Shortest distance from CGPoint to segment - swift

I've been trying to implement Douglas-Peucker algorithm into my code and I'm able to translate pseudocode into Swift, except for the shortestDistanceToSegment function. Only Swift version I could find was answered here but I don't understand what that actually does.
I need a function that gets three points as arguments (point and both ends of line) and returns the shortest distance between a CGPoint and a line segment. Some explanation about what (and why) the code does would great but not necessary.

Answer from https://stackoverflow.com/a/27737081/535275 w/ variables renamed & some comments added:
/* Distance from a point (p1) to line l1 l2 */
func distanceFromPoint(p: CGPoint, toLineSegment v: CGPoint, and w: CGPoint) -> CGFloat {
let pv_dx = p.x - v.x
let pv_dy = p.y - v.y
let wv_dx = w.x - v.x
let wv_dy = w.y - v.y
let dot = pv_dx * wv_dx + pv_dy * wv_dy
let len_sq = wv_dx * wv_dx + wv_dy * wv_dy
let param = dot / len_sq
var int_x, int_y: CGFloat /* intersection of normal to vw that goes through p */
if param < 0 || (v.x == w.x && v.y == w.y) {
int_x = v.x
int_y = v.y
} else if param > 1 {
int_x = w.x
int_y = w.y
} else {
int_x = v.x + param * wv_dx
int_y = v.y + param * wv_dy
}
/* Components of normal */
let dx = p.x - int_x
let dy = p.y - int_y
return sqrt(dx * dx + dy * dy)
}

Related

simd_quatF to euler angle

Im trying to convert my quats to euler, but out of x/y/z components, only my X has accurate value and y/z is incorrect :- ( can any1 have a look/help ?
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Double>{
var angles = SIMD3<Double>();
let qfloat = quat.vector
let q = SIMD4<Double>(Double(qfloat.x),Double(qfloat.y),Double(qfloat.z), Double(qfloat.w))
// roll (x-axis rotation)
let sinr_cosp : Double = 2.0 * (q.w * q.x + q.y * q.z);
let cosr_cosp : Double = 1.0 - 2.0 * (q.x * q.x + q.y * q.y);
angles.x = atan2(sinr_cosp, cosr_cosp);
// pitch (y-axis rotation)
let sinp : Double = 2 * (q.w * q.y - q.z * q.x);
if (abs(sinp) >= 1){
angles.y = copysign(Double.pi / 2, sinp); // use 90 degrees if out of range
}
else{
angles.y = asin(sinp);
}
// yaw (z-axis rotation)
let siny_cosp : Double = 2 * (q.w * q.z + q.x * q.y);
let cosy_cosp : Double = 1 - 2 * (q.y * q.y + q.z * q.z);
angles.z = atan2(siny_cosp, cosy_cosp);
return angles;
}
Wiki example converted to swifht.
TIA
My solution would be to let the (SceneKit) library do it:
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Float>{
let n = SCNNode()
n.simdOrientation = quat
return n.simdEulerAngles
}
I took a look at and converted it to Swift,
https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/
It works for me.
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Float>{
var angles = SIMD3<Float>();
let qfloat = quat.vector
// heading = x, attitude = y, bank = z
let test = qfloat.x*qfloat.y + qfloat.z*qfloat.w;
if (test > 0.499) { // singularity at north pole
angles.x = 2 * atan2(qfloat.x,qfloat.w)
angles.y = (.pi / 2)
angles.z = 0
return angles
}
if (test < -0.499) { // singularity at south pole
angles.x = -2 * atan2(qfloat.x,qfloat.w)
angles.y = -(.pi / 2)
angles.z = 0
return angles
}
let sqx = qfloat.x*qfloat.x;
let sqy = qfloat.y*qfloat.y;
let sqz = qfloat.z*qfloat.z;
angles.x = atan2(2*qfloat.y*qfloat.w-2*qfloat.x*qfloat.z , 1 - 2*sqy - 2*sqz)
angles.y = asin(2*test)
angles.z = atan2(2*qfloat.x*qfloat.w-2*qfloat.y*qfloat.z , 1 - 2*sqx - 2*sqz)
return angles
}

Where a vector would intersect the screen if extended towards it's direction (swift)

I'm trying to write a function in swift, which returns a CGPoint where the extension of a vector (which is within a screen) will intersect the screen. Let's assume that the screen is 800 x 600. It's like the scheme:
The function should have the following parameters:
func calcPoint(start: CGPoint, end: CGPoint) -> CGPoint
start: CGPoint(x: x1, y: y1) - this is the beginning of the vector.
end: CGPoint(x: x1, y: y1) - this is the end point of the vector.
the return point is the one at which the vector intersects the screen (CGPoint(x: x3, y: y3) as shown at the scheme).
