[英]Calculate the distance between two CGPoints
Well, with stuff your refering too where is the full code:好吧,你也提到了完整的代码在哪里:
CGPoint p2; //[1]
CGPoint p1;
//Assign the coord of p2 and p1...
//End Assign...
CGFloat xDist = (p2.x - p1.x); //[2]
CGFloat yDist = (p2.y - p1.y); //[3]
CGFloat distance = sqrt((xDist * xDist) + (yDist * yDist)); //[4]
The distance is the variable distance.距离是可变距离。
What is going on here:这里发生了什么:
You can't really make a CGPoint be the distance, distance doesn't have an x and y component.你不能真正让 CGPoint 成为距离,距离没有 x 和 y 分量。 It is just 1 number.
它只是1个数字。
If you think CGPoint is a unit of measurement (for example feet is a unit of measurement) it is not.如果您认为 CGPoint 是一个度量单位(例如英尺是一个度量单位),那么它不是。
I've had to do this by hand 10,000 times so I wrote a function for it and stuck it in my personal library that I always dump in at the beginning of a new program so I forget it's not cannon.我不得不手动完成 10,000 次,所以我为它编写了一个函数并将它放在我的个人库中,我总是在新程序开始时转储,所以我忘记了它不是大炮。
- (float)distanceBetween:(CGPoint)p1 and:(CGPoint)p2
{
return sqrt(pow(p2.x-p1.x,2)+pow(p2.y-p1.y,2));
}
so you call it like this (say you want to know how far you moved your finger):所以你这样称呼它(假设你想知道你的手指移动了多远):
float moveDistance = [self distanceBetween:touchStart and:touchEnd];
This is useful in movement functions as well for spot checking in a scrolling menu:这对于移动功能以及滚动菜单中的抽查很有用:
if([self distanceBetween:touchStart and:touchAt] > 20*scalePoints)
isItATap = FALSE;
Set "isItATap" true in touchesBegan, put the above in touchesMoved, then you know the player moved their finger too far for the touch to be a "tap", so you can have it NOT select the object the player touched and instead scroll the object around.在 touchesBegan 中设置“isItATap”为真,将上面的内容放在 touchesMoved 中,然后你知道玩家将手指移动得太远以至于触摸不能成为“点击”,所以你可以让它不选择玩家触摸的对象,而是滚动周围的对象。
As for scale, that should be based on whether or not you have retina display and what size of a device you're on (divide by 2 for retina display since a physical distance of 5 "points" on a regular screen as the user's finger feels it will come up as 10 "pixels" on a retina display screen, since each point is 4 pixels, so you'll wind up with a situation where the player has a very hard time tapping on retina display (which is a common oversight)至于比例,这应该基于您是否有视网膜显示器以及您使用的设备尺寸(视网膜显示器除以 2,因为用户手指在常规屏幕上的物理距离为 5 个“点”感觉它会在视网膜显示屏上显示为 10 个“像素”,因为每个点都是 4 个像素,所以你最终会遇到这样一种情况,即玩家很难点击视网膜显示屏(这是一个常见的疏忽) )
Sounds like you probably want the vector from p1 to p2 (or difference ) rather than the distance.听起来您可能想要从 p1 到 p2 (或差异)的向量而不是距离。
const CGPoint p1 = {10, 10};
const CGPoint p2 = {510, 310};
const CGPoint diff = {p2.x - p1.x, p2.y - p1.y} // == (CGPoint){500, 300}
CGPoint p1, p2; // Having two points
CGFloat distance = hypotf((p1.x-p2.x), (p1.y-p2.y));
If you have two points p1
and p2
it is obviously easy to find the difference between their height
and width
(eg ABS(p1.x - p2.x)
) but to find a true representation of their distance you really want the hypothenuse ( H
below).如果你有两个点
p1
和p2
显然很容易找到它们的height
和width
之间的差异(例如ABS(p1.x - p2.x)
)但是要找到它们距离的真实表示,你真的想要假设( H
以下)。
p1
|\
| \
| \ H
| \
| \
|_ _ _\
p2
Thankfully there is a built in macro for this: hypotf
(or hypot
for doubles
):值得庆幸的是有一个内置的宏这样的:
hypotf
(或hypot
用于doubles
):
// Returns the hypothenuse (the distance between p1 & p2)
CGFloat dist = hypotf((p1.x-p2.x), (p1.y-p2.y));
In Swift, you can add an extension to CGPoint:在 Swift 中,您可以向 CGPoint 添加扩展:
extension CGPoint {
func distance(to point: CGPoint) -> CGFloat {
return sqrt(pow((point.x - x), 2) + pow((point.y - y), 2))
}
}
and use it like this:并像这样使用它:
let distance = p1.distance(to: p2)
only this...只有这个...
float distance = ccpLength(ccpSub(p1,p2));
where p1 and p2 are objects of CGPoint其中 p1 和 p2 是 CGPoint 的对象
Swift 4, Swift 3 solution Swift 4、Swift 3 解决方案
extension CGPoint {
static func distanceBetween(point p1: CGPoint,
andPoint p2: CGPoint) -> CGFloat {
return sqrt(pow((p2.x - p1.x), 2) + pow((p2.y - p1.y), 2))
}
}
Euclidean distance to another point with Vision api.使用 Vision api 到另一点的欧几里德距离。
Starting from iOS 14 .从iOS 14开始。
import Vision
extension CGPoint {
public func distance(to point: CGPoint) -> Double {
VNPoint(location: self).distance(VNPoint(location: point))
}
}
print(CGPoint(x: 1, y: 1).distance(to: .zero)) // 1.4142135623730951
I extended above function to count distance between two CGRects.我扩展了上面的函数来计算两个 CGRects 之间的距离。 I count it by counting distance between centers of CGRects and then substracting distance to boundaries of rectangles from their centers.
