问题
I want the user to be able to drag the edges of a square around the canvas. With my current solution it works but has glitches, sometimes an edge cannot be selected. Is there a clean way to tell if a line has been clicked (e.g. passes through a coordinate)? This is how I'm currently testing:
// check edge pressed, edge is the line between to
// coords e.g. (i) & (i = 1)
for (int i = 0; i < coords.size(); i++) {
p1 = coords.get(i);
if ((i + 1) > (coords.size() - 1)) p2 = coords.get(0);
else p2 = coords.get(i + 1);
// is this the line pressed
if (p1.x <= event.getX() + 5 && event.getX() - 5 <= p2.x && p1.y <= event.getY() + 5 && event.getY() - 5 <= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
} else if (p1.x >= event.getX() + 5 && event.getX() - 5 >= p2.x && p1.y >= event.getY() + 5 && event.getY() - 5 >= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
}
}
The code bellow //is this the line pressed is the most important and also most likely the issue. The +5 and -5 are used to give the use a larger area to click on.
Here is the whole on click event:
public void EditEdge() {
//TODO this works like shit
// Detect the two coordinates along the edge pressed and drag
// them
scene.setOnTouchListener(new View.OnTouchListener() {
private int startX;
private int startY;
private Point point1 = new Point(0, 0);
private Point point2 = new Point(0, 0);
@Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
startX = (int) event.getX();
startY = (int) event.getY();
Point p1;
Point p2;
// check edge pressed, edge is the line between to
// coords e.g. (i) & (i = 1)
for (int i = 0; i < coords.size(); i++) {
p1 = coords.get(i);
if ((i + 1) > (coords.size() - 1)) p2 = coords.get(0);
else p2 = coords.get(i + 1);
// is this the line pressed
if (p1.x <= event.getX() + 5 && event.getX() - 5 <= p2.x && p1.y <= event.getY() + 5 && event.getY() - 5 <= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
} else if (p1.x >= event.getX() + 5 && event.getX() - 5 >= p2.x && p1.y >= event.getY() + 5 && event.getY() - 5 >= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
}
}
break;
case MotionEvent.ACTION_UP:
point1 = new Point(0, 0);
point2 = new Point(0, 0);
// scene.setOnTouchListener(scene.editModeOnTouchListener);
break;
case MotionEvent.ACTION_MOVE:
for (Point p: new Point[] {
point1, point2
}) {
int modX = (int)(p.x + (event.getX() - startX));
int modY = (int)(p.y + (event.getY() - startY));
p.set(modX, modY);
}
SetCoords(coords);
startX = (int) event.getX();
startY = (int) event.getY();
break;
default:
return false;
}
return true;
}
});
}
So is there a easier way to tell is a line is clicked/ passes through a point or is that not the issue?
Thanks
回答1:
use the line equation y = mx + b to find out if the point is on a line
float EPSILON = 0.001f;
public boolean isPointOnLine(Point linePointA, Point linePointB, Point point) {
float m = (linePointB.y - linePointA.y) / (linePointB.x - linePointA.x);
float b = linePointA.y - m * linePointA.x;
return Math.abs(point.y - (m*point.x+b)) < EPSILON);
}
回答2:
Great piece of code by @tyczj !
I added a use-case to handle vertical lines, which gives me the following code fragment:
public boolean isPointOnLine(PointF lineStaPt, PointF lineEndPt, PointF point) {
final float EPSILON = 0.001f;
if (Math.abs(staPt.x - endPt.x) < EPSILON) {
// We've a vertical line, thus check only the x-value of the point.
return (Math.abs(point.x - lineStaPt.x) < EPSILON);
} else {
float m = (lineEndPt.y - lineStaPt.y) / (lineEndPt.x - lineStaPt.x);
float b = lineStaPt.y - m * lineStaPt.x;
return (Math.abs(point.y - (m * point.x + b)) < EPSILON);
}
}
Also a piece of code to check if a point lies on a line-segment:
public boolean isPointOnLineSegment(PointF staPt, PointF endPt, PointF point) {
final float EPSILON = 0.001f;
if (isPointOnLine(staPt, endPt, point)) {
// Create lineSegment bounding-box.
RectF lb = new RectF(staPt.x, staPt.y, endPt.x, endPt.y);
// Extend bounds with epsilon.
RectF bounds = new RectF(lb.left - EPSILON, lb.top - EPSILON, lb.right + EPSILON, lb.bottom + EPSILON);
// Check if point is contained within lineSegment-bounds.
return bounds.contains(point.x, point.y);
}
return false;
}
回答3:
You could define 8 Rect to check against - the 4 sides and 4 corners (so you can move 2 edges at once). The lines of the edge should have a width for the touchable area.
Define a Point centred on your touch event, there are then methods for checking if a rect contains a point.
来源:https://stackoverflow.com/questions/20887806/does-a-line-contain-a-point