Objective c iPhone中的扭曲图像

Objective c iPhone中的扭曲图像,objective-c,iphone,Objective C,Iphone,需要使用滑块扭曲图像而不降低图像/图像视图的高度 我尝试过3d变换,但它不能保持高度不变 --编辑 使用下面的代码 浮动角度=(360*self.slider.value) 这可以在3d中工作和旋转,但我需要像图中给出的那样扭曲图像我自己从其他答案中得到了解决方案 - (IBAction)onSkewChange:(UISlider *)sender { if (sender.tag == 100) { self.bottomSlider.value=0; }e

需要使用滑块扭曲图像而不降低图像/图像视图的高度 我尝试过3d变换,但它不能保持高度不变

--编辑 使用下面的代码

浮动角度=(360*self.slider.value)


这可以在3d中工作和旋转,但我需要像图中给出的那样扭曲图像

我自己从其他答案中得到了解决方案

- (IBAction)onSkewChange:(UISlider *)sender {

    if (sender.tag == 100) {
        self.bottomSlider.value=0;
    }else if (sender.tag == 200) {
        self.topSlider.value=0;
    }

    [self skewTestOnLayer:self.photoImageView.layer];
}

-(void)skewTestOnLayer:(CALayer*)l{

    float topValue = (self.photoImageView.frame.size.width * (self.topSlider.value/100) )/2;
    float bottomValue = (self.photoImageView.frame.size.width * (self.bottomSlider.value/100) )/2;

    CGPoint topLeft = CGPointMake(l.frame.origin.x + topValue, l.frame.origin.y);
    CGPoint topRight = CGPointMake(l.frame.origin.x + l.frame.size.width - topValue, l.frame.origin.y);


    CGPoint bottomLeft = CGPointMake(l.frame.origin.x + bottomValue, l.frame.origin.y+l.frame.size.height);
    CGPoint bottomRight = CGPointMake(l.frame.origin.x+l.frame.size.width - bottomValue, l.frame.origin.y+l.frame.size.height);

    [self transformToFitQuadTopLeft:topLeft topRight:topRight bottomLeft:bottomLeft bottomRight:bottomRight];

}

- (void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br
{
    self.photoImageView.layer.anchorPoint = CGPointZero;

    CGRect boundingBox = [[self class] boundingBoxForQuadTR:tr tl:tl bl:bl br:br];
    //NSLog(@"bounding box = %@",NSStringFromCGRect(boundingBox));
    self.photoImageView.frame = boundingBox;

    CGPoint frameTopLeft = boundingBox.origin;
    CATransform3D transform = [[self class] rectToQuad:self.photoImageView.bounds
                                                quadTL:CGPointMake(tl.x-frameTopLeft.x, tl.y-frameTopLeft.y)
                                                quadTR:CGPointMake(tr.x-frameTopLeft.x, tr.y-frameTopLeft.y)
                                                quadBL:CGPointMake(bl.x-frameTopLeft.x, bl.y-frameTopLeft.y)
                                                quadBR:CGPointMake(br.x-frameTopLeft.x, br.y-frameTopLeft.y)];

    self.photoImageView.layer.transform = transform;

}

+ (CGRect)boundingBoxForQuadTR:(CGPoint)tr tl:(CGPoint)tl bl:(CGPoint)bl br:(CGPoint)br
{
    CGRect boundingBox = CGRectZero;

    CGFloat xmin = MIN(MIN(MIN(tr.x, tl.x), bl.x),br.x);
    CGFloat ymin = MIN(MIN(MIN(tr.y, tl.y), bl.y),br.y);
    CGFloat xmax = MAX(MAX(MAX(tr.x, tl.x), bl.x),br.x);
    CGFloat ymax = MAX(MAX(MAX(tr.y, tl.y), bl.y),br.y);

    boundingBox.origin.x = xmin;
    boundingBox.origin.y = ymin;
    boundingBox.size.width = xmax - xmin;
    boundingBox.size.height = ymax - ymin;

    return boundingBox;
}

+ (CATransform3D)rectToQuad:(CGRect)rect
                     quadTL:(CGPoint)topLeft
                     quadTR:(CGPoint)topRight
                     quadBL:(CGPoint)bottomLeft
                     quadBR:(CGPoint)bottomRight
{
    return [self rectToQuad:rect quadTLX:topLeft.x quadTLY:topLeft.y quadTRX:topRight.x quadTRY:topRight.y quadBLX:bottomLeft.x quadBLY:bottomLeft.y quadBRX:bottomRight.x quadBRY:bottomRight.y];
}