我通过计算 CGRects 中心之间的距离来计算它,然后从它们的中心减去到矩形边界的距离。 I copied function counting intersection point between two lines from: https://www.hackingwithswift.com/example-code/core-graphics/how-to-calculate-the-point-where-two-lines-intersect
我复制了两行之间的函数计数交点: https : //www.hackingwithswift.com/example-code/core-graphics/how-to-calculate-the-point-where-two-lines-intersect
func distanceBetweenRectangles(r1: CGRect, r2: CGRect) -> CGFloat { // returns distance between boundaries of two rectangles or -1 if they intersect
let midR1 = CGPoint(x: r1.midX, y: r1.midY)
let midR2 = CGPoint(x: r2.midX, y: r2.midY)
let midXDistance = abs(midR1.x - midR2.x)
let midYDistance = abs(midR1.y - midR2.y)
var result: CGFloat = 0
if ((midXDistance < r1.width*0.5)&&(midYDistance < r1.height*0.5))||((midXDistance < r2.width*0.5)&&(midYDistance < r2.height*0.5)) {
result = -1
} else {
let midDistance = distanceBetweenPoints(p1: midR1, p2: midR2)
let rectCrossPoint1 = rectCross(rect: r1, start1: midR1, end1: midR2)
let rectCrossPoint2 = rectCross(rect: r2, start1: midR1, end1: midR2)
let boundR1Distance = distanceBetweenPoints(p1: rectCrossPoint1, p2: midR1)
let boundR2Distance = distanceBetweenPoints(p1: rectCrossPoint2, p2: midR2)
result = midDistance - boundR1Distance - boundR2Distance
}
return result
}
func distanceBetweenPoints(p1: CGPoint, p2: CGPoint) -> CGFloat { // counts distance between two points
return sqrt(pow(p2.x-p1.x,2)+pow(p2.y-p1.y,2));
}
func rectCross(rect: CGRect, start1: CGPoint, end1: CGPoint) -> CGPoint { // returns point where line crosses rect or 0,0 if not
var start2 = CGPoint(x: rect.minX, y: rect.minY)
var end2 = CGPoint(x: rect.maxX, y: rect.minY)
let point1 = linesCross(start1: start1, end1: end1, start2: start2, end2: end2)
start2 = CGPoint(x: rect.maxX, y: rect.minY)
end2 = CGPoint(x: rect.maxX, y: rect.maxY)
let point2 = linesCross(start1: start1, end1: end1, start2: start2, end2: end2)
start2 = CGPoint(x: rect.minX, y: rect.maxY)
end2 = CGPoint(x: rect.maxX, y: rect.maxY)
let point3 = linesCross(start1: start1, end1: end1, start2: start2, end2: end2)
start2 = CGPoint(x: rect.minX, y: rect.minY)
end2 = CGPoint(x: rect.minX, y: rect.maxY)
let point4 = linesCross(start1: start1, end1: end1, start2: start2, end2: end2)
if (point1.x > 0)&&(point1.y > 0) {
return point1
} else if (point2.x > 0)&&(point2.y > 0) {
return point2
} else if (point3.x > 0)&&(point3.y > 0) {
return point3
} else if (point4.x > 0)&&(point4.y > 0) {
return point4
}
return CGPoint(x: 0, y: 0)
}
func linesCross(start1: CGPoint, end1: CGPoint, start2: CGPoint, end2: CGPoint) -> CGPoint { // returns point where two sections cross or 0,0, this function was copied from https://www.hackingwithswift.com/example-code/core-graphics/how-to-calculate-the-point-where-two-lines-intersect
let delta1x = end1.x - start1.x
let delta1y = end1.y - start1.y
let delta2x = end2.x - start2.x
let delta2y = end2.y - start2.y
// create a 2D matrix from our vectors and calculate the determinant
let determinant = delta1x * delta2y - delta2x * delta1y
if abs(determinant) < 0.0001 {
// if the determinant is effectively zero then the lines are parallel/colinear
return CGPoint(x: 0, y: 0)
}
// if the coefficients both lie between 0 and 1 then we have an intersection
let ab = ((start1.y - start2.y) * delta2x - (start1.x - start2.x) * delta2y) / determinant
if ab > 0 && ab < 1 {
let cd = ((start1.y - start2.y) * delta1x - (start1.x - start2.x) * delta1y) / determinant
if cd > 0 && cd < 1 {
// lines cross – figure out exactly where and return it
let intersectX = start1.x + ab * delta1x
let intersectY = start1.y + ab * delta1y
return CGPoint(x: intersectX, y: intersectY)
}
}
return CGPoint(x: 0, y: 0)
}
extension CGPoint {
func magnitude() -> CGFloat {
return sqrt(x * x + y * y)
}
func distance(to: CGPoint) -> CGFloat {
return CGPoint(x: to.x - x, y: to.y - y).magnitude()
}
}
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