The values for the vector start and end are aways points within the screen (the rectangle 0, 0, 800, 600).
EDIT (for Alexander):
Is there a formula, which in the given situation will make it easy to write the function, in not the obvious way using if ... else ... and triangle vertices ratio?
To compute point E you can look at the triangles given by your setting. You have the Triangle ABC and DBE. Note that they are similar, such that we can set up following relation AB : AC = DB : DE using the intercept theorem (AB etc. stands for the line segment between A and B). In the given setting you know all points but E.
Using start and end Points from given setting:
In case start and end have the same x or y-coordinate it is only the top bottom or left right border with the same coordinate.
Using the absolute values it should work for all four corners of your rectangle. Then of course you have to consider E being out of your rectangle, again the same relation can be used AB : AC = D'B : D'E'
A pure swift solution for everyone interested in such (thanks to Ivo Ivanoff):
// Example for iOS
/// The height of the screen
let screenHeight = UIScreen.main.bounds.height
/// The width of the screen
let screenWidth = UIScreen.main.bounds.width
func calculateExitPoint(from anchor : CGPoint, to point: CGPoint) -> CGPoint {
var exitPoint : CGPoint = CGPoint()
let directionV: CGFloat = anchor.y < point.y ? 1 : -1
let directionH: CGFloat = anchor.x < point.x ? 1 : -1
let a = directionV > 0 ? screenHeight - anchor.y : anchor.y
let a1 = directionV > 0 ? point.y - anchor.y : anchor.y - point.y
let b1 = directionH > 0 ? point.x - anchor.x : anchor.x - point.x
let b = a / (a1 / b1)
let tgAlpha = b / a
let b2 = directionH > 0 ? screenWidth - point.x : point.x
let a2 = b2 / tgAlpha
exitPoint.x = anchor.x + b * directionH
exitPoint.y = point.y + a2 * directionV
if (exitPoint.x > screenWidth) {
exitPoint.x = screenWidth
} else if (exitPoint.x < 0) {
exitPoint.x = 0;
} else {
exitPoint.y = directionV > 0 ? screenHeight : 0
}
return exitPoint
}
Any kind of optimizations are welcomed ;-)
There is no single formula, because intersection depends on starting point position, line slope and rectangle size, and it may occur at any rectangle edge.
Here is approach based on parametric representation of line. Works for any slope (including horizontal and vertical). Finds what border is intersected first, calculates intersection point.
dx = end.x - start.x
dy = end.y - start.y
//parametric equations for reference:
//x = start.x + dx * t
//y = start.y + dy * t
//prerequisites: potential border positions
if dx > 0 then
bx = width
else
bx = 0
if dy > 0 then
by = height
else
by = 0
//first check for horizontal/vertical lines
if dx = 0 then
return ix = start.x, iy = by
if dy = 0 then
return iy = start.y, ix = bx
//in general case find parameters of intersection with horizontal and vertical edge
tx = (bx - start.x) / dx
ty = (by - start.y) / dy
//and get intersection for smaller parameter value
if tx <= ty then
ix = bx
iy = start.y + tx * dy
else
iy = by
ix = start.x + ty * dx
return ix, iy

Draw SceneKit object between two points

Having made some progress in the geometry side of things I'm moving on to putting together an entire scene. That scene has a couple dozen objects, each defined by a bounding cube whose corners are specified by two SCNVector3s (originally two sets of x,y,z).
Here's an example of what I have so far - it's an 11-element log-periodic antenna, like the old school TV antennas from the 70s. Each of the grey lines is an "element", typically made of aluminum rod. I used SCNCylinders from +ve to -ve Y and the entire thing is less than 100 lines (SK is pretty amazing).
The problem is what happens if the elements are not symmetrical across X and thus the SCNCylinder has to be rotated. I found this example, but I can't understand the specifics... it appears to take advantage of the fact that a sphere is symmetric so angles kind of "go away".
Does anyone have a general function that will take two 3D points and return the SCNVector3 suitable for setting the node's eulerAngle, or a similar solution?
Both solutions mentioned above work very well and I can contribute third solution to this question.
