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@rcholic
Forked from calosth/UIView+Intersection.swift
Created September 8, 2022 22:59
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Extension of UIView to detect collisions between them, including rotated(transformed) views.
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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