我不知道从哪里开始。显然CGRectIntersectsRect
在这种情况下不起作用,你会明白为什么。
我有一个UIView的子类,里面有一个UIImageView,放在UIView的确切中心:
然后我旋转自定义UIView来维护内部UIImageView的框架,同时仍然能够执行CGAffineRotation。结果框架看起来像这样:
我需要阻止用户将这些UIImageViews交叉,但我不知道如何检查两个UIImageViews之间的交集,因为它们的框架不仅不适用于父UIView,而且它们在不影响它们的情况下旋转他们的框架。
我尝试的唯一结果是不成功的。
有什么想法吗?
答案 0 :(得分:8)
以下算法可用于检查两个(旋转或其他转换)视图是否重叠:
[view convertPoint:point toView:nil]
转换两个视图的4个边界点
到公共坐标系(窗口坐标)。这个:http://www.geometrictools.com/Documentation/MethodOfSeparatingAxes.pdf是包含伪代码的算法的另一种描述,可以通过谷歌搜索“分离轴定理”找到更多。
更新:我试图为“分离轴定理”创建一个Objective-C方法,这就是我得到的。到目前为止,我只进行了一些测试,所以我希望没有太多错误。
- (BOOL)convexPolygon:(CGPoint *)poly1 count:(int)count1 intersectsWith:(CGPoint *)poly2 count:(int)count2;
测试2个凸多边形是否相交。两个多边形都作为顶点的CGPoint
数组给出。
- (BOOL)view:(UIView *)view1 intersectsWith:(UIView *)view2
如果两个任意视图相交,则进行测试(如上所述)。
实现:
- (void)projectionOfPolygon:(CGPoint *)poly count:(int)count onto:(CGPoint)perp min:(CGFloat *)minp max:(CGFloat *)maxp
{
CGFloat minproj = MAXFLOAT;
CGFloat maxproj = -MAXFLOAT;
for (int j = 0; j < count; j++) {
CGFloat proj = poly[j].x * perp.x + poly[j].y * perp.y;
if (proj > maxproj)
maxproj = proj;
if (proj < minproj)
minproj = proj;
}
*minp = minproj;
*maxp = maxproj;
}
-(BOOL)convexPolygon:(CGPoint *)poly1 count:(int)count1 intersectsWith:(CGPoint *)poly2 count:(int)count2
{
for (int i = 0; i < count1; i++) {
// Perpendicular vector for one edge of poly1:
CGPoint p1 = poly1[i];
CGPoint p2 = poly1[(i+1) % count1];
CGPoint perp = CGPointMake(- (p2.y - p1.y), p2.x - p1.x);
// Projection intervals of poly1, poly2 onto perpendicular vector:
CGFloat minp1, maxp1, minp2, maxp2;
[self projectionOfPolygon:poly1 count:count1 onto:perp min:&minp1 max:&maxp1];
[self projectionOfPolygon:poly2 count:count1 onto:perp min:&minp2 max:&maxp2];
// If projections do not overlap then we have a "separating axis"
// which means that the polygons do not intersect:
if (maxp1 < minp2 || maxp2 < minp1)
return NO;
}
// And now the other way around with edges from poly2:
for (int i = 0; i < count2; i++) {
CGPoint p1 = poly2[i];
CGPoint p2 = poly2[(i+1) % count2];
CGPoint perp = CGPointMake(- (p2.y - p1.y), p2.x - p1.x);
CGFloat minp1, maxp1, minp2, maxp2;
[self projectionOfPolygon:poly1 count:count1 onto:perp min:&minp1 max:&maxp1];
[self projectionOfPolygon:poly2 count:count1 onto:perp min:&minp2 max:&maxp2];
if (maxp1 < minp2 || maxp2 < minp1)
return NO;
}
// No separating axis found, then the polygons must intersect:
return YES;
}
- (BOOL)view:(UIView *)view1 intersectsWith:(UIView *)view2
{
CGPoint poly1[4];
CGRect bounds1 = view1.bounds;
poly1[0] = [view1 convertPoint:bounds1.origin toView:nil];
poly1[1] = [view1 convertPoint:CGPointMake(bounds1.origin.x + bounds1.size.width, bounds1.origin.y) toView:nil];
poly1[2] = [view1 convertPoint:CGPointMake(bounds1.origin.x + bounds1.size.width, bounds1.origin.y + bounds1.size.height) toView:nil];
poly1[3] = [view1 convertPoint:CGPointMake(bounds1.origin.x, bounds1.origin.y + bounds1.size.height) toView:nil];
CGPoint poly2[4];
CGRect bounds2 = view2.bounds;
poly2[0] = [view2 convertPoint:bounds2.origin toView:nil];
poly2[1] = [view2 convertPoint:CGPointMake(bounds2.origin.x + bounds2.size.width, bounds2.origin.y) toView:nil];
poly2[2] = [view2 convertPoint:CGPointMake(bounds2.origin.x + bounds2.size.width, bounds2.origin.y + bounds2.size.height) toView:nil];
poly2[3] = [view2 convertPoint:CGPointMake(bounds2.origin.x, bounds2.origin.y + bounds2.size.height) toView:nil];
return [self convexPolygon:poly1 count:4 intersectsWith:poly2 count:4];
}