Rem*_*hem 21 math core-graphics cgpath ios
我正试图找到一种方法,使用核心图形以编程方式绘制iOS 7风格的图标'squircle'形状.我不是问如何绘制圆角矩形.一个松鼠是一个超级椭圆:

这与常规的圆角矩形略有不同:


它的确切公式随时可用.但是,我无法弄清楚如何使用例如CGPath绘制它,更不用说填充它,并且能够相当容易地调整它.所有这一切,同时完全符合公式.
Rus*_*nko 15
来自维基百科的报价:Superellipse
特别地,对于n = 1/2,四个弧中的每一个是由两个轴限定的二次贝塞尔曲线 ; 结果,每个弧是抛物线的一部分.
那么为什么不尝试使用Bezier曲线来逼近Squircle呢?两条曲线(Bezier和Squircle)由参数方程定义.
UIBezierPath类有方法:addCurveToPoint:controlPoint1:controlPoint2:
将三次Bézier曲线附加到接收器的路径.
注意:使用该addQuadCurveToPoint:controlPoint:方法会产生更糟糕的结果 - 经过测试.
我使用了这种方法,这就是结果:
red line- 圆角矩形,blue line- 来自四个贝塞尔曲线的矩形

如果这个结果有兴趣 - 请在下面绘制代码.
注意:为了实现更精确的匹配,可以要求贝塞尔曲线来改变四个坐标corner points(现在它们对应于刻在图中的矩形的角度).
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
//set rect size for draw
float rectSize = 275.;
CGRect rectangle = CGRectMake(CGRectGetMidX(rect) - rectSize/2, CGRectGetMidY(rect) - rectSize/2, rectSize, rectSize);
//Rounded rectangle
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
UIBezierPath* roundedPath = [UIBezierPath bezierPathWithRoundedRect:rectangle cornerRadius:rectSize/4.7];
[roundedPath stroke];
//Rectangle from Fours Bezier Curves
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
UIBezierPath *bezierCurvePath = [UIBezierPath bezierPath];
//set coner points
CGPoint topLPoint = CGPointMake(CGRectGetMinX(rectangle), CGRectGetMinY(rectangle));
CGPoint topRPoint = CGPointMake(CGRectGetMaxX(rectangle), CGRectGetMinY(rectangle));
CGPoint botLPoint = CGPointMake(CGRectGetMinX(rectangle), CGRectGetMaxY(rectangle));
CGPoint botRPoint = CGPointMake(CGRectGetMaxX(rectangle), CGRectGetMaxY(rectangle));
//set start-end points
CGPoint midRPoint = CGPointMake(CGRectGetMaxX(rectangle), CGRectGetMidY(rectangle));
CGPoint botMPoint = CGPointMake(CGRectGetMidX(rectangle), CGRectGetMaxY(rectangle));
CGPoint topMPoint = CGPointMake(CGRectGetMidX(rectangle), CGRectGetMinY(rectangle));
CGPoint midLPoint = CGPointMake(CGRectGetMinX(rectangle), CGRectGetMidY(rectangle));
//Four Bezier Curve
[bezierCurvePath moveToPoint:midLPoint];
[bezierCurvePath addCurveToPoint:topMPoint controlPoint1:topLPoint controlPoint2:topLPoint];
[bezierCurvePath moveToPoint:midLPoint];
[bezierCurvePath addCurveToPoint:botMPoint controlPoint1:botLPoint controlPoint2:botLPoint];
[bezierCurvePath moveToPoint:midRPoint];
[bezierCurvePath addCurveToPoint:topMPoint controlPoint1:topRPoint controlPoint2:topRPoint];
[bezierCurvePath moveToPoint:midRPoint];
[bezierCurvePath addCurveToPoint:botMPoint controlPoint1:botRPoint controlPoint2:botRPoint];
[bezierCurvePath stroke];
CGContextRestoreGState(context);
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接受答案的填充版本,也移植到Swift:
override func draw(_ rect: CGRect) {
super.draw(rect)
guard let context = UIGraphicsGetCurrentContext() else {
return
}
context.saveGState()
let rect = self.bounds
let rectSize: CGFloat = rect.width
let rectangle = CGRect(x: rect.midX - rectSize / 2, y: rect.midY - rectSize / 2, width: rectSize, height: rectSize)
let topLPoint = CGPoint(x: rectangle.minX, y: rectangle.minY)
let topRPoint = CGPoint(x: rectangle.maxX, y: rectangle.minY)
