J'ai une image et un ensemble de quatre points (décrivant un quadrilatère Q). Je souhaite transformer cette image afin qu'elle corresponde au quadrilatère Q. Photoshop appelle cette transformation "Déformation". Mais selon la source de ce quadrilatère (la perspective de l'image se déplaçant dans l'espace), il s'agit en fait de la combinaison d'une échelle, d'une rotation et d'une matrice de perspective.
Je me demande si cela est possible en utilisant une matrice 4x4 CATransform3D. Avez-vous des conseils sur la façon de le faire? J'ai essayé de prendre les quatre points et de construire 16 équations (sur A '= A x u) mais cela n'a pas fonctionné: je ne suis pas sûr de ce que je devrais utiliser comme coefficients z, z', w et w '…
L'image suivante montre ce que je veux faire:
Voici quelques exemples de points:
276.523, 236.438, 517.656, 208.945, 275.984, 331.285, 502.23, 292.344
261.441, 235.059, 515.09, 211.5, 263.555, 327.066, 500.734, 295
229.031, 161.277, 427.125, 192.562, 229.16, 226, 416.48, 256
J'ai créé un kit pour le faire sur iOS: https://github.com/hfossli/AGGeometryKit/
Assurez-vous que votre point d'ancrage est en haut à gauche (CGPointZero
).
+ (CATransform3D)rectToQuad:(CGRect)rect
quadTL:(CGPoint)topLeft
quadTR:(CGPoint)topRight
quadBL:(CGPoint)bottomLeft
quadBR:(CGPoint)bottomRight
{
return [self rectToQuad:rect quadTLX:topLeft.x quadTLY:topLeft.y quadTRX:topRight.x quadTRY:topRight.y quadBLX:bottomLeft.x quadBLY:bottomLeft.y quadBRX:bottomRight.x quadBRY:bottomRight.y];
}
+ (CATransform3D)rectToQuad:(CGRect)rect
quadTLX:(CGFloat)x1a
quadTLY:(CGFloat)y1a
quadTRX:(CGFloat)x2a
quadTRY:(CGFloat)y2a
quadBLX:(CGFloat)x3a
quadBLY:(CGFloat)y3a
quadBRX:(CGFloat)x4a
quadBRY:(CGFloat)y4a
{
CGFloat X = rect.Origin.x;
CGFloat Y = rect.Origin.y;
CGFloat W = rect.size.width;
CGFloat H = rect.size.height;
CGFloat y21 = y2a - y1a;
CGFloat y32 = y3a - y2a;
CGFloat y43 = y4a - y3a;
CGFloat y14 = y1a - y4a;
CGFloat y31 = y3a - y1a;
CGFloat y42 = y4a - y2a;
CGFloat a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
CGFloat b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
CGFloat c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
CGFloat d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
CGFloat e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
CGFloat f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));
CGFloat g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
CGFloat h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
CGFloat i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));
const double kEpsilon = 0.0001;
if(fabs(i) < kEpsilon)
{
i = kEpsilon* (i > 0 ? 1.0 : -1.0);
}
CATransform3D transform = {a/i, d/i, 0, g/i, b/i, e/i, 0, h/i, 0, 0, 1, 0, c/i, f/i, 0, 1.0};
return transform;
}
Je ne prends aucun crédit pour ce code. Je n’ai fait que parcourir Internet et rassembler diverses réponses incomplètes.
