How does one get the 4 coordinates for a UIImageView?
I know the CGRect can be obtained and the origin.x and origin.y, but how can all 4 corners be found?
EDIT: I am rotating the UIImageViews, thats why I asked :P
You could add width and height of the rectangle to get the coordinates of the other 3 points.
CGRect rect = view.bounds;
CGPoint topLeft = rect.origin;
CGPoint topRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y);
CGPoint bottomLeft =CGPointMake(rect.origin.x, rect.origin.y + rect.size.height);
CGPoint bottomRight = CGPointMake(rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height);
Then you could use CGPointApplyAffineTransform to get the transformed coordinates of them under your specified transform.
CGPoint center = view.center;
CGAffineTransform transf = CGAffineTransformMakeTranslation(-rect.size.width/2,
-rect.size.height/2);
transf = CGAffineTransformConcat(transf, view.transform);
transf = CGAffineTransformTranslate(transf, center.x, center.y);
topLeft = CGPointApplyAffineTransform(topLeft, transf);
//...
(note: not tested.)
This is my solution:
[self] is a subclass of UIImageView
[self.transform] is the transform i make on [self]:
CGAffineTransform transform = CGAffineTransformMakeTranslation(-center.x, -center.y);
transform = CGAffineTransformConcat(transform, self.transform);
CGAffineTransform transform1 = CGAffineTransformMakeTranslation(center.x, center.y);
transform = CGAffineTransformConcat(transform, transform1);
CGPoint leftTopPoint = CGPointApplyAffineTransform(leftTopPoint, transform);
CGPoint rightTopPoint = CGPointApplyAffineTransform(rightTopPoint, transform);
CGPoint rightBottomPoint = CGPointApplyAffineTransform(rightBottomPoint, transform);
CGPoint leftBottomPoint = CGPointApplyAffineTransform(leftBottomPoint, transform);
You can get the size.width and size.height. Adding those to the x and y will give you the other coordinates.
Whilst these are (of course) relative to the superview, you can use the frame property to obtain a CGRect containing the origin and size of the UIImageView. You can then simply add the relevant size to the relevant origin point to obtain the full set of coordinates.
See the frame section in the UIView class reference for more information.
Construct a rotation matrix http://en.wikipedia.org/wiki/Rotation_matrix. You should calculate the initial positions of the corners relative to the point which is the center of rotation. Store those positions in an array and keep them all the time. You calculate new positions by passing the angle in a 2x2 rotation matrix and multiplying them with initial positions.
Well, given you know the angle of rotation, this is the maths to get the y coordinate of the top right corner:
Sin (angle of rotation) = height difference y / width
Therefore if you're rotating the rectangle by 10 deg and it has a width of 20pt:
Sin 10 = yDiff / 20
Which means you can do this:
yDiff = Sin 10 * 20
This gives you the difference in y from the y coordinate of the origin to the y coordinate of the top right corner. Add this value to the current y origin of your rectangle to get the actual y coordinate of your top right corner. The next step is to use pythagoras on your width and the yDiff to get the xDiff and do the same (add it to the x coordinate) to get the x coordinate of your right hand corner. I hope this makes sense.
Now you just need to do it again for each other corner - imagine, if you will, that the rectangle has rotated through 90 deg, you can just reapply the logic, however x is y and vice versa. :) etc
Related
Is it possible to get this? If so, can anyone please tell me how?
Get the four points of the frame of your view (view.frame)
Retrieve the CGAffineTransform applied to your view (view.transform)
Then apply this same affine transform to the four points using CGPointApplyAffineTransform (and sibling methods of the CGAffineTransform Reference)
CGPoint topLeft = view.bounds.origin;
topLeft = [[view superview] convertPoint:topLeft fromView:view];
CGPoint topRight = CGPointMake(view.bounds.origin.x + view.bounds.width, view.bounds.origin.y);
topRight = [[view superview] convertPoint:topRight fromView:view];
// ... likewise for the other points
The first point is in the view's coordinate space, which is always "upright". Then the next statement finds the point that point corresponds to in the parent view's coordinate space. Note for an un-transformed view, that would be equal to view.frame.origin. The above calculations give the equivalent of the corners of view.frame for a transformed view.
I have a view with a point on its center.
I have an angle in degrees (or radian, that's not the problem).
I have a circle which center is the center of the view, and the radius is R.
I'd like to draw :
something (let's say an image) on the point that is placed on the
circle, at an angle of R from the vertical position.
an arc from the vertical position above the center that intersect
the circle, to that point
How may I do that ?
I think it you could calculate the image position with:
CGPoint center = self.view.center;
float x = radius * cos(angle);
float y = radius * sin(angle);
CGPoint newPoint = CGPointMake(center.x + x, center.y + y);
Let me know if it worked.