//extension code starts
func normalizeVector(_ iv: SCNVector3) -> SCNVector3 {
let length = sqrt(iv.x * iv.x + iv.y * iv.y + iv.z * iv.z)
if length == 0 {
return SCNVector3(0.0, 0.0, 0.0)
}
return SCNVector3( iv.x / length, iv.y / length, iv.z / length)
}
extension SCNNode {
func buildLineInTwoPointsWithRotation(from startPoint: SCNVector3,
to endPoint: SCNVector3,
radius: CGFloat,
color: UIColor) -> SCNNode {
let w = SCNVector3(x: endPoint.x-startPoint.x,
y: endPoint.y-startPoint.y,
z: endPoint.z-startPoint.z)
let l = CGFloat(sqrt(w.x * w.x + w.y * w.y + w.z * w.z))
if l == 0.0 {
// two points together.
let sphere = SCNSphere(radius: radius)
sphere.firstMaterial?.diffuse.contents = color
self.geometry = sphere
self.position = startPoint
return self
}
let cyl = SCNCylinder(radius: radius, height: l)
cyl.firstMaterial?.diffuse.contents = color
self.geometry = cyl
//original vector of cylinder above 0,0,0
let ov = SCNVector3(0, l/2.0,0)
//target vector, in new coordination
let nv = SCNVector3((endPoint.x - startPoint.x)/2.0, (endPoint.y - startPoint.y)/2.0,
(endPoint.z-startPoint.z)/2.0)
// axis between two vector
let av = SCNVector3( (ov.x + nv.x)/2.0, (ov.y+nv.y)/2.0, (ov.z+nv.z)/2.0)
//normalized axis vector
let av_normalized = normalizeVector(av)
let q0 = Float(0.0) //cos(angel/2), angle is always 180 or M_PI
let q1 = Float(av_normalized.x) // x' * sin(angle/2)
let q2 = Float(av_normalized.y) // y' * sin(angle/2)
let q3 = Float(av_normalized.z) // z' * sin(angle/2)
let r_m11 = q0 * q0 + q1 * q1 - q2 * q2 - q3 * q3
let r_m12 = 2 * q1 * q2 + 2 * q0 * q3
let r_m13 = 2 * q1 * q3 - 2 * q0 * q2
let r_m21 = 2 * q1 * q2 - 2 * q0 * q3
let r_m22 = q0 * q0 - q1 * q1 + q2 * q2 - q3 * q3
let r_m23 = 2 * q2 * q3 + 2 * q0 * q1
let r_m31 = 2 * q1 * q3 + 2 * q0 * q2
let r_m32 = 2 * q2 * q3 - 2 * q0 * q1
let r_m33 = q0 * q0 - q1 * q1 - q2 * q2 + q3 * q3
self.transform.m11 = r_m11
self.transform.m12 = r_m12
self.transform.m13 = r_m13
self.transform.m14 = 0.0
self.transform.m21 = r_m21
self.transform.m22 = r_m22
self.transform.m23 = r_m23
self.transform.m24 = 0.0
self.transform.m31 = r_m31
self.transform.m32 = r_m32
self.transform.m33 = r_m33
self.transform.m34 = 0.0
self.transform.m41 = (startPoint.x + endPoint.x) / 2.0
self.transform.m42 = (startPoint.y + endPoint.y) / 2.0
self.transform.m43 = (startPoint.z + endPoint.z) / 2.0
self.transform.m44 = 1.0
return self
}
}
//extension ended.
//in your code, you can like this.
let twoPointsNode1 = SCNNode()
scene.rootNode.addChildNode(twoPointsNode1.buildLineInTwoPointsWithRotation(
from: SCNVector3(1,-1,3), to: SCNVector3( 7,11,7), radius: 0.2, color: .cyan))
//end
you can reference http://danceswithcode.net/engineeringnotes/quaternions/quaternions.html
BTW, you will get same result when you use a cylinder to make a line between two points from above 3 methods. But indeed, they will have different normal lines. In another words, if you use box between two points, sides of box, except top and bottom, will face different direction from above 3 methods.
let me know pls if you need further explanation.
EDIT: For under or equal to IOS 11
I've good news for you ! You can link two points and put a SCNNode on this Vector !
Take this and enjoy drawing line between two point !
class CylinderLine: SCNNode
{
init( parent: SCNNode,//Needed to add destination point of your line
v1: SCNVector3,//source
v2: SCNVector3,//destination
radius: CGFloat,//somes option for the cylinder
radSegmentCount: Int, //other option
color: UIColor )// color of your node object
{
super.init()
//Calcul the height of our line
let height = v1.distance(v2)
//set position to v1 coordonate
position = v1
//Create the second node to draw direction vector
let nodeV2 = SCNNode()
//define his position
nodeV2.position = v2
//add it to parent
parent.addChildNode(nodeV2)
//Align Z axis
let zAlign = SCNNode()
zAlign.eulerAngles.x = Float(M_PI_2)
//create our cylinder
let cyl = SCNCylinder(radius: radius, height: CGFloat(height))
cyl.radialSegmentCount = radSegmentCount
cyl.firstMaterial?.diffuse.contents = color
//Create node with cylinder
let nodeCyl = SCNNode(geometry: cyl )
nodeCyl.position.y = -height/2
zAlign.addChildNode(nodeCyl)
//Add it to child
addChildNode(zAlign)
//set contrainte direction to our vector
constraints = [SCNLookAtConstraint(target: nodeV2)]
}
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
private extension SCNVector3{
func distance(receiver:SCNVector3) -> Float{
let xd = receiver.x - self.x
let yd = receiver.y - self.y
let zd = receiver.z - self.z
let distance = Float(sqrt(xd * xd + yd * yd + zd * zd))
if (distance < 0){
return (distance * -1)
} else {
return (distance)
}
}
}
#maury-markowitz's answer worked for me, here is the latest (Swift4) version of it.
