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Extension of UIView to detect collisions between them, including rotated(transformed) views.
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import UIKit | |
// Conform the `Polygon` protocol to specify the vertices of the polygon. | |
protocol Polygon { | |
var vertices: [CGPoint] { get } | |
} | |
// UIView conforms the protocol `Polygon` to specified the vertices of the rectangle. | |
extension UIView: Polygon { | |
var vertices: [CGPoint] { | |
var point: CGPoint = CGPoint(x: bounds.midX, y: bounds.midY) | |
point.x = -point.x | |
point.y = -point.y | |
var vertexA = point.applying(transform) | |
vertexA.x += center.x | |
vertexA.y += center.y | |
point.x = -point.x; | |
var vertexB = point.applying(transform) | |
vertexB.x += center.x | |
vertexB.y += center.y | |
point.y = -point.y; | |
var vertexC = point.applying(transform) | |
vertexC.x += center.x | |
vertexC.y += center.y | |
point.x = -point.x; | |
var vertexD = point.applying(transform) | |
vertexD.x += center.x | |
vertexD.y += center.y | |
return [vertexA, vertexB, vertexC, vertexD] | |
} | |
/// Returns whether two views intersect. | |
/// | |
/// - Parameter view2: The view to test the intersaction with this view. | |
/// - Returns: `true` if the specified views intersect, otherwise `false` | |
func intersectsWith(_ view2: UIView) -> Bool { | |
let polygonA = self | |
let polygonB = view2 | |
return UIView.intersects(polygonA: polygonA, polygonB: polygonB) | |
} | |
private static func intersects(polygonA: Polygon, polygonB: Polygon) -> Bool { | |
for polygon in [polygonA, polygonB] { | |
for index in 0..<polygon.vertices.count { | |
let nextIndex = (index + 1) % polygon.vertices.count | |
let point1 = polygon.vertices[index] | |
let point2 = polygon.vertices[nextIndex] | |
let normal = CGPoint(x: -(point2.y - point1.y), y: point2.x - point1.x) | |
let (minProjectionA, maxProjectionA) = projectionOf(polygonA, with: normal) | |
let (minProjectionB, maxProjectionB) = projectionOf(polygonB, with: normal) | |
if maxProjectionA < minProjectionB || maxProjectionB < minProjectionA { | |
return false | |
} | |
} | |
} | |
return true | |
} | |
private static func projectionOf(_ polygon: Polygon, with normal: CGPoint) -> (minP: CGFloat, maxP: CGFloat) { | |
var minProjection: CGFloat = .infinity | |
var maxProjection: CGFloat = -.infinity | |
for point in polygon.vertices { | |
let projection: CGFloat = point.x * normal.x + point.y * normal.y | |
if projection > maxProjection { | |
maxProjection = projection | |
} | |
if projection < minProjection { | |
minProjection = projection | |
} | |
} | |
return (minProjection, maxProjection) | |
} | |
} |
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