let botLPoint = CGPoint(x: rectangle.minX, y: rectangle.maxY)
let botRPoint = CGPoint(x: rectangle.maxX, y: rectangle.maxY)
let midRPoint = CGPoint(x: rectangle.maxX, y: rectangle.midY)
let botMPoint = CGPoint(x: rectangle.midX, y: rectangle.maxY)
let topMPoint = CGPoint(x: rectangle.midX, y: rectangle.minY)
let midLPoint = CGPoint(x: rectangle.minX, y: rectangle.midY)
let bezierCurvePath = UIBezierPath()
bezierCurvePath.move(to: midLPoint)
bezierCurvePath.addCurve(to: topMPoint, controlPoint1: topLPoint, controlPoint2: topLPoint)
bezierCurvePath.addCurve(to: midRPoint, controlPoint1: topRPoint, controlPoint2: topRPoint)
bezierCurvePath.addCurve(to: botMPoint, controlPoint1: botRPoint, controlPoint2: botRPoint)
bezierCurvePath.addCurve(to: midLPoint, controlPoint1: botLPoint, controlPoint2: botLPoint)
context.setFillColor(UIColor.lightGray.cgColor)
bezierCurvePath.fill()
context.restoreGState()
}
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非常适合在UIView子类中使用。
在iOS 13 / Xcode 11中,您现在可以使用CALayerCornerCurve
例
yourLayer.cornerCurver = CALayerCornerCurve.continuous
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来源:https : //developer.apple.com/documentation/quartzcore/calayercornercurve
基于上面 Ruslan 和 Sunkas 的答案,我创建了一条将超椭圆“角”与直线段连接起来的路径;即规则圆角矩形的超椭圆模拟(就像在 iPhone X 模拟器边缘看到的遮罩):
extension UIBezierPath {
static func superellipse(in rect: CGRect, cornerRadius: CGFloat) -> UIBezierPath {
// (Corner radius can't exceed half of the shorter side; correct if
// necessary:)
let minSide = min(rect.width, rect.height)
let radius = min(cornerRadius, minSide/2)
let topLeft = CGPoint(x: rect.minX, y: rect.minY)
let topRight = CGPoint(x: rect.maxX, y: rect.minY)
let bottomLeft = CGPoint(x: rect.minX, y: rect.maxY)
let bottomRight = CGPoint(x: rect.maxX, y: rect.maxY)
// The two points of the segment along the top side (clockwise):
let p0 = CGPoint(x: rect.minX + radius, y: rect.minY)
let p1 = CGPoint(x: rect.maxX - radius, y: rect.minY)
// The two points of the segment along the right side (clockwise):
let p2 = CGPoint(x: rect.maxX, y: rect.minY + radius)
let p3 = CGPoint(x: rect.maxX, y: rect.maxY - radius)
// The two points of the segment along the bottom side (clockwise):
let p4 = CGPoint(x: rect.maxX - radius, y: rect.maxY)
let p5 = CGPoint(x: rect.minX + radius, y: rect.maxY)
// The two points of the segment along the left side (clockwise):
let p6 = CGPoint(x: rect.minX, y: rect.maxY - radius)
let p7 = CGPoint(x: rect.minX, y: rect.minY + radius)
let path = UIBezierPath()
path.move(to: p0)
path.addLine(to: p1)
path.addCurve(to: p2, controlPoint1: topRight, controlPoint2: topRight)
path.addLine(to: p3)
path.addCurve(to: p4, controlPoint1: bottomRight, controlPoint2: bottomRight)
path.addLine(to: p5)
path.addCurve(to: p6, controlPoint1: bottomLeft, controlPoint2: bottomLeft)
path.addLine(to: p7)
path.addCurve(to: p0, controlPoint1: topLeft, controlPoint2: topLeft)
return path
}
}
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p0代码中的要点p7可以如下图所示:
如果您传递的矩形实际上是正方形,并且角半径等于或大于边长的一半,则直线段会折叠(与、等p0“合并” ),并且您会得到标准的超椭圆。p1p2p3
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