To anyone working with SCNVector3 in Swift I can only recommend to add the +-*/ operator overloads somewhere in your code (e.g. from here).
extension SCNNode {
static func lineNode(from: SCNVector3, to: SCNVector3, radius: CGFloat = 0.25) -> SCNNode {
let vector = to - from
let height = vector.length()
let cylinder = SCNCylinder(radius: radius, height: CGFloat(height))
cylinder.radialSegmentCount = 4
let node = SCNNode(geometry: cylinder)
node.position = (to + from) / 2
node.eulerAngles = SCNVector3.lineEulerAngles(vector: vector)
return node
}
}
extension SCNVector3 {
static func lineEulerAngles(vector: SCNVector3) -> SCNVector3 {
let height = vector.length()
let lxz = sqrtf(vector.x * vector.x + vector.z * vector.z)
let pitchB = vector.y < 0 ? Float.pi - asinf(lxz/height) : asinf(lxz/height)
let pitch = vector.z == 0 ? pitchB : sign(vector.z) * pitchB
var yaw: Float = 0
if vector.x != 0 || vector.z != 0 {
let inner = vector.x / (height * sinf(pitch))
if inner > 1 || inner < -1 {
yaw = Float.pi / 2
} else {
yaw = asinf(inner)
}
}
return SCNVector3(CGFloat(pitch), CGFloat(yaw), 0)
}
}
For the sake of another method, I achieved this through trigonometry. This made the code very minimal. Here is the end result:
In my case the nodes are always placed on a fixed plane that slices the Y-Axis.
// Create Cylinder Geometry
let line = SCNCylinder(radius: 0.002, height: node1.distance(to: node2))
// Create Material
let material = SCNMaterial()
material.diffuse.contents = UIColor.red
material.lightingModel = .phong
line.materials = [material]
// Create Cylinder(line) Node
let newLine = SCNNode()
newLine.geometry = line
newLine.position = posBetween(first: node1, second: node2)
// This is the change in x,y and z between node1 and node2
let dirVector = SCNVector3Make(node2.x - node1.x, node2.y - node1.y, node2.z - node1.z)
// Get Y rotation in radians
let yAngle = atan(dirVector.x / dirVector.z)
// Rotate cylinder node about X axis so cylinder is laying down
currentLine.eulerAngles.x = .pi / 2
// Rotate cylinder node about Y axis so cylinder is pointing to each node
currentLine.eulerAngles.y = yAngle
This is the function to get the position between two nodes, place it within your class:
func posBetween(first: SCNVector3, second: SCNVector3) -> SCNVector3 {
return SCNVector3Make((first.x + second.x) / 2, (first.y + second.y) / 2, (first.z + second.z) / 2)
}
This is the extension to get the distance between nodes for the cylinder height, place it somewhere outside of your class:
extension SCNVector3 {
func distance(to destination: SCNVector3) -> CGFloat {
let dx = destination.x - x
let dy = destination.y - y
let dz = destination.z - z
return CGFloat(sqrt(dx*dx + dy*dy + dz*dz))
}
}
If you don't have one fixed axis like myself then you could do the extra trig to use this method.
Here's a solution using simd and quaternions for the rotation. I based the extension off of the answer by #Bersaelor.
I used this derivation (https://stackoverflow.com/a/1171995/6693924) to create the quaternion from two vectors. Hope this helps.
extension SCNNode {
static func lineNode(from: simd_float3, to: simd_float3, radius : CGFloat = 0.25) -> SCNNode
{
let vector = to - from
let height = simd_length(vector)
//cylinder
let cylinder = SCNCylinder(radius: radius, height: CGFloat(height))
cylinder.firstMaterial?.diffuse.contents = UIColor.white
//line node
let lineNode = SCNNode(geometry: cylinder)
//adjust line position
let line_axis = simd_float3(0, height/2, 0)
lineNode.simdPosition = from + line_axis
let vector_cross = simd_cross(line_axis, vector)
let qw = simd_length(line_axis) * simd_length(vector) + simd_dot(line_axis, vector)
let q = simd_quatf(ix: vector_cross.x, iy: vector_cross.y, iz: vector_cross.z, r: qw).normalized
lineNode.simdRotate(by: q, aroundTarget: from)
return lineNode
}
}
Sprout's (wow, the autocorrect will not allow me to actually type in his name!) post is indeed a solution, but I have implemented a very different solution in my code.
