#import "TGWarpedView.h" @implementation TGWarpedView - (void)transformToFitQuadTopLeft:(CGPoint)tl topRight:(CGPoint)tr bottomLeft:(CGPoint)bl bottomRight:(CGPoint)br { CGRect boundingBox = [[self class] boundingBoxForQuadTR:tr tl:tl bl:bl br:br]; self.frame = boundingBox; CGPoint frameTopLeft = boundingBox.origin; CATransform3D transform = [[self class] rectToQuad:self.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.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]; } // http://stackoverflow.com/questions/9470493/transforming-a-rectangle-image-into-a-quadrilateral-using-a-catransform3d + (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; } @end