答案 0 :(得分:3)
这是我正在使用的代码:
float distanceFromPx2toP3 = 1300.0;
float mag = sqrt(pow((px2.x - px1.x),2) + pow((px2.y - px1.y),2));
float P3x = px2.x + distanceFromPx2toP3 * (px2.x - px1.x) / mag;
float P3y = px2.y + distanceFromPx2toP3 * (px2.y - px1.y) / mag;
CGPoint P3 = CGPointMake(P3x, P3y);
答案 1 :(得分:2)
假设我有两点pointA和pointB。由两个点m形成的线的斜率是:
static CGFloat calculateSlope(CGPoint pointA, CGPoint pointB) {
CGFloat m = (pointB.y - pointA.y) / (pointB.x - pointA.x);
return m;
}
第三个点C与线上的点A的距离d将由下式给出:
static CGPoint calculatePointOnLine(
CGPoint pointA, CGPoint pointB, CGFloat d, BOOL startAtB) {
CGFloat m = calculateSlope(pointA, pointB);
CGFloat dX = pointB.x - pointA.x;
CGFloat dY = pointB.y - pointA.y;
CGFloat signDX = dX / fabsf(dX);
CGFloat signDY = dY / fabsf(dY);
CGFloat dSquared = d * d;
CGFloat mSquared = m * m;
// We know pointC is distance d from pointA,
// and that pointA and pointC are on the
// same line
// dXSquared + dYSquared = dSquared
// m = dY / dX
// dY = m * dX
// dXSquared + mSquared * dXSquared = dSquared
// dXSquared * ( 1 + mSquared ) = dSquared
// dXSquared = dSquared / ( 1 + mSquared )
// Handle a vertical line, dX == 0, and a horizontal line, dY == 0
if (dX != 0 && dY != 0) {
// Account for the sign of dX
dX = signDX * sqrtf(dSquared / ( 1 + mSquared ));
// Account for the sign of dY
dY = signDY * m * dX;
}
// Handle a vertical line, dX == 0
if (dX == 0 && dY != 0) {
dY = signDY * d;
}
// Handle a horizontal line, dY == 0
if (dY == 0 && dX != 0) {
dX = signDX * d;
}
CGPoint startingPoint = pointA;
if (startAtB) {
startingPoint = pointB;
}
CGPoint pointC = CGMakePoint(startingPoint.x + dX,
startingPoint.y + dY);
return pointC;
}
pointC现在总是位于距离点A的线的距离d, 在从pointA到pointB的方向上。将startAtB传递给pointC 沿着从B点开始的直线距离为d pointA到pointB。
在对calculatPointOnLine的调用中交换piintA和pointB的顺序 计算沿着该线的距离d的pointC PointB,从pointB到pointA的方向。
您可以使用这两个函数计算线上的第三个点。 如果这对你有所帮助,感谢你接受这个答案。