What I do is calculate the length of the line and the two endpoints, based on the X, Y and Z locations from the two ends:
let w = SCNVector3(x: CGFloat(x2m-x1m), y: CGFloat(y2m-y1m), z: CGFloat(z2m-z1m))
let l = w.length()
The length is simply pythag. Now I make an SCNNode that will hold the SCNCylinder, and position it in the middle of the line:
let node = SCNNode(geometry: cyl)
node.position = SCNVector3(x: CGFloat((x1m+x2m)/2.0), y: CGFloat((y1m+y2m)/2.0), z: CGFloat((z1m+z2m)/2.0))
And now the nasty part, where we calculate the Euler angles and rotate the node:
let lxz = (Double(w.x)**2 + Double(w.z)**2)**0.5
var pitch, pitchB: Double
if w.y < 0 {
pitchB = M_PI - asin(Double(lxz)/Double(l))
} else {
pitchB = asin(Double(lxz)/Double(l))
}
if w.z == 0 {
pitch = pitchB
} else {
pitch = sign(Double(w.z)) * pitchB
}
var yaw: Double
if w.x == 0 && w.z == 0 {
yaw = 0
} else {
let inner = Double(w.x) / (Double(l) * sin (pitch))
if inner > 1 {
yaw = M_PI_2
} else if inner < -1 {
yaw = M_PI_2
} else {
yaw = asin(inner)
}
}
node.eulerAngles = SCNVector3(CGFloat(pitch), CGFloat(yaw), 0)
I suspect there is a much simpler way to do this using one of the other rotation inputs, but this works and working is a feature!
Draw the line between two nodes:
func generateLine( startPoint: SCNVector3, endPoint: SCNVector3) -> SCNGeometry {
let vertices: [SCNVector3] = [startPoint, endPoint]
let data = NSData(bytes: vertices, length: MemoryLayout<SCNVector3>.size * vertices.count) as Data
let vertexSource = SCNGeometrySource(data: data,
semantic: .vertex,
vectorCount: vertices.count,
usesFloatComponents: true,
componentsPerVector: 3,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: 0,
dataStride: MemoryLayout<SCNVector3>.stride)
let indices: [Int32] = [ 0, 1]
let indexData = NSData(bytes: indices, length: MemoryLayout<Int32>.size * indices.count) as Data
let element = SCNGeometryElement(data: indexData,
primitiveType: .line,
primitiveCount: indices.count/2,
bytesPerIndex: MemoryLayout<Int32>.size)
return SCNGeometry(sources: [vertexSource], elements: [element])
}
How To Use
let line = generateLine(startPoint: SCNVector3Make(1, 1, 1), endPoint: SCNVector3Make(8, 8, 8))
let lineNode = SCNNode(geometry: line)
lineNode.position = SCNVector3Make(15, 15, 10)
scene.rootNode.addChildNode(lineNode)
The thickness of the line requires implementing the SCNSceneRendererDelegate, in particular:
func renderer(_ renderer: SCNSceneRenderer, willRenderScene scene: SCNScene, atTime time: TimeInterval){
glLineWidth(10)
}
Objective-C version of Winchill's answer:
-(void)lineNodeFrom:(SCNVector3)to to:(SCNVector3)from radius:(float)radius{
SCNVector3 w = SCNVector3Make(to.x - from.x, to.y - from.y, from.z - to.z);
float l = sqrtf(powf(w.x, 2) + powf(w.y, 2) + powf(w.z, 2.0f));
SCNCylinder * cylinder = [SCNCylinder cylinderWithRadius:radius height:l];
SCNMaterial * material = [SCNMaterial material];
material.diffuse.contents = [[UIColor darkGrayColor] colorWithAlphaComponent:0.75f];
cylinder.materials = #[material];
[self setGeometry:cylinder];
//original vector of cylinder above 0,0,0
SCNVector3 ov = SCNVector3Make(0, l/2.0,0);
//target vector, in new coordination
SCNVector3 nv = SCNVector3Make((from.x - to.x)/2.0, (from.y - to.y)/2.0, (from.z-to.z)/2.0);
// axis between two vector
SCNVector3 av = SCNVector3Make((ov.x + nv.x)/2.0, (ov.y+nv.y)/2.0, (ov.z+nv.z)/2.0);
//normalized axis vector
SCNVector3 av_normalized = [self normaliseVector:av];
float q0 = 0.0f; //cos(angel/2), angle is always 180 or M_PI
float q1 = av_normalized.x; // x' * sin(angle/2)
float q2 = av_normalized.y; // y' * sin(angle/2)
float q3 = av_normalized.z; // z' * sin(angle/2)
float r_m11 = q0 * q0 + q1 * q1 - q2 * q2 - q3 * q3;