Voici un exemple de projet qui applique le code de la réponse de hfossli ci-dessus et crée une catégorie sur UIView qui définit le cadre et applique la transformation en un appel:
https://github.com/joshrl/FreeTransform
Code UIView + Quadrilatéral:
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
@interface UIView (Quadrilateral)
//Sets frame to bounding box of quad and applies transform
- (void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br;
@end
@implementation UIView (Quadrilateral)
- (void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br
{
NSAssert(CGPointEqualToPoint(self.layer.anchorPoint, CGPointZero),@"Anchor point must be (0,0)!");
CGRect boundingBox = [[self class] boundingBoxForQuadTR:tr tl:tl bl:bl br:br];
self.frame = boundingBox;
CGPoint frameTopLeft = boundingBox.Origin;
CATransform3D transform = [[self class] rectToQuad:self.bounds
quadTL:CGPointMake(tl.x-frameTopLeft.x, tl.y-frameTopLeft.y)
quadTR:CGPointMake(tr.x-frameTopLeft.x, tr.y-frameTopLeft.y)
quadBL:CGPointMake(bl.x-frameTopLeft.x, bl.y-frameTopLeft.y)
quadBR:CGPointMake(br.x-frameTopLeft.x, br.y-frameTopLeft.y)];
self.layer.transform = transform;
}
+ (CGRect)boundingBoxForQuadTR:(CGPoint)tr tl:(CGPoint)tl bl:(CGPoint)bl br:(CGPoint)br
{
CGRect boundingBox = CGRectZero;
CGFloat xmin = MIN(MIN(MIN(tr.x, tl.x), bl.x),br.x);
CGFloat ymin = MIN(MIN(MIN(tr.y, tl.y), bl.y),br.y);
CGFloat xmax = MAX(MAX(MAX(tr.x, tl.x), bl.x),br.x);
CGFloat ymax = MAX(MAX(MAX(tr.y, tl.y), bl.y),br.y);
boundingBox.Origin.x = xmin;
boundingBox.Origin.y = ymin;
boundingBox.size.width = xmax - xmin;
boundingBox.size.height = ymax - ymin;
return boundingBox;
}
+ (CATransform3D)rectToQuad:(CGRect)rect
quadTL:(CGPoint)topLeft
quadTR:(CGPoint)topRight
quadBL:(CGPoint)bottomLeft
quadBR:(CGPoint)bottomRight
{
return [self rectToQuad:rect quadTLX:topLeft.x quadTLY:topLeft.y quadTRX:topRight.x quadTRY:topRight.y quadBLX:bottomLeft.x quadBLY:bottomLeft.y quadBRX:bottomRight.x quadBRY:bottomRight.y];
}
+ (CATransform3D)rectToQuad:(CGRect)rect
quadTLX:(CGFloat)x1a
quadTLY:(CGFloat)y1a
quadTRX:(CGFloat)x2a
quadTRY:(CGFloat)y2a
quadBLX:(CGFloat)x3a
quadBLY:(CGFloat)y3a
quadBRX:(CGFloat)x4a
quadBRY:(CGFloat)y4a
{
CGFloat X = rect.Origin.x;
CGFloat Y = rect.Origin.y;
CGFloat W = rect.size.width;
CGFloat H = rect.size.height;
CGFloat y21 = y2a - y1a;
CGFloat y32 = y3a - y2a;
CGFloat y43 = y4a - y3a;
CGFloat y14 = y1a - y4a;
CGFloat y31 = y3a - y1a;
CGFloat y42 = y4a - y2a;
CGFloat a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
CGFloat b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
CGFloat c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
CGFloat d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
CGFloat e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
CGFloat f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));
CGFloat g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
CGFloat h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
CGFloat i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));
const double kEpsilon = 0.0001;
if(fabs(i) < kEpsilon)
{
i = kEpsilon* (i > 0 ? 1.0 : -1.0);
}
CATransform3D transform = {a/i, d/i, 0, g/i, b/i, e/i, 0, h/i, 0, 0, 1, 0, c/i, f/i, 0, 1.0};
return transform;
}
@end
Nous avons finalement obtenu que cela fonctionne. Nous avons essayé plusieurs méthodes différentes, mais la plupart ont échoué. Et certains récupéraient même une matrice de non-identité en donnant les mêmes points d'entrée et de sortie (par exemple, celui de KennyTM… nous avons certainement oublié quelque chose).
En utilisant OpenCV , vous obtenez un CATransform3D
prêt à être utilisé sur un calque CAAnimation:
+ (CATransform3D)transformQuadrilateral:(Quadrilateral)Origin toQuadrilateral:(Quadrilateral)destination {
CvPoint2D32f *cvsrc = [self openCVMatrixWithQuadrilateral:Origin];
CvMat *src_mat = cvCreateMat( 4, 2, CV_32FC1 );
cvSetData(src_mat, cvsrc, sizeof(CvPoint2D32f));
CvPoint2D32f *cvdst = [self openCVMatrixWithQuadrilateral:destination];
CvMat *dst_mat = cvCreateMat( 4, 2, CV_32FC1 );
cvSetData(dst_mat, cvdst, sizeof(CvPoint2D32f));
CvMat *H = cvCreateMat(3,3,CV_32FC1);
cvFindHomography(src_mat, dst_mat, H);
cvReleaseMat(&src_mat);
cvReleaseMat(&dst_mat);
CATransform3D transform = [self transform3DWithCMatrix:H->data.fl];
cvReleaseMat(&H);
return transform;
}
+ (CvPoint2D32f *)openCVMatrixWithQuadrilateral:(Quadrilateral)Origin {
CvPoint2D32f *cvsrc = (CvPoint2D32f *)malloc(4*sizeof(CvPoint2D32f));
cvsrc[0].x = Origin.upperLeft.x;
cvsrc[0].y = Origin.upperLeft.y;
cvsrc[1].x = Origin.upperRight.x;
cvsrc[1].y = Origin.upperRight.y;
cvsrc[2].x = Origin.lowerRight.x;
cvsrc[2].y = Origin.lowerRight.y;
cvsrc[3].x = Origin.lowerLeft.x;
cvsrc[3].y = Origin.lowerLeft.y;
return cvsrc;
}
+ (CATransform3D)transform3DWithCMatrix:(float *)matrix {
CATransform3D transform = CATransform3DIdentity;
transform.m11 = matrix[0];
transform.m21 = matrix[1];
transform.m41 = matrix[2];
transform.m12 = matrix[3];
transform.m22 = matrix[4];
transform.m42 = matrix[5];
transform.m14 = matrix[6];
transform.m24 = matrix[7];
transform.m44 = matrix[8];
return transform;
}
Avec 100% grâce à JoshRL, voici une version Swift de la classe de JoshRL.
