确定自定义 iOS 视图是否重叠
Determining if custom iOS views overlap
我定义了一个 CircleView
class:
class CircleView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = UIColor.clear
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
// Get the Graphics Context
if let context = UIGraphicsGetCurrentContext() {
// Set the circle outerline-width
context.setLineWidth(5.0);
// Set the circle outerline-colour
UIColor.blue.set()
// Create Circle
let center = CGPoint(x: frame.size.width/2, y: frame.size.height/2)
let radius = (frame.size.width - 10)/2
context.addArc(center: center, radius: radius, startAngle: 0.0, endAngle: .pi * 2.0, clockwise: true)
context.setFillColor(UIColor.blue.cgColor)
// Draw
context.strokePath()
context.fillPath()
}
}
}
并用随机设置的数字创建了一个数组:
var numberOfCircles: Int!
var circles: [CircleView] = []
numberOfCircles = Int.random(in: 1..<10)
let circleWidth = CGFloat(50)
let circleHeight = circleWidth
var i = 0
while i < numberOfCircles {
let circleView = CircleView(frame: CGRect(x: 0.0, y: 0.0, width: circleWidth, height: circleHeight))
circles.append(circleView)
i += 1
}
创建圆圈后,我调用一个函数 drawCircles
,它将在屏幕上绘制它们:
func drawCircles(){
for c in circles {
c.frame.origin = c.frame.randomPoint
while !UIScreen.main.bounds.contains(c.frame.origin) {
c.frame.origin = CGPoint()
c.frame.origin = c.frame.randomPoint
let prev = circles.before(c)
if prev?.frame.intersects(c.frame) == true {
c.frame.origin = c.frame.randomPoint
}
}
}
for c in circles {
self.view.addSubview(c)
}
}
drawCircles
方法中的 while
循环确保没有圆圈放置在屏幕边界之外,并按预期工作。
我正在努力的是确保圆圈不会相互重叠,如下所示:
我正在使用以下方法来确定下一个
我正在使用此方法来确定圆圈数组中的上一个/下一个元素:
extension BidirectionalCollection where Iterator.Element: Equatable {
typealias Element = Self.Iterator.Element
func after(_ item: Element, loop: Bool = false) -> Element? {
if let itemIndex = self.firstIndex(of: item) {
let lastItem: Bool = (index(after:itemIndex) == endIndex)
if loop && lastItem {
return self.first
} else if lastItem {
return nil
} else {
return self[index(after:itemIndex)]
}
}
return nil
}
func before(_ item: Element, loop: Bool = false) -> Element? {
if let itemIndex = self.firstIndex(of: item) {
let firstItem: Bool = (itemIndex == startIndex)
if loop && firstItem {
return self.last
} else if firstItem {
return nil
} else {
return self[index(before:itemIndex)]
}
}
return nil
}
}
然而,这个 if 语句;似乎没有做我想做的事;这是为了确保如果一个圆与另一个圆相交,将其原点更改为新的东西:
if prev?.frame.intersects(c.frame) == true {
c.frame.origin = c.frame.randomPoint
}
如果有人对其中的逻辑有任何想法,或者对如何确保圆圈彼此不重叠有其他想法,那将会很有帮助!
编辑:我确实尝试了 Eugene 在他的回答中给出的建议,但仍然得到相同的结果:
func distance(_ a: CGPoint, _ b: CGPoint) -> CGFloat {
let xDist = a.x - b.x
let yDist = a.y - b.y
return CGFloat(sqrt(xDist * xDist + yDist * yDist))
}
if prev != nil {
if distance((prev?.frame.origin)!, c.frame.origin) <= 40 {
print("2")
c.frame.origin = CGPoint()
c.frame.origin = c.frame.randomPoint
}
}
但还是一样的结果
编辑 2
根据 Eugene 编辑过的答案/说明修改了我的 for 循环;仍然有重叠圆圈的问题:
for c in circles {
c.frame.origin = c.frame.randomPoint
let prev = circles.before(c)
let viewMidX = self.circlesView.bounds.midX
let viewMidY = self.circlesView.bounds.midY
let xPosition = self.circlesView.frame.midX - viewMidX + CGFloat(arc4random_uniform(UInt32(viewMidX*2)))
let yPosition = self.circlesView.frame.midY - viewMidY + CGFloat(arc4random_uniform(UInt32(viewMidY*2)))
if let prev = prev {
if distance(prev.center, c.center) <= 50 {
c.center = CGPoint(x: xPosition, y: yPosition)
}
}
}
那是纯粹的几何挑战。只要确保圆心之间的距离大于或等于它们的半径之和即可。
编辑 1
使用 UIView.center
而不是 UIView.frame.origin
。 UIView.frame.origin
给你 UIView
的左上角。
if let prev = prev {
if distance(prev.center, c.center) <= 50 {
print("2")
c.center = ...
