我把HABJAN的解決方案,它運作良好,並轉換成Objective-C的。 Objective-C代碼如下:
bool LineIntersectsLine(CGPoint l1p1, CGPoint l1p2, CGPoint l2p1, CGPoint l2p2)
{
CGFloat q = (l1p1.y - l2p1.y) * (l2p2.x - l2p1.x) - (l1p1.x - l2p1.x) * (l2p2.y - l2p1.y);
CGFloat d = (l1p2.x - l1p1.x) * (l2p2.y - l2p1.y) - (l1p2.y - l1p1.y) * (l2p2.x - l2p1.x);
if(d == 0)
{
return false;
}
float r = q/d;
q = (l1p1.y - l2p1.y) * (l1p2.x - l1p1.x) - (l1p1.x - l2p1.x) * (l1p2.y - l1p1.y);
float s = q/d;
if(r < 0 || r > 1 || s < 0 || s > 1)
{
return false;
}
return true;
}
bool LineIntersectsRect(CGPoint p1, CGPoint p2, CGRect r)
{
return LineIntersectsLine(p1, p2, CGPointMake(r.origin.x, r.origin.y), CGPointMake(r.origin.x + r.size.width, r.origin.y)) ||
LineIntersectsLine(p1, p2, CGPointMake(r.origin.x + r.size.width, r.origin.y), CGPointMake(r.origin.x + r.size.width, r.origin.y + r.size.height)) ||
LineIntersectsLine(p1, p2, CGPointMake(r.origin.x + r.size.width, r.origin.y + r.size.height), CGPointMake(r.origin.x, r.origin.y + r.size.height)) ||
LineIntersectsLine(p1, p2, CGPointMake(r.origin.x, r.origin.y + r.size.height), CGPointMake(r.origin.x, r.origin.y)) ||
(CGRectContainsPoint(r, p1) && CGRectContainsPoint(r, p2));
}
非常感謝HABJAN。我會注意到,起初我編寫了自己的程序,檢查了梯度上的每個點,並且盡我所能做到了最大限度地提高性能,但這種速度立即更快。
你在談論一個[線](https://en.wikipedia.org/wiki/Line_%28geometry%29),或線段?例如如果兩個點都在矩形內,那麼線是否相交 – naught101 2015-10-20 08:28:20