Cela a été complètement et totalement débogué. Les lignes qui souffrent du problème "trop longtemps à Swift" ont été remaniées et leur destruction testée. Il fonctionne parfaitement dans la production à grand volume.
Ne pourrait pas être plus facile à utiliser. Exemple montrant comment utiliser Swift ci-dessous.
// JoshQuadView in Swift
// from: https://stackoverflow.com/a/18606029/294884
// NB: JoshRL uses the ordering convention
// "topleft, topright, bottomleft, bottomright"
// which is different from "clockwise from topleft".
// Note: is not meant to handle concave.
import UIKit
class JoshQuadView:UIView
{
func transformToFitQuadTopLeft(tl:CGPoint,tr:CGPoint,bl:CGPoint,br:CGPoint)
{
guard CGPointEqualToPoint(self.layer.anchorPoint, CGPointZero) else { print("suck");return }
let b:CGRect = boundingBoxForQuadTR(tl, tr, bl, br)
self.frame = b
self.layer.transform = rectToQuad( self.bounds,
CGPointMake(tl.x-b.Origin.x, tl.y-b.Origin.y),
CGPointMake(tr.x-b.Origin.x, tr.y-b.Origin.y),
CGPointMake(bl.x-b.Origin.x, bl.y-b.Origin.y),
CGPointMake(br.x-b.Origin.x, br.y-b.Origin.y) )
}
func boundingBoxForQuadTR(
tl:CGPoint, _ tr:CGPoint, _ bl:CGPoint, _ br:CGPoint )->(CGRect)
{
var b:CGRect = CGRectZero
let xmin:CGFloat = min(min(min(tr.x, tl.x), bl.x),br.x);
let ymin:CGFloat = min(min(min(tr.y, tl.y), bl.y),br.y);
let xmax:CGFloat = max(max(max(tr.x, tl.x), bl.x),br.x);
let ymax:CGFloat = max(max(max(tr.y, tl.y), bl.y),br.y);
b.Origin.x = xmin
b.Origin.y = ymin
b.size.width = xmax - xmin
b.size.height = ymax - ymin
return b;
}
func rectToQuad(
rect:CGRect,
_ topLeft:CGPoint,
_ topRight:CGPoint,
_ bottomLeft:CGPoint,
_ bottomRight:CGPoint )->(CATransform3D)
{
return rectToQuad(rect,
topLeft.x, topLeft.y,
topRight.x, topRight.y,
bottomLeft.x, bottomLeft.y,
bottomRight.x, bottomRight.y)
}
func rectToQuad(
rect:CGRect,
_ x1a:CGFloat, _ y1a:CGFloat,
_ x2a:CGFloat, _ y2a:CGFloat,
_ x3a:CGFloat, _ y3a:CGFloat,
_ x4a:CGFloat, _ y4a:CGFloat )->(CATransform3D)
{
let X = rect.Origin.x;
let Y = rect.Origin.y;
let W = rect.size.width;
let H = rect.size.height;
let y21 = y2a - y1a;
let y32 = y3a - y2a;
let y43 = y4a - y3a;
let y14 = y1a - y4a;
let y31 = y3a - y1a;
let y42 = y4a - y2a;
let a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
let b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
// let c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
// Could be too long for Swift. Replaced with four lines:
let c0 = -H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43)
let cx = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42)
let cy = -W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43)
let c = c0 + cx + cy
let d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
let e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
// let f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));
// Is too long for Swift. Replaced with four lines:
let f0 = -W*H*(x4a*y1a*y32 - x3a*y1a*y42 + x2a*y1a*y43)
let fx = H*X*(x4a*y21*y3a - x2a*y1a*y43 - x3a*y21*y4a + x1a*y2a*y43)
let fy = -W*Y*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42)
let f = f0 + fx + fy
let g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
let h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
// let i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));
// Is too long for Swift. Replaced with four lines:
let i0 = H*W*(x3a*y42 - x4a*y32 - x2a*y43)
let ix = H*X*(x4a*y21 - x3a*y21 + x1a*y43 - x2a*y43)
let iy = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42)
var i = i0 + ix + iy
let kEpsilon:CGFloat = 0.0001;
if(fabs(i) < kEpsilon) { i = kEpsilon * (i > 0 ? 1.0 : -1.0); }
return CATransform3D(m11:a/i, m12:d/i, m13:0, m14:g/i,
m21:b/i, m22:e/i, m23:0, m24:h/i,
m31:0, m32:0, m33:1, m34:0,
m41:c/i, m42:f/i, m43:0, m44:1.0)
}
}
À utiliser dans Swift:
disons que vous avez une vue de conteneur "QuadScreen".
