I took HABJAN's solution, which worked well, and converted it to Objective-C. The Objective-C code is as follows:
bool LineIntersectsLine(CGPoint l1p1, CGPoint l1p2, CGPoint l2p1, CGPoint l2p2)
{
CGFloat q = (l1p1.y - l2p1.y) * (l2p2.x - l2p1.x) - (l1p1.x - l2p1.x) * (l2p2.y - l2p1.y);
CGFloat d = (l1p2.x - l1p1.x) * (l2p2.y - l2p1.y) - (l1p2.y - l1p1.y) * (l2p2.x - l2p1.x);
if( d == 0 )
{
return false;
}
float r = q / d;
q = (l1p1.y - l2p1.y) * (l1p2.x - l1p1.x) - (l1p1.x - l2p1.x) * (l1p2.y - l1p1.y);
float s = q / d;
if( r < 0 || r > 1 || s < 0 || s > 1 )
{
return false;
}
return true;
}
bool LineIntersectsRect(CGPoint p1, CGPoint p2, CGRect r)
{
return LineIntersectsLine(p1, p2, CGPointMake(r.origin.x, r.origin.y), CGPointMake(r.origin.x + r.size.width, r.origin.y)) ||
LineIntersectsLine(p1, p2, CGPointMake(r.origin.x + r.size.width, r.origin.y), CGPointMake(r.origin.x + r.size.width, r.origin.y + r.size.height)) ||
LineIntersectsLine(p1, p2, CGPointMake(r.origin.x + r.size.width, r.origin.y + r.size.height), CGPointMake(r.origin.x, r.origin.y + r.size.height)) ||
LineIntersectsLine(p1, p2, CGPointMake(r.origin.x, r.origin.y + r.size.height), CGPointMake(r.origin.x, r.origin.y)) ||
(CGRectContainsPoint(r, p1) && CGRectContainsPoint(r, p2));
}
Many thanks HABJAN. I will note that at first I wrote my own routine which checked each point along the gradient, and I did everything I could do to maximize performance, but this was immediately far faster.