}
}
编辑 2
func distance(_ a: CGPoint, _ b: CGPoint) -> CGFloat {
let xDist = a.x - b.x
let yDist = a.y - b.y
return CGFloat(hypot(xDist, yDist))
}
let prev = circles.before(c)
if let prevCircleCenter = prev?.center {
let distance = distance(prevCenter, c.center)
if distance <= 50 {
let viewMidX = c.bounds.midX
let viewMidY = c.bounds.midY
var newCenter = c.center
var centersVector = CGVector(dx: newCenter.x - prevCircleCenter.x, dy: newCenter.y - prevCircleCenter.y)
centersVector.dx *= 51 / distance
centersVector.dy *= 51 / distance
newCenter.x = prevCircleCenter.x + centersVector.dx
newCenter.y = prevCircleCenter.y + centersVector.dy
c.center = newCenter
}
}
我定义了一个 CircleView
class:
class CircleView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = UIColor.clear
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
// Get the Graphics Context
if let context = UIGraphicsGetCurrentContext() {
// Set the circle outerline-width
context.setLineWidth(5.0);
// Set the circle outerline-colour
UIColor.blue.set()
// Create Circle
let center = CGPoint(x: frame.size.width/2, y: frame.size.height/2)
let radius = (frame.size.width - 10)/2
context.addArc(center: center, radius: radius, startAngle: 0.0, endAngle: .pi * 2.0, clockwise: true)
context.setFillColor(UIColor.blue.cgColor)
// Draw
context.strokePath()
context.fillPath()
}
}
}
并用随机设置的数字创建了一个数组:
var numberOfCircles: Int!
var circles: [CircleView] = []
numberOfCircles = Int.random(in: 1..<10)
let circleWidth = CGFloat(50)
let circleHeight = circleWidth
var i = 0
while i < numberOfCircles {
let circleView = CircleView(frame: CGRect(x: 0.0, y: 0.0, width: circleWidth, height: circleHeight))
circles.append(circleView)
i += 1
}
创建圆圈后,我调用一个函数 drawCircles
,它将在屏幕上绘制它们:
func drawCircles(){
for c in circles {
c.frame.origin = c.frame.randomPoint
while !UIScreen.main.bounds.contains(c.frame.origin) {
c.frame.origin = CGPoint()
c.frame.origin = c.frame.randomPoint
let prev = circles.before(c)
if prev?.frame.intersects(c.frame) == true {
c.frame.origin = c.frame.randomPoint
}
}
}
for c in circles {
self.view.addSubview(c)
}
}
drawCircles
方法中的 while
循环确保没有圆圈放置在屏幕边界之外,并按预期工作。
我正在努力的是确保圆圈不会相互重叠,如下所示:
我正在使用以下方法来确定下一个
我正在使用此方法来确定圆圈数组中的上一个/下一个元素:
extension BidirectionalCollection where Iterator.Element: Equatable {
typealias Element = Self.Iterator.Element
func after(_ item: Element, loop: Bool = false) -> Element? {
if let itemIndex = self.firstIndex(of: item) {
let lastItem: Bool = (index(after:itemIndex) == endIndex)
if loop && lastItem {
return self.first
} else if lastItem {
return nil
} else {
return self[index(after:itemIndex)]
}
}
return nil
}
func before(_ item: Element, loop: Bool = false) -> Element? {
if let itemIndex = self.firstIndex(of: item) {
let firstItem: Bool = (itemIndex == startIndex)
if loop && firstItem {
return self.last
} else if firstItem {
return nil
} else {
return self[index(before:itemIndex)]
}
}
return nil
}
}
然而,这个 if 语句;似乎没有做我想做的事;这是为了确保如果一个圆与另一个圆相交,将其原点更改为新的东西:
if prev?.frame.intersects(c.frame) == true {
c.frame.origin = c.frame.randomPoint
}
如果有人对其中的逻辑有任何想法,或者对如何确保圆圈彼此不重叠有其他想法,那将会很有帮助!
编辑:我确实尝试了 Eugene 在他的回答中给出的建议,但仍然得到相同的结果:
func distance(_ a: CGPoint, _ b: CGPoint) -> CGFloat {
let xDist = a.x - b.x
let yDist = a.y - b.y
return CGFloat(sqrt(xDist * xDist + yDist * yDist))
}
if prev != nil {
if distance((prev?.frame.origin)!, c.frame.origin) <= 40 {
print("2")
c.frame.origin = CGPoint()
c.frame.origin = c.frame.randomPoint
}
}
但还是一样的结果
编辑 2
根据 Eugene 编辑过的答案/说明修改了我的 for 循环;仍然有重叠圆圈的问题:
for c in circles { c.frame.origin = c.frame.randomPoint
let prev = circles.before(c)
let viewMidX = self.circlesView.bounds.midX
let viewMidY = self.circlesView.bounds.midY
let xPosition = self.circlesView.frame.midX - viewMidX + CGFloat(arc4random_uniform(UInt32(viewMidX*2)))
let yPosition = self.circlesView.frame.midY - viewMidY + CGFloat(arc4random_uniform(UInt32(viewMidY*2)))
if let prev = prev {
if distance(prev.center, c.center) <= 50 {
c.center = CGPoint(x: xPosition, y: yPosition)
}
}
}
那是纯粹的几何挑战。只要确保圆心之间的距离大于或等于它们的半径之和即可。
编辑 1
使用 UIView.center
而不是 UIView.frame.origin
。 UIView.frame.origin
给你 UIView
的左上角。
if let prev = prev {
if distance(prev.center, c.center) <= 50 {
print("2")
c.center = ...
}
}
编辑 2
func distance(_ a: CGPoint, _ b: CGPoint) -> CGFloat {
let xDist = a.x - b.x
let yDist = a.y - b.y
return CGFloat(hypot(xDist, yDist))
}
let prev = circles.before(c)
if let prevCircleCenter = prev?.center {
let distance = distance(prevCenter, c.center)
if distance <= 50 {
let viewMidX = c.bounds.midX
let viewMidY = c.bounds.midY
var newCenter = c.center
var centersVector = CGVector(dx: newCenter.x - prevCircleCenter.x, dy: newCenter.y - prevCircleCenter.y)
centersVector.dx *= 51 / distance
centersVector.dy *= 51 / distance
newCenter.x = prevCircleCenter.x + centersVector.dx
newCenter.y = prevCircleCenter.y + centersVector.dy
c.center = newCenter
}
}