Vin*_*les 1 core-graphics cashapelayer ios uibezierpath swift4
我想知道如何在 Swift 4 中使用 CAShapeLayer 和 BezierPath 给定两个点(A 点和 B 点)渲染一条如下图所示的曲线?
func drawCurvedLine(start: CGPoint, end: CGPoint) {
//insert code here
}
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您需要应用一些数学知识。在我看来,这是由两条不同半径的圆弧组成的。从 2 点计算这些可能非常具有挑战性,但幸运的是,我们有 arc 工具已经可以为我们做到这一点。addQuadCurveon 的方法UIBezierPath似乎对此很完美。
我们需要输入 2 个点,一个关于弧线边界程度的因素以及一些线条粗细。我们使用弯曲因子来确定控制点从您的情况下的两个点的中心向下移动了多少。向下可以相对于 2 个点,所以我们宁愿使用normal。我要做的如下:
func generateSpecialCurve(from: CGPoint, to: CGPoint, bendFactor: CGFloat, thickness: CGFloat) -> UIBezierPath {
let center = CGPoint(x: (from.x+to.x)*0.5, y: (from.y+to.y)*0.5)
let normal = CGPoint(x: -(from.y-to.y), y: (from.x-to.x))
let normalNormalized: CGPoint = {
let normalSize = sqrt(normal.x*normal.x + normal.y*normal.y)
guard normalSize > 0.0 else { return .zero }
return CGPoint(x: normal.x/normalSize, y: normal.y/normalSize)
}()
let path = UIBezierPath()
path.move(to: from)
let midControlPoint: CGPoint = CGPoint(x: center.x + normal.x*bendFactor, y: center.y + normal.y*bendFactor)
let closeControlPoint: CGPoint = CGPoint(x: midControlPoint.x + normalNormalized.x*thickness*0.5, y: midControlPoint.y + normalNormalized.y*thickness*0.5)
let farControlPoint: CGPoint = CGPoint(x: midControlPoint.x - normalNormalized.x*thickness*0.5, y: midControlPoint.y - normalNormalized.y*thickness*0.5)
path.addQuadCurve(to: to, controlPoint: closeControlPoint)
path.addQuadCurve(to: from, controlPoint: farControlPoint)
path.close()
return path
}
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我用来获得与您的请求类似的形状的数据是(覆盖drawRect是最快的):
override func draw(_ rect: CGRect) {
super.draw(rect)
let from: CGPoint = CGPoint(x: 100.0, y: 300.0)
let to: CGPoint = CGPoint(x: 200.0, y: 300.0)
UIColor.blue.setFill()
generateSpecialCurve(from: from, to: to, bendFactor: -0.25, thickness: 10.0).fill()
}
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现在负销售系数意味着向下弯曲,其余的应该非常直观。
编辑通过组合 4 条曲线的形状可以实现更多控制:
使用 4 条曲线,您可以创建更好的形状,但代码可能会变得相当复杂。这就是我试图让形状更接近你想要的形状:
func generateSpecialCurve(from: CGPoint, to: CGPoint, bendFactor: CGFloat, thickness: CGFloat, showDebug: Bool = false) -> UIBezierPath {
var specialCurveScale: CGFloat = 0.2 // A factor to control sides
var midControlPointsScale: CGFloat = 0.3 // A factor to cotnrol mid
let center = from.adding(to).scaled(by: 0.5)
let direction = from.direction(toward: to)
let directionNormalized = direction.normalized
let normal = direction.normal
let normalNormalized = normal.normalized
let middlePoints: (near: CGPoint, far: CGPoint) = {
let middlePoint = center.adding(normal.scaled(by: bendFactor))
return (middlePoint.subtracting(normalNormalized.scaled(by: thickness*0.5)), middlePoint.adding(normalNormalized.scaled(by: thickness*0.5)))
}()
let borderControlPoints: (start: CGPoint, end: CGPoint) = {
let borderTangentScale: CGFloat = 1.0
let normalDirectionFactor: CGFloat = bendFactor < 0.0 ? -1.0 : 1.0
let startTangent = normal.scaled(by: normalDirectionFactor).adding(direction.scaled(by: specialCurveScale)).scaled(by: normalDirectionFactor)
let endTangent = normal.scaled(by: normalDirectionFactor).subtracting(direction.scaled(by: specialCurveScale)).scaled(by: normalDirectionFactor)
return (from.adding(startTangent.scaled(by: bendFactor)), to.adding(endTangent.scaled(by: bendFactor)))
}()
let farMidControlPoints: (start: CGPoint, end: CGPoint) = {
let normalDirectionFactor: CGFloat = bendFactor < 0.0 ? -1.0 : 1.0
return (start: middlePoints.far.adding(direction.scaled(by: bendFactor*normalDirectionFactor*midControlPointsScale)),
end: middlePoints.far.adding(direction.scaled(by: -bendFactor*normalDirectionFactor*midControlPointsScale)))