float r_m12 = 2 * q1 * q2 + 2 * q0 * q3;
float r_m13 = 2 * q1 * q3 - 2 * q0 * q2;
float r_m21 = 2 * q1 * q2 - 2 * q0 * q3;
float r_m22 = q0 * q0 - q1 * q1 + q2 * q2 - q3 * q3;
float r_m23 = 2 * q2 * q3 + 2 * q0 * q1;
float r_m31 = 2 * q1 * q3 + 2 * q0 * q2;
float r_m32 = 2 * q2 * q3 - 2 * q0 * q1;
float r_m33 = q0 * q0 - q1 * q1 - q2 * q2 + q3 * q3;
SCNMatrix4 transform;
transform.m11 = r_m11;
transform.m12 = r_m12;
transform.m13 = r_m13;
transform.m14 = 0.0;
transform.m21 = r_m21;
transform.m22 = r_m22;
transform.m23 = r_m23;
transform.m24 = 0.0;
transform.m31 = r_m31;
transform.m32 = r_m32;
transform.m33 = r_m33;
transform.m34 = 0.0;
transform.m41 = (to.x + from.x) / 2.0;
transform.m42 = (to.y + from.y) / 2.0;
transform.m43 = (to.z + from.z) / 2.0;
transform.m44 = 1.0;
self.transform = transform;
}
-(SCNVector3)normaliseVector:(SCNVector3)iv{
float length = sqrt(iv.x * iv.x + iv.y * iv.y + iv.z * iv.z);
if (length == 0){
return SCNVector3Make(0.0, 0.0, 0.0);
}
return SCNVector3Make(iv.x / length, iv.y / length, iv.z / length);
}

Intersection between two lines in coordinates

I can detect the intersection point of two lines, but if my line don't has the length of my screen, it detects the point, where it shouldn't be.
Here a preview:
So, it shouldn't detect this intersection because the horizontal line isn't that long.
Code:
- (NSMutableArray *) intersectWithLines:(CGPoint)startPoint andEnd:(CGPoint)endPoint {
NSMutableArray *intersects = [[NSMutableArray alloc] init];
for(GameLine *line in [_lineBackground getLines]) {
double lineStartX = line.startPos.x;
double lineStartY = line.startPos.y;
double tempEndX = line.endPos.x;
double tempEndY = line.endPos.y;
double d = ((startPoint.x - endPoint.x)*(lineStartY - tempEndY)) - ((startPoint.y - endPoint.y) * (lineStartX - tempEndX));
if(d != 0) {
double sX = ((lineStartX - tempEndX) * (startPoint.x * endPoint.y - startPoint.y * endPoint.x) - (startPoint.x - endPoint.x) * (lineStartX * tempEndY - lineStartY * tempEndX)) / d;
double sY = ((lineStartY - tempEndY) * (startPoint.x * endPoint.y - startPoint.y * endPoint.x) - (startPoint.y - endPoint.y) * (lineStartX * tempEndY - lineStartY * tempEndX)) / d;
if([self isValidCGPoint:CGPointMake(sX, sY)]) {
[intersects addObject:[NSValue valueWithCGPoint:CGPointMake(sX, sY)]];
}
}
}
return intersects;
}
If I understand your question correctly, you need to determine the intersection point of two line segments. This should work with the following method:
- (NSValue *)intersectionOfLineFrom:(CGPoint)p1 to:(CGPoint)p2 withLineFrom:(CGPoint)p3 to:(CGPoint)p4
{
CGFloat d = (p2.x - p1.x)*(p4.y - p3.y) - (p2.y - p1.y)*(p4.x - p3.x);
if (d == 0)
return nil; // parallel lines
CGFloat u = ((p3.x - p1.x)*(p4.y - p3.y) - (p3.y - p1.y)*(p4.x - p3.x))/d;
CGFloat v = ((p3.x - p1.x)*(p2.y - p1.y) - (p3.y - p1.y)*(p2.x - p1.x))/d;
if (u < 0.0 || u > 1.0)
return nil; // intersection point not between p1 and p2
if (v < 0.0 || v > 1.0)
return nil; // intersection point not between p3 and p4
CGPoint intersection;
intersection.x = p1.x + u * (p2.x - p1.x);
intersection.y = p1.y + u * (p2.y - p1.y);
return [NSValue valueWithCGPoint:intersection];
}
This is a slightly modified version of Hayden Holligan's answer to work with Swift 3:
func getIntersectionOfLines(line1: (a: CGPoint, b: CGPoint), line2: (a: CGPoint, b: CGPoint)) -> CGPoint {
let distance = (line1.b.x - line1.a.x) * (line2.b.y - line2.a.y) - (line1.b.y - line1.a.y) * (line2.b.x - line2.a.x)
if distance == 0 {
print("error, parallel lines")
return CGPoint.zero
}
let u = ((line2.a.x - line1.a.x) * (line2.b.y - line2.a.y) - (line2.a.y - line1.a.y) * (line2.b.x - line2.a.x)) / distance
let v = ((line2.a.x - line1.a.x) * (line1.b.y - line1.a.y) - (line2.a.y - line1.a.y) * (line1.b.x - line1.a.x)) / distance