+ (CATransform3D)rectToQuad:(CGRect)rect
                    quadTLX:(CGFloat)x1a
                    quadTLY:(CGFloat)y1a
                    quadTRX:(CGFloat)x2a
                    quadTRY:(CGFloat)y2a
                    quadBLX:(CGFloat)x3a
                    quadBLY:(CGFloat)y3a
                    quadBRX:(CGFloat)x4a
                    quadBRY:(CGFloat)y4a
{
    CGFloat X = rect.origin.x;
    CGFloat Y = rect.origin.y;
    CGFloat W = rect.size.width;
    CGFloat H = rect.size.height;

    CGFloat y21 = y2a - y1a;
    CGFloat y32 = y3a - y2a;
    CGFloat y43 = y4a - y3a;
    CGFloat y14 = y1a - y4a;
    CGFloat y31 = y3a - y1a;
    CGFloat y42 = y4a - y2a;

    CGFloat a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
    CGFloat b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
    CGFloat c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);

    CGFloat d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
    CGFloat e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
    CGFloat f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));

    CGFloat g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
    CGFloat h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
    CGFloat i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));

    const double kEpsilon = 0.0001;

    if(fabs(i) < kEpsilon)
    {
        i = kEpsilon* (i > 0 ? 1.0 : -1.0);
    }

    CATransform3D transform = {a/i, d/i, 0, g/i, b/i, e/i, 0, h/i, 0, 0, 1, 0, c/i, f/i, 0, 1.0};

