.x - A.x, P.y - A.y] # Storing vector A->P
a_to_b = [B.x - A.x, B.y - A.y] # Storing vector A->B
atb2 = a_to_b[0]**2 + a_to_b[1]**2 # **2 means "squared"
# Basically finding the squared magnitude
# of a_to_b
atp_dot_atb = a_to_p[0]*a_to_b[0] + a_to_p[1]*a_to_b[1]
# The dot product of a_to_p and a_to_b
t = atp_dot_atb / atb2 # The normalized "distance" from a to
# your closest point
return Point.new( :x => A.x + a_to_b[0]*t,
:y => A.y + a_to_b[1]*t )
# Add the distance to A, moving
# towards B
end
Alternatively:
From Line-Line Intersection, at Wikipedia. First, find Q, which is a second point that is to be had from taking a step from P in the "right direction". This gives us four points.
def getClosestPointFromLine(A, B, P)
a_to_b = [B.x - A.x, B.y - A.y] # Finding the vector from A to B
This step can be combined with the next
perpendicular = [ -a_to_b[1], a_to_b[0] ]
# The vector perpendicular to a_to_b;
This step can also be combined with the next
Q = Point.new(:x => P.x + perpendicular[0], :y => P.y + perpendicular[1])
# Finding Q, the point "in the right direction"
# If you want a mess, you can also combine this
# with the next step.
return Point.new (:x => ((A.x*B.y - A.y*B.x)*(P.x - Q.x) - (A.x-B.x)*(P.x*Q.y - P.y*Q.x)) / ((A.x - B.x)*(P.y-Q.y) - (A.y - B.y)*(P.y-Q.y)),
:y => ((A.x*B.y - A.y*B.x)*(P.y - Q.y) - (A.y-B.y)*(P.x*Q.y - P.y*Q.x)) / ((A.x - B.x)*(P.y-Q.y) - (A.y - B.y)*(P.y-Q.y)) )
end
Caching, Skipping steps, etc. is possible, for performance reasons.
if anyone is interested in a C# XNA function based on the above:
public static Vector2 GetClosestPointOnLineSegment(Vector2 A, Vector2 B, Vector2 P)
{
Vector2 AP = P - A; //Vector from A to P
Vector2 AB = B - A; //Vector from A to B
float magnitudeAB = AB.LengthSquared(); //Magnitude of AB vector (it's length squared)
float ABAPproduct = Vector2.Dot(AP, AB); //The DOT product of a_to_p and a_to_b
float distance = ABAPproduct / magnitudeAB; //The normalized "distance" from a to your closest point
if (distance < 0) //Check if P projection is over vectorAB
{
return A;
}
else if (distance > 1) {
return B;
}
else
{
return A + AB * distance;
}
}
Your point (X
) will be a linear combination of points A
and B
:
X = k A + (1-k) B
For X
to be actually on the line segment, the parameter k
must be between 0 and 1, inclusive. You can compute k as follows:
k_raw = (P-B).(A-B) / (A-B).(A-B)
(where the period denotes the dot product)
Then, to make sure the point is actually on the line segment:
if k_raw < 0:
k= 0
elif k_raw > 1:
k= 1
else:
k= k_raw
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