Laisser tomber la vue que vous voulez étirer sera un JoshQuadView dans la scène. "jqv" dans l'exemple ici.
Placez simplement quatre poignées de coin (images) dans la scène, qui sont des PNG de vos icônes de poignée. Le code ci-dessous gère complètement ces poignées; Il suffit de suivre les commentaires dans le code pour savoir comment les configurer très facilement dans le storyboard.
C'est juste une ligne de code pour faire l'étirement:
class QuadScreen:UIViewController
{
// sit your JoshQuadView in this view
@IBOutlet var jqv:JoshQuadView!
// simply have four small subview views, "handles"
// with an icon on them (perhaps a small circle)
// and put those over the four corners of the jqv
// NOTE numbered CLOCKWISE from top left here:
@IBOutlet var handle1:UIView!
@IBOutlet var handle2:UIView!
@IBOutlet var handle3:UIView!
@IBOutlet var handle4:UIView!
// put a pan recognizer on each handle, action goes to here
// (for the pan recognizers, set cancels-in-view as needed
// if you, example, highlight them on touch in their class)
@IBAction func dragHandle(p:UIPanGestureRecognizer!)
{
let tr = p.translationInView(p.view)
p.view!.center.x += tr.x
p.view!.center.y += tr.y
p.setTranslation(CGPointZero, inView: p.view)
jqv.transformToFitQuadTopLeft(
handle1.center, tr: handle2.center,
bl: handle4.center, br: handle3.center )
// it's that simple, there's nothing else to do
p.setTranslation(CGPointZero, inView: p.view)
}
override func viewDidLayoutSubviews()
{
// don't forget to do this....is critical.
jqv.layer.anchorPoint = CGPointMake(0, 0)
}
Par curiosité, et pour le plaisir de Google, il est ridiculement facile de faire cela dans
ils ont une commande intégrée pour refaçonner les polys. Cette excellente réponse a copier/coller le code: https://stackoverflow.com/a/34667015/294884
Solution INDEPENDANTE DU POINT D'ANCRAGE:
J'aime beaucoup @joshrl answer où il crée une catégorie "UIView + Quadrilateral" qui utilise @ hfossli'sMost excellentanswer ci-dessus. Cependant, plusieurs appels à la catégorie pour modifier le quadrilatère échouent et le code nécessite AnchorPoint d'être en haut à gauche.
