修剪CGRect中的直线(2 CGPoint)
给定CGRect
并用2创建的线CGPoint
是否有找到直线与直线相交的坐标的方法?修剪CGRect中的直线(2 CGPoint)
从前面的图像:我想要做到的,是替代点的矩形之外与相交的矩形边框的红点。
简而言之,我正在寻找一种方法来修剪矩形内的一条线。
这是一个数学问题,但我想知道如何使用基础解决这个问题,如果可能的话。
以下最新评论:似乎Core Graphics在这个过程中不能真正有用。我可以在Swift中转换的任何其他提示或公式?
像这样的东西(随便测试),基于How do you detect where two line segments intersect?
import CoreGraphics
let rect = CGRect(x: 10, y: 10, width: 100, height: 100)
let point1 = CGPoint(x: 200, y: 200)
let point2 = CGPoint(x: 20, y: 20)
struct LineSegment {
var point1: CGPoint
var point2: CGPoint
func intersection(with line: LineSegment) -> CGPoint? {
// We'll use Gavin's interpretation of LeMothe:
// https://stackoverflow.com/a/1968345/97337
let p0_x = self.point1.x
let p0_y = self.point1.y
let p1_x = self.point2.x
let p1_y = self.point2.y
let p2_x = line.point1.x
let p2_y = line.point1.y
let p3_x = line.point2.x
let p3_y = line.point2.y
let s1_x = p1_x - p0_x
let s1_y = p1_y - p0_y
let s2_x = p3_x - p2_x
let s2_y = p3_y - p2_y
let denom = (-s2_x * s1_y + s1_x * s2_y)
// Make sure the lines aren't parallel
guard denom != 0 else { return nil } // parallel
let s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y))/denom
let t = (s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x))/denom
// We've parameterized these lines as "origin + scale*vector"
// (s is the "scale" along one line, t is the "scale" along the other.
// At scale=0, we're at the origin at scale=1, we're at the terminus.
// Make sure we crossed between those. For more on what I mean by
// "parameterized" and why we go from 0 to 1, look up Bezier curves.
// We're just making a 1-dimentional Bezier here.
guard (0...1).contains(s) && (0...1).contains(t) else { return nil }
// Collision detected
return CGPoint(x: p0_x + (t * s1_x), y: p0_y + (t * s1_y))
}
}
extension CGRect {
var edges: [LineSegment] {
return [
LineSegment(point1: CGPoint(x: minX, y: minY), point2: CGPoint(x: minX, y: maxY)),
LineSegment(point1: CGPoint(x: minX, y: minY), point2: CGPoint(x: maxX, y: minY)),
LineSegment(point1: CGPoint(x: minX, y: maxY), point2: CGPoint(x: maxX, y: maxY)),
LineSegment(point1: CGPoint(x: maxX, y: minY), point2: CGPoint(x: maxX, y: maxY)),
]
}
func intersection(with line: LineSegment) -> CGPoint? {
// Let's be super-simple here and require that one point be in the box and one point be outside,
// then we can ignore lots of corner cases
guard contains(line.point1) && !contains(line.point2) ||
contains(line.point2) && !contains(line.point1) else { return nil }
// There are four edges. We might intersect with any of them (we know
// we intersect with exactly one, based on the previous guard.
// We could do a little math and figure out which one it has to be,
// but the `if` would be really tedious, so let's just check them all.
for edge in edges {
if let p = edge.intersection(with: line) {
return p
}
}
return nil
}
}
rect.intersection(with: LineSegment(point1: point1, point2: point2))
它似乎与一个单一的交叉口,我试图弄清楚如何使它的工作也与直线的两条边相交的线(我将通过一个完整的检查明天)。 – MatterGoal
主要问题将是定义你想要的答案。注意'CGRect.intersection'顶部的警戒声明和注释。目前它故意遗漏了这种情况。如果你想得到一个半任意交点,只需删除guard语句。 –
谢谢,这段代码很完美。 而不是返回的交点,有几个编辑我要返回一个线被修剪在矩形内: - 我保持守卫,当两个点都包含在矩形中时返回原始线。 - 然后我选择所有与行 相交的边缘 - 根据我定义哪些点与替代计算出的交叉点的边缘。 我会更新我的问题添加此代码。 – MatterGoal
你尝试过什么?你做了什么研究?必须有无数的这样做的例子。找到一些,做一些尝试翻译成你最喜欢的语言。 [编辑]你的问题到目前为止你所尝试过的。 – rmaddy
其实我是在寻求帮助,因为我找不到任何类似的东西(和我的问题中详细说明的一样),我正在寻求任何利用基础和核心图形的解决方案。 – MatterGoal
您可能过度地限制自己,“利用基础和核心图形”。没有具体的功能可以做到这一点。你需要做数学。你当然可以返回'CGPoint',这样你就可以“利用核心图形”。但是解决这个问题的方法就是求解一些线性方程组。如果你已经知道如何做到这一点,就完成了。核心图形在这里没有提供任何东西,但有些类型可以使用(并且Foundation没有真正提供任何对这个问题有用的东西)。您还需要定义如果线与矩形的多个边相交会发生什么情况。 –