    return transform;
}
-(iAction)onSkewChange:(UISlider*)发送方{
如果(sender.tag==100){
self.bottomSlider.value=0;
}else if(sender.tag==200){
自上滑道值=0;
}
[self-skewTestOnLayer:self.photoImageView.layer];
}
-(void)skewTestOnLayer:(CALayer*)l{
float topValue=(self.photoImageView.frame.size.width*(self.topSlider.value/100))/2;
float bottomValue=(self.photoImageView.frame.size.width*(self.bottomSlider.value/100))/2;
CGPoint topLeft=CGPointMake(l.frame.origin.x+topValue,l.frame.origin.y);
CGPoint topRight=CGPointMake(l.frame.origin.x+l.frame.size.width-topValue,l.frame.origin.y);
CGPoint bottomLeft=CGPointMake(l.frame.origin.x+bottomValue,l.frame.origin.y+l.frame.size.height);
CGPoint bottomRight=CGPointMake(l.frame.origin.x+l.frame.size.width-bottomValue,l.frame.origin.y+l.frame.size.height);
[自转换为itquadtopleft:上左上右:上右下左:下左下右:下右];
}
-(void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br
{
self.photoImageView.layer.ancorpoint=CGPointZero;
CGRect BONDINGBOX=[[self class]boundingBoxForQuadTR:tr tl:tl bl:bl br:br];
//NSLog(@“bounding box=%@),NSStringFromCGRect(boundingBox));
self.photoImageView.frame=boundingBox;
CGPoint frameTopLeft=boundingBox.origin;
CATTransformM3D transform=[[self class]rectToQuad:self.photoImageView.bounds
quadTL:CGPointMake(tl.x-frameTopLeft.x,tl.y-frameTopLeft.y)
quadTR:CGPointMake(tr.x-frameTopLeft.x,tr.y-frameTopLeft.y)
quadBL:CGPointMake(bl.x-frameTopLeft.x,bl.y-frameTopLeft.y)
quadBR:CGPointMake(br.x-frameTopLeft.x,br.y-frameTopLeft.y)];
self.photoImageView.layer.transform=变换;
}
+(CGRect)boundingBoxForQuadTR:(CGPoint)tr tl:(CGPoint)tl bl:(CGPoint)bl br:(CGPoint)br
{
CGRect boundingBox=CGRectZero;
CGFloat xmin=MIN(MIN(MIN(tr.x,tl.x),bl.x),br.x);
cgymin=MIN(MIN(MIN(tr.y,tl.y),bl.y),br.y);
CGFloat xmax=MAX(MAX(MAX(tr.x,tl.x),bl.x),br.x);
cgymax=MAX(MAX(MAX(MAX(tr.y,tl.y),bl.y),br.y);
boundingBox.origin.x=xmin;
boundingBox.origin.y=ymin;
boundingBox.size.width=xmax-xmin;
boundingBox.size.height=ymax-ymin;
返回边界框;
}
+(CATTransferM3D)rectToQuad:(CGRect)rect
四边形:(CGPoint)左上角
quadTR:(CGPoint)右上角
quadBL:(CGPoint)左下角
quadBR:(CGPoint)右下角
{
return[self-rectToQuad:rect-quadTLX:topLeft.x-quadTLY:topLeft.y-quadTRX:topRight.x-quadTRY:topRight.y-quadBLX:bottomLeft.x-quadBRX:bottomRight.x-quadBRY:bottomRight.y];
}
+(CATTransferM3D)rectToQuad:(CGRect)rect
quadTLX:(CGFloat)x1a
四:(CGFloat)y1a
quadTRX:(CGFloat)x2a
四次:(CGFloat)y2a
quadBLX:(CGFloat)x3a
四:(CGFloat)y3a
quadBRX:(CGFloat)x4a
四次:(CGFloat)y4a
{
CGFloat X=rect.origin.X;
CGFloat Y=矩形原点Y;
CGFloat W=rect.size.width;
CGH=矩形尺寸高度;
CGY21=y2a-y1a;
CGY32=y3a-y2a;
CGY43=y4a-y3a;
CGY14=y1a-y4a;
CGY31=y3a-y1a;
CGY42=y4a-y2a;
CGA=-H*(x2a*x3a*y14+x2a*x4a*y31-x1a*x4a*y32+x1a*x3a*y42);
CGFloat b=W*(x2a*x3a*y14+x3a*x4a*y21+x1a*x4a*y32+x1a*x2a*y43);
CGFloat c=H*X*(x2a*x3a*y14+x2a*x4a*y31-x1a*x4a*y32+x1a*x3a*y42)-H*W*x1a*(x4a*y32-x3a*y42+x2a*y43)-W*Y*(x2a*x3a*y14+x3a*x4a*y21+x1a*x4a*y32+x1a*x2a*x2a*y43);
CGFloat d=H*(-x4a*y21*y3a+x2a*y1a*y43-x1a*y2a*y43-x3a*y1a*y4a+x3a*y2a*y4a);
cge=W*(x4a*y2a*y31-x3a*y1a*y42-x2a*y31*y4a+x1a*y3a*y42);
CGF=-(W*(x4a*(Y*y2a*y31+H*y1a*y32)-x3a*(H+Y)*y1a*y42+H*x2a*y1a*y43+x2a*Y*(y1a-y3a)*y4a+x1a*Y*y3a*(-y2a+y4a))-H*X*(x4a*y21*y3a-x2a*y1a*y43+x3a*(y1a-y2a)*y4a+x1a*y2a*(-y3a+y4a));
CGFloat g=H*(x3a*y21-x4a*y21+(-x1a+x2a)*y43);
CGH=W*(-x2a*y31+x4a*y31+(x1a-x3a)*y42);
CGFloat i=W*Y*(x2a*y31-x4a*y31-x1a*y42+x3a*y42)+H*(X*((x3a*y21)+x4a*y21+x1a*y43-x2a*y43)+W*((x3a*y2a)+x4a*y2a+x2a*y3a-x4a*y3a-x2a*y4a+x3a*y4a));
常数双kEpsilon=0.0001;
if(晶圆厂(i)0?1.0:-1.0);
}
CATTransferorM3D transform={a/i,d/i,0,g/i,b/i,e/i,0,h/i,0,0,0,1,0,c/i,f/i,0,1.0};
回归变换;
}

您需要向我们展示您正在使用的不正常代码;这将给人们一个更好的机会来帮助你。浮动角度=(360*self.slider.value);CATTransferM3D旋转和透视变换=CATTransferM3D实体;旋转和透视变换.m34=1.0/-500;旋转和透视变换=CATTransformorM3dRotate(旋转和透视变换,角度*M_PI/180.0f、1.0f、0.0f、0.0f);self.marker.layer.transform=旋转和透视变换;使用此代码,它可以工作,但它会进行三维变换,所以它会降低图像视图的高度。我只是想扭曲图像,这样它的工作原理和我在图像中看到的一样
- (IBAction)onSkewChange:(UISlider *)sender {

    if (sender.tag == 100) {
        self.bottomSlider.value=0;
    }else if (sender.tag == 200) {
        self.topSlider.value=0;
    }

    [self skewTestOnLayer:self.photoImageView.layer];
}

-(void)skewTestOnLayer:(CALayer*)l{

    float topValue = (self.photoImageView.frame.size.width * (self.topSlider.value/100) )/2;
    float bottomValue = (self.photoImageView.frame.size.width * (self.bottomSlider.value/100) )/2;