if (u < 0.0 || u > 1.0) {
print("error, intersection not inside line1")
return CGPoint.zero
}
if (v < 0.0 || v > 1.0) {
print("error, intersection not inside line2")
return CGPoint.zero
}
return CGPoint(x: line1.a.x + u * (line1.b.x - line1.a.x), y: line1.a.y + u * (line1.b.y - line1.a.y))
}
Swift version
func getIntersectionOfLines(line1: (a: CGPoint, b: CGPoint), line2: (a: CGPoint, b: CGPoint)) -> CGPoint {
let distance = (line1.b.x - line1.a.x) * (line2.b.y - line2.a.y) - (line1.b.y - line1.a.y) * (line2.b.x - line2.a.x)
if distance == 0 {
print("error, parallel lines")
return CGPointZero
}
let u = ((line2.a.x - line1.a.x) * (line2.b.y - line2.a.y) - (line2.a.y - line1.a.y) * (line2.b.x - line2.a.x)) / distance
let v = ((line2.a.x - line1.a.x) * (line1.b.y - line1.a.y) - (line2.a.y - line1.a.y) * (line1.b.x - line1.a.x)) / distance
if (u < 0.0 || u > 1.0) {
print("error, intersection not inside line1")
return CGPointZero
}
if (v < 0.0 || v > 1.0) {
print("error, intersection not inside line2")
return CGPointZero
}
return CGPointMake(line1.a.x + u * (line1.b.x - line1.a.x), line1.a.y + u * (line1.b.y - line1.a.y))
}
Here is another solution in Swift 4.2. This is functionally identical to MartinR's solution but uses simd vectors and matrices to clean it up.
/// Protocol adoped by any type that models a line segment.
protocol LineSegment
{
/// Point defining an end of a line segment.
var p1: simd_double2 { get }
/// Point defining an end of a line segment.
var p2: simd_double2 { get }
}
extension LineSegment
{
/// Calcualte the intersection between this line segment and another line
/// segment.
///
/// Algorithm from here:
/// http://www.cs.swan.ac.uk/~cssimon/line_intersection.html
///
/// - Parameter other: The other line segment.
/// - Returns: The intersection point, or `nil` if the two line segments are
/// parallel or the intersection point would be off the end of
/// one of the line segments.
func intersection(lineSegment other: LineSegment) -> simd_double2?
{
let p3 = other.p1 // Name the points so they are consistent with the explanation below
let p4 = other.p2
let matrix = simd_double2x2(p4 - p3, p1 - p2)
guard matrix.determinant != 0 else { return nil } // Determinent == 0 => parallel lines
let multipliers = matrix.inverse * (p1 - p3)
// If either of the multipliers is outside the range 0 ... 1, then the
// intersection would be off the end of one of the line segments.
guard (0.0 ... 1.0).contains(multipliers.x) && (0.0 ... 1.0).contains(multipliers.y)
else { return nil }
return p1 + multipliers.y * (p2 - p1)
}
}
The algorithm works because, if you have line segment a defined by two points p1 and p2 and line segment b defined by p3 and p4 the points on a and b are respectively defined by
p1 + ta(p2 - p1)
p3 + tb(p4 - p3)
so the point of intersection would be where
p1 + ta(p2 - p1) = p3 + tb(p4 - p3)
This can be rearranged as
p1 - p3 = tb(p4 - p3) + ta(p1 - p2)
and with a bit of jiggery pokery you can get to the following equivalent
p1 - p3 = A.t
where t is the vector (tb, ta) and A is the matrix whose columns are p4 - p3 and p1 - p2
The equation can be rearranged as
A-1(p1 - p3) = t
Everything on the left hand side is already known or can be calculated to get us t. Either of the components of t can be plugged into the respective original equation to get the intersection point (NB floating point rounding errors will mean that the two answers probably aren't exactly the same but are very close).
Note that, if the lines are parallel, the determinant of A will be zero. Also, if either component is outside the range 0 ... 1, then one or both line segments needs to be extended to get to the point of intersection.
