如何获得包含给定CGPoint
(CGPath
)中包含的所有CGMutablePathRef
的数组?
答案 0 :(得分:51)
使用 Swift 2.x (对于 Swift 3.x , Swift 4.x 和 Swift 5.x 在下面阅读..),我发现这篇关于C Callbacks in Swift的精彩文章。
如Kevin Ballard所述,试图获得所有CGPoint
(s)",正如他所说的那样,这可能是一个坏主意。
所以,我认为最好的方法是获取用于创建特定CGPath
的路径元素点:
//MARK: - CGPath extensions
extension CGPath {
func forEach(@noescape body: @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
func callback(info: UnsafeMutablePointer<Void>, element: UnsafePointer<CGPathElement>) {
let body = unsafeBitCast(info, Body.self)
body(element.memory)
}
print(sizeofValue(body))
let unsafeBody = unsafeBitCast(body, UnsafeMutablePointer<Void>.self)
CGPathApply(self, unsafeBody, callback)
}
func getPathElementsPoints() -> [CGPoint] {
var arrayPoints : [CGPoint]! = [CGPoint]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.MoveToPoint:
arrayPoints.append(element.points[0])
case .AddLineToPoint:
arrayPoints.append(element.points[0])
case .AddQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
case .AddCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
default: break
}
}
return arrayPoints
}
}
使用此扩展程序,您可以执行以下操作:
var bezier = UIBezierPath(ovalInRect: CGRectMake(0, 0, 400, 300))
let myOval = bezier.CGPath
let junctionPoints = myOval.getPathElementsPoints()
print("junction points are: \(junctionPoints)")
(由于语法重新引入@convention(c)
而有一些更正):
extension CGPath {
func forEach( body: @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
let callback: @convention(c) (UnsafeMutableRawPointer, UnsafePointer<CGPathElement>) -> Void = { (info, element) in
let body = unsafeBitCast(info, to: Body.self)
body(element.pointee)
}
print(MemoryLayout.size(ofValue: body))
let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
self.apply(info: unsafeBody, function: unsafeBitCast(callback, to: CGPathApplierFunction.self))
}
func getPathElementsPoints() -> [CGPoint] {
var arrayPoints : [CGPoint]! = [CGPoint]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
case .addLineToPoint:
arrayPoints.append(element.points[0])
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
default: break
}
}
return arrayPoints
}
func getPathElementsPointsAndTypes() -> ([CGPoint],[CGPathElementType]) {
var arrayPoints : [CGPoint]! = [CGPoint]()
var arrayTypes : [CGPathElementType]! = [CGPathElementType]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addLineToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
arrayTypes.append(element.type)
default: break
}
}
return (arrayPoints,arrayTypes)
}
}
extension CGPath {
func forEach( body: @escaping @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
let callback: @convention(c) (UnsafeMutableRawPointer, UnsafePointer<CGPathElement>) -> Void = { (info, element) in
let body = unsafeBitCast(info, to: Body.self)
body(element.pointee)
}
//print(MemoryLayout.size(ofValue: body))
let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
self.apply(info: unsafeBody, function: unsafeBitCast(callback, to: CGPathApplierFunction.self))
}
func getPathElementsPoints() -> [CGPoint] {
var arrayPoints : [CGPoint]! = [CGPoint]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
case .addLineToPoint:
arrayPoints.append(element.points[0])
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
default: break
}
}
return arrayPoints
}
func getPathElementsPointsAndTypes() -> ([CGPoint],[CGPathElementType]) {
var arrayPoints : [CGPoint]! = [CGPoint]()
var arrayTypes : [CGPathElementType]! = [CGPathElementType]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addLineToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
arrayTypes.append(element.type)
default: break
}
}
return (arrayPoints,arrayTypes)
}
}
答案 1 :(得分:14)
您可以使用CGPathApply()迭代路径中的每个段,并使用该段运行自定义函数。这将为您提供该路径的所有信息。
然而,如果通过“所有CGPoint(s)”,你意味着每个点都有一个像素渲染它,这是一个无限大小的集合。虽然您当然可以使用apply函数来获取每个段,然后对于每个非移动段,使用段的控制点评估您自己的数学运算,以获得您想要的任何密度的点列表。
答案 2 :(得分:7)
Apple添加了 instance方法 CGPath.applyWithBlock,可用于 iOS11.0 +和macOS10.13 +
您仍然可以使用CGPath.apply检查路径的每个元素,如先前答案中所述。 但是,如果要避免使用C风格的指针和unsafeBitCast ,则您应该使用更加方便的实例方法 applyWithBlock
。
例如,如果要获取CGPath的CGPoints数组,则可以向CGPath添加扩展名 ,在本示例中为 compute属性 (点)收集CGPath的CGPoint :
extension CGPath {
///< this is a computed property
var points: [CGPoint] {
///< this is a local container where we will store our CGPoints
var arrPoints: [CGPoint] = []
///< applyWithBlock lets us examine each element of the CGPath, and decide what to do
self.applyWithBlock { element in
switch element.pointee.type
{
case .moveToPoint, .addLineToPoint:
arrPoints.append(element.pointee.points.pointee)
case .addQuadCurveToPoint:
arrPoints.append(element.pointee.points.pointee)
arrPoints.append(element.pointee.points.advance(by: 1).pointee))
case .addCurveToPoint:
arrPoints.append(element.pointee.points.pointee)
arrPoints.append(element.pointee.points.advance(by: 1).pointee))
arrPoints.append(element.pointee.points.advance(by: 2).pointee))
default:
break
}
}
///< We are now done collecting our CGPoints and so we can return the result
return arrPoints
}
}
答案 3 :(得分:5)
CGPath
是一种不透明的数据类型,并不一定存储所有使用的点。除此之外,路径实际上可能不会绘制用作输入的所有点(例如,考虑Bézier控制点)。
从路径中获取信息的唯一两个documented ways是使用CGPathGetBoundingBox
来获取边界框,或使用CGPathApply
来调用回调函数的更复杂的方法如果CGPathElement
类型,将为您提供序列。