    CGPoint topLeft = CGPointMake(l.frame.origin.x + topValue, l.frame.origin.y);
    CGPoint topRight = CGPointMake(l.frame.origin.x + l.frame.size.width - topValue, l.frame.origin.y);


    CGPoint bottomLeft = CGPointMake(l.frame.origin.x + bottomValue, l.frame.origin.y+l.frame.size.height);
    CGPoint bottomRight = CGPointMake(l.frame.origin.x+l.frame.size.width - bottomValue, l.frame.origin.y+l.frame.size.height);

    [self transformToFitQuadTopLeft:topLeft topRight:topRight bottomLeft:bottomLeft bottomRight:bottomRight];

}

- (void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br
{
    self.photoImageView.layer.anchorPoint = CGPointZero;

    CGRect boundingBox = [[self class] boundingBoxForQuadTR:tr tl:tl bl:bl br:br];
    //NSLog(@"bounding box = %@",NSStringFromCGRect(boundingBox));
    self.photoImageView.frame = boundingBox;

    CGPoint frameTopLeft = boundingBox.origin;
    CATransform3D transform = [[self class] rectToQuad:self.photoImageView.bounds
                                                quadTL:CGPointMake(tl.x-frameTopLeft.x, tl.y-frameTopLeft.y)
                                                quadTR:CGPointMake(tr.x-frameTopLeft.x, tr.y-frameTopLeft.y)
                                                quadBL:CGPointMake(bl.x-frameTopLeft.x, bl.y-frameTopLeft.y)
                                                quadBR:CGPointMake(br.x-frameTopLeft.x, br.y-frameTopLeft.y)];

    self.photoImageView.layer.transform = transform;

}

+ (CGRect)boundingBoxForQuadTR:(CGPoint)tr tl:(CGPoint)tl bl:(CGPoint)bl br:(CGPoint)br
{
    CGRect boundingBox = CGRectZero;

    CGFloat xmin = MIN(MIN(MIN(tr.x, tl.x), bl.x),br.x);
    CGFloat ymin = MIN(MIN(MIN(tr.y, tl.y), bl.y),br.y);
    CGFloat xmax = MAX(MAX(MAX(tr.x, tl.x), bl.x),br.x);
    CGFloat ymax = MAX(MAX(MAX(tr.y, tl.y), bl.y),br.y);

    boundingBox.origin.x = xmin;
    boundingBox.origin.y = ymin;
    boundingBox.size.width = xmax - xmin;
    boundingBox.size.height = ymax - ymin;

    return boundingBox;
}

+ (CATransform3D)rectToQuad:(CGRect)rect
                     quadTL:(CGPoint)topLeft
                     quadTR:(CGPoint)topRight
                     quadBL:(CGPoint)bottomLeft
                     quadBR:(CGPoint)bottomRight
{
    return [self rectToQuad:rect quadTLX:topLeft.x quadTLY:topLeft.y quadTRX:topRight.x quadTRY:topRight.y quadBLX:bottomLeft.x quadBLY:bottomLeft.y quadBRX:bottomRight.x quadBRY:bottomRight.y];
}

+ (CATransform3D)rectToQuad:(CGRect)rect
                    quadTLX:(CGFloat)x1a
                    quadTLY:(CGFloat)y1a
                    quadTRX:(CGFloat)x2a
                    quadTRY:(CGFloat)y2a
                    quadBLX:(CGFloat)x3a
                    quadBLY:(CGFloat)y3a
                    quadBRX:(CGFloat)x4a
                    quadBRY:(CGFloat)y4a
{
    CGFloat X = rect.origin.x;
    CGFloat Y = rect.origin.y;
    CGFloat W = rect.size.width;
    CGFloat H = rect.size.height;

    CGFloat y21 = y2a - y1a;
    CGFloat y32 = y3a - y2a;
    CGFloat y43 = y4a - y3a;
    CGFloat y14 = y1a - y4a;
    CGFloat y31 = y3a - y1a;
    CGFloat y42 = y4a - y2a;

    CGFloat a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
    CGFloat b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
    CGFloat c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);

    CGFloat d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
    CGFloat e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
    CGFloat f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));

    CGFloat g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
    CGFloat h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
    CGFloat i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));

    const double kEpsilon = 0.0001;

    if(fabs(i) < kEpsilon)
    {
        i = kEpsilon* (i > 0 ? 1.0 : -1.0);
    }

    CATransform3D transform = {a/i, d/i, 0, g/i, b/i, e/i, 0, h/i, 0, 0, 1, 0, c/i, f/i, 0, 1.0};

    return transform;
}