As for drawing an arc you would have two points, one is newPoint that is calculated above (on circle depending the angle) and point above the center intersecting the circle which is calculated easily:
CGPoint pointAboveCenter = CGPointMake(center.x, center.y + radius);
I have a buttonsthat I add on a UIImageView. With a method when the user touch the screen
the UIImageView will rotate, I want to know if there is a way to get the new position of the button after the rotation is done.
Right now I'm getting all the time the original position with this method :
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Xposition : %f", myButton.frame.origin.x);
NSLog(#"Yposition : %f", myButton.frame.origin.y);
}
Thanks,
This is a tricky question. Referring to the UIView documentation on the frame property it states:
Warning: If the transform property is not the identity transform, the value of this property is undefined and therefore should be ignored.
So the trick is finding a workaround, and it depends on what exactly you need. If you just need an approximation, or if your rotation is always a multiple of 90 degrees, the CGRectApplyAffineTransform() function might work well enough. Pass it the (untransformed) frame of the UIButton of interest, along with the button's current transform and it will give you a transformed rect. Note that since a rect is defined as an origin, width and height, it can't define a rectangle with sides not parallel to the screen edges. In the case that it isn't parallel, it will return the smallest possible bounding rectangle for the rotated rect.
Now if you need to know the exact coordinates of one or all of the transformed points, I've written code to compute them before, but it's a bit more involved:
- (void)computeCornersOfTransformedView:(UIView*)transformedView relativeToView:(UIView*)parentView {
/* Computes the coordinates of each corner of transformedView in the coordinate system
* of parentView. Each is corner represented by an independent CGPoint. Doesn't do anything
* with the transformed points because this is, after all, just an example.
*/
// Cache the current transform, and restore the view to a normal position and size.
CGAffineTransform cachedTransform = transformedView.transform;
transformedView.transform = CGAffineTransformIdentity;
// Note each of the (untransformed) points of interest.
CGPoint topLeft = CGPointMake(0, 0);
CGPoint bottomLeft = CGPointMake(0, transformedView.frame.size.height);
CGPoint bottomRight = CGPointMake(transformedView.frame.size.width, transformedView.frame.size.height);
CGPoint topRight = CGPointMake(transformedView.frame.size.width, 0);
// Re-apply the transform.
transformedView.transform = cachedTransform;
// Use handy built-in UIView methods to convert the points.
topLeft = [transformedView convertPoint:topLeft toView:parentView];
bottomLeft = [transformedView convertPoint:bottomLeft toView:parentView];
bottomRight = [transformedView convertPoint:bottomRight toView:parentView];
topRight = [transformedView convertPoint:topRight toView:parentView];
// Do something with the newly acquired points.
}
Please forgive any minor errors in the code, I wrote it in the browser. Not the most helpful IDE...
How can I change the underlying points coordinate space of the iPad in such a way, that 1 point equals 2 pixels?
Apply a CGAffineTransformScale to whatever view you are using:
myView.transform = CGAffineTransformScale(myView.transform, 2.0, 2.0);
Here is a great blog post on the use of transforms:
http://iphonedevelopment.blogspot.com/2008/10/demystifying-cgaffinetransform.html
hum!
static __inline__ CGPoint CGPointMake2(CGFloat x, CGFloat y)
{
CGPoint p;
p.x = x*2; // twice the pixels.
p.y = y*2;
return p;
}
I have a UIView subclass that I'm drawing a PDF onto (using a CATiledLayer). I also need to draw on a specific region of that PDF, however the coordinate plane of the CATiledLayer when using CG to draw is way screwy.
See image:
I have a point (200,200), that I need to convert to the CATiledLayer's coordinate system, which is the 2nd plane shown above. I've tried doing this with some transforms, but nothing seems to work.
Thanks!
Here is what I had to do (using the example points/plane above):
//rotatation origin
CGPoint rotateOrigin = CGPointMake(0,0);
//rotatation transform
CGAffineTransform translateTransform = CGAffineTransformMakeTranslation(rotateOrigin.x, rotateOrigin.y);
//rotate the plane 90 degrees
float radians = 90 * (M_PI / 180);
CGAffineTransform rotationTransform = CGAffineTransformMakeRotation(radians); CGAffineTransform customRotation = CGAffineTransformConcat(CGAffineTransformConcat( CGAffineTransformInvert(translateTransform), rotationTransform), translateTransform);
CGAffineTransform m1 = CGAffineTransformIdentity;
CGPoint startPoint = CGPointApplyAffineTransform(CGPointMake(200,200),m1);
//rotated point
CGPoint rotatedPoint = CGPointApplyAffineTransform(startPoint, customRotation);
//final rotated point- after adjusting for the rotation
rotatedPoint = CGPointApplyAffineTransform(rotatedPoint, CGAffineTransformMakeTranslation(500,-500));