Ma solution (dérivée de la leur):
UIView + Quadrilateral.h :
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
@interface UIView (Quadrilateral)
//Sets frame to bounding box of quad and applies transform
- (void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br;
@end
UIView + Quadrilateral.m :
#import "UIView+Quadrilateral.h"
@implementation UIView (Quadrilateral)
- (void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br
{
CGRect boundingBox = [[self class] boundingBoxForQuadTR:tr tl:tl bl:bl br:br];
self.layer.transform = CATransform3DIdentity; // keeps current transform from interfering
self.frame = boundingBox;
CGPoint frameTopLeft = boundingBox.Origin;
CATransform3D transform = [[self class] rectToQuad:self.bounds
quadTL:CGPointMake(tl.x-frameTopLeft.x, tl.y-frameTopLeft.y)
quadTR:CGPointMake(tr.x-frameTopLeft.x, tr.y-frameTopLeft.y)
quadBL:CGPointMake(bl.x-frameTopLeft.x, bl.y-frameTopLeft.y)
quadBR:CGPointMake(br.x-frameTopLeft.x, br.y-frameTopLeft.y)];
// To account for anchor point, we must translate, transform, translate
CGPoint anchorPoint = self.layer.position;
CGPoint anchorOffset = CGPointMake(anchorPoint.x - boundingBox.Origin.x, anchorPoint.y - boundingBox.Origin.y);
CATransform3D transPos = CATransform3DMakeTranslation(anchorOffset.x, anchorOffset.y, 0.);
CATransform3D transNeg = CATransform3DMakeTranslation(-anchorOffset.x, -anchorOffset.y, 0.);
CATransform3D fullTransform = CATransform3DConcat(CATransform3DConcat(transPos, transform), transNeg);
// Now we set our transform
self.layer.transform = fullTransform;
}
+ (CGRect)boundingBoxForQuadTR:(CGPoint)tr tl:(CGPoint)tl bl:(CGPoint)bl br:(CGPoint)br
{
CGRect boundingBox = CGRectZero;
CGFloat xmin = MIN(MIN(MIN(tr.x, tl.x), bl.x),br.x);
CGFloat ymin = MIN(MIN(MIN(tr.y, tl.y), bl.y),br.y);
CGFloat xmax = MAX(MAX(MAX(tr.x, tl.x), bl.x),br.x);
CGFloat ymax = MAX(MAX(MAX(tr.y, tl.y), bl.y),br.y);
boundingBox.Origin.x = xmin;
boundingBox.Origin.y = ymin;
boundingBox.size.width = xmax - xmin;
boundingBox.size.height = ymax - ymin;
return boundingBox;
}
+ (CATransform3D)rectToQuad:(CGRect)rect
quadTL:(CGPoint)topLeft
quadTR:(CGPoint)topRight
quadBL:(CGPoint)bottomLeft
quadBR:(CGPoint)bottomRight
{
return [self rectToQuad:rect quadTLX:topLeft.x quadTLY:topLeft.y quadTRX:topRight.x quadTRY:topRight.y quadBLX:bottomLeft.x quadBLY:bottomLeft.y quadBRX:bottomRight.x quadBRY:bottomRight.y];
}
+ (CATransform3D)rectToQuad:(CGRect)rect
quadTLX:(CGFloat)x1a
quadTLY:(CGFloat)y1a
quadTRX:(CGFloat)x2a
quadTRY:(CGFloat)y2a
quadBLX:(CGFloat)x3a
quadBLY:(CGFloat)y3a
quadBRX:(CGFloat)x4a
quadBRY:(CGFloat)y4a
{
CGFloat X = rect.Origin.x;
CGFloat Y = rect.Origin.y;
CGFloat W = rect.size.width;
CGFloat H = rect.size.height;
CGFloat y21 = y2a - y1a;
CGFloat y32 = y3a - y2a;
CGFloat y43 = y4a - y3a;
CGFloat y14 = y1a - y4a;
CGFloat y31 = y3a - y1a;
CGFloat y42 = y4a - y2a;
CGFloat a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
CGFloat b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
CGFloat c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
CGFloat d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
CGFloat e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
CGFloat f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));
CGFloat g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
CGFloat h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
CGFloat i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));
const double kEpsilon = 0.0001;
if(fabs(i) < kEpsilon)
{
i = kEpsilon* (i > 0 ? 1.0 : -1.0);
}
CATransform3D transform = {a/i, d/i, 0, g/i, b/i, e/i, 0, h/i, 0, 0, 1, 0, c/i, f/i, 0, 1.0};
return transform;
}
@end
La catégorie ci-dessus est si simple et élégante, elle devrait être incluse dans chaque boîte à outils. MERCI aux dernières sources du code ci-dessus. Aucun crédit ne devrait être donné à moi.
Si votre nouveau quadrilatère est un parallélogramme, cela s'appelle un "cisaillement" et peut être fait plus facilement avec CGAffineTransform. Voir l'excellent article de Jeff LaMarche, CGAffineTransform 1.1 .
Si votre nouveau quadrilatère n'est pas un parallélogramme, reportez-vous à la question suivante pour savoir comment appliquer CATransform3D: Extension d'image iPhone (inclinaison) .
Utilisation des mathématiques matricielles Swift intégrées:
https://github.com/paulz/PerspectiveTransform#Swift-code-example
import PerspectiveTransform
let destination = Perspective(
CGPoint(x: 108.315837, y: 80.1687782),
CGPoint(x: 377.282671, y: 41.4352201),
CGPoint(x: 193.321418, y: 330.023027),
CGPoint(x: 459.781253, y: 251.836131)
)
// Starting perspective is the current overlay frame or could be another 4 points.
let start = Perspective(overlayView.frame)
// Caclulate CATransform3D from start to destination
overlayView.layer.transform = start.projectiveTransform(destination: destination)