That's the correct equation:
+(CGPoint) intersection2:(CGPoint)u1 u2:(CGPoint)u2 v1:(CGPoint)v1 v2:(CGPoint)v2 {
CGPoint ret=u1;
double t=((u1.x-v1.x)*(v1.y-v2.y)-(u1.y-v1.y)*(v1.x-v2.x))
/((u1.x-u2.x)*(v1.y-v2.y)-(u1.y-u2.y)*(v1.x-v2.x));
ret.x+=(u2.x-u1.x)*t;
ret.y+=(u2.y-u1.y)*t;
return ret;
}
This answer is available in several programming languages
https://rosettacode.org/wiki/Find_the_intersection_of_two_lines
struct Point {
var x: Double
var y: Double
}
struct Line {
var p1: Point
var p2: Point
var slope: Double {
guard p1.x - p2.x != 0.0 else { return .nan }
return (p1.y-p2.y) / (p1.x-p2.x)
}
func intersection(of other: Line) -> Point? {
let ourSlope = slope
let theirSlope = other.slope
guard ourSlope != theirSlope else { return nil }
if ourSlope.isNaN && !theirSlope.isNaN {
return Point(x: p1.x, y: (p1.x - other.p1.x) * theirSlope + other.p1.y)
} else if theirSlope.isNaN && !ourSlope.isNaN {
return Point(x: other.p1.x, y: (other.p1.x - p1.x) * ourSlope + p1.y)
} else {
let x = (ourSlope*p1.x - theirSlope*other.p1.x + other.p1.y - p1.y) / (ourSlope - theirSlope)
return Point(x: x, y: theirSlope*(x - other.p1.x) + other.p1.y)
}
}
}
let l1 = Line(p1: Point(x: 4.0, y: 0.0), p2: Point(x: 6.0, y: 10.0))
let l2 = Line(p1: Point(x: 0.0, y: 3.0), p2: Point(x: 10.0, y: 7.0))
print("Intersection at : \(l1.intersection(of: l2)!)")
I know the answer is given and all of them are correct one still, I feel to give my answer to this question. So here it is.
func linesCross(start1: CGPoint, end1: CGPoint, start2: CGPoint, end2: CGPoint) -> (x: CGFloat, y: CGFloat)? {
// calculate the differences between the start and end X/Y positions for each of our points
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 nil
}
// 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 (intersectX, intersectY)
}
}
// lines don't cross
return nil
}
I get this from this site.
This one is very simple and easy, too.
Happy Coding :)

Box2d Calculating Trajectory

I'm trying to make physics bodies generated at a random position with a random velocity hit a target. I gleaned and slightly modified this code from the web that was using chipmunk to run in Box2d
+ (CGPoint) calculateShotForTarget:(CGPoint)target from:(CGPoint) launchPos with:(float) velocity
{
float xp = target.x - launchPos.x;
float y = target.y - launchPos.y;
float g = 20;
float v = velocity;
float angle1, angle2;
float tmp = pow(v, 4) - g * (g * pow(xp, 2) + 2 * y * pow(v, 2));
if(tmp < 0){
NSLog(#"No Firing Solution");
}else{
angle1 = atan2(pow(v, 2) + sqrt(tmp), g * xp);
angle2 = atan2(pow(v, 2) - sqrt(tmp), g * xp);
}
CGPoint direction = CGPointMake(cosf(angle1),sinf(angle1));
CGPoint force = CGPointMake(direction.x * v, direction.y * v);
NSLog(#"force = %#", NSStringFromCGPoint(force));
NSLog(#"direction = %#", NSStringFromCGPoint(direction));
return force;
}
The problem is I don't know how to apply this to my program, I have a gravity of -20 for y but putting 20 for g and a lower velocity like 10 for v gets me nothing but "No Firing Solution".
What am I doing wrong?
A lower velocity of 10 is never going to work the projectile doesn't have enough power to travel the distance.
The error in the calculation is that everything is in meters except for the distance calculations which are in pixels!
Changing the code to this fixed the crazy velocities i was getting:
+ (CGPoint) calculateShotForTarget:(CGPoint)target from:(CGPoint) launchPos with:(float) velocity
{
float xp = (target.x - launchPos.x) / PTM_RATIO;
float y = (target.y - launchPos.y) / PTM_RATIO;
float g = 20;
float v = velocity;
float angle1, angle2;
float tmp = pow(v, 4) - g * (g * pow(xp, 2) + 2 * y * pow(v, 2));
if(tmp < 0){
NSLog(#"No Firing Solution");
}else{
angle1 = atan2(pow(v, 2) + sqrt(tmp), g * xp);
angle2 = atan2(pow(v, 2) - sqrt(tmp), g * xp);
}
CGPoint direction = CGPointMake(cosf(angle1),sinf(angle1));
CGPoint force = CGPointMake(direction.x * v, direction.y * v);
NSLog(#"force = %#", NSStringFromCGPoint(force));
NSLog(#"direction = %#", NSStringFromCGPoint(direction));
return force;
}