}()
let nearMidControlPoints: (start: CGPoint, end: CGPoint) = {
let normalDirectionFactor: CGFloat = bendFactor < 0.0 ? -1.0 : 1.0
return (start: middlePoints.near.adding(direction.scaled(by: -bendFactor*normalDirectionFactor*midControlPointsScale)),
end: middlePoints.near.adding(direction.scaled(by: bendFactor*normalDirectionFactor*midControlPointsScale)))
}()
if showDebug {
func line(_ a: CGPoint, _ b: CGPoint) -> UIBezierPath {
let path = UIBezierPath()
path.move(to: a)
path.addLine(to: b)
path.lineWidth = 1
return path
}
let debugAlpha: CGFloat = 0.3
UIColor.green.withAlphaComponent(debugAlpha).setFill()
UIColor.green.withAlphaComponent(debugAlpha).setStroke()
line(from, borderControlPoints.start).stroke()
line(to, borderControlPoints.end).stroke()
UIBezierPath(arcCenter: borderControlPoints.start, radius: 3.0, startAngle: 0.0, endAngle: .pi*2.0, clockwise: true).fill()
UIBezierPath(arcCenter: borderControlPoints.end, radius: 3.0, startAngle: 0.0, endAngle: .pi*2.0, clockwise: true).fill()
UIColor.red.withAlphaComponent(debugAlpha).setFill()
UIColor.red.withAlphaComponent(debugAlpha).setStroke()
line(middlePoints.near, nearMidControlPoints.start).stroke()
UIBezierPath(arcCenter: nearMidControlPoints.start, radius: 3.0, startAngle: 0.0, endAngle: .pi*2.0, clockwise: true).fill()
UIColor.cyan.withAlphaComponent(debugAlpha).setFill()
UIColor.cyan.withAlphaComponent(debugAlpha).setStroke()
line(middlePoints.far, farMidControlPoints.start).stroke()
UIBezierPath(arcCenter: farMidControlPoints.start, radius: 3.0, startAngle: 0.0, endAngle: .pi*2.0, clockwise: true).fill()
UIColor.yellow.withAlphaComponent(debugAlpha).setFill()
UIColor.yellow.withAlphaComponent(debugAlpha).setStroke()
line(middlePoints.near, nearMidControlPoints.end).stroke()
UIBezierPath(arcCenter: nearMidControlPoints.end, radius: 3.0, startAngle: 0.0, endAngle: .pi*2.0, clockwise: true).fill()
UIColor.purple.withAlphaComponent(debugAlpha).setFill()
UIColor.purple.withAlphaComponent(debugAlpha).setStroke()
line(middlePoints.far, farMidControlPoints.end).stroke()
UIBezierPath(arcCenter: farMidControlPoints.end, radius: 3.0, startAngle: 0.0, endAngle: .pi*2.0, clockwise: true).fill()
}
let path = UIBezierPath()
path.move(to: from)
path.addCurve(to: middlePoints.near,
controlPoint1: borderControlPoints.start,
controlPoint2: nearMidControlPoints.start)
path.addCurve(to: to,
controlPoint1: nearMidControlPoints.end,
controlPoint2: borderControlPoints.end)
path.addCurve(to: middlePoints.far,
controlPoint1: borderControlPoints.end,
controlPoint2: farMidControlPoints.start)
path.addCurve(to: from,
controlPoint1: farMidControlPoints.end,
controlPoint2: borderControlPoints.start)
path.close()
return path
}
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我CGPoint只是为了可读性而扩展了一点。其中一些方法可能在一般情况下没有意义,所以我不会再公开它fileprivate。
fileprivate extension CGPoint {
var length: CGFloat { return sqrt(x*x + y*y) }
var normal: CGPoint { return CGPoint(x: y, y: -x) }
func scaled(by factor: CGFloat) -> CGPoint { return CGPoint(x: x*factor, y: y*factor) }
func adding(_ point: CGPoint) -> CGPoint { return CGPoint(x: x+point.x, y: y+point.y) }
func subtracting(_ point: CGPoint) -> CGPoint { return CGPoint(x: x-point.x, y: y-point.y) }
func direction(toward point: CGPoint) -> CGPoint { return point.subtracting(self) }
var normalized: CGPoint {
let distance = length
return distance > 0.0 ? scaled(by: 1.0/distance) : .zero
}
}
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该方法的开头有 2 个因素可以很好地控制形状,您可以使用它们(我添加了 2 个带有值的滑块[0.0, 2.0]来设置其样式)。我还在其中留下了调试部分,这在定位控制点时非常有用。
如果也有圆角那就太好了,但从当前的代码来看,我不确定我是否能够实现这一点。
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