这适用于iPad应用程序,但它本质上是一个数学问题。
我需要绘制一个变化(单调增加)线宽的圆弧。在曲线的开始处,它将具有起始厚度(比如说2pts),然后厚度将平滑地增加直到弧的最终厚度(假设为12pts)。
我认为最好的方法是创建一个UIBezierPath并填充形状。我的第一次尝试是使用两个圆弧(带偏移中心),并且工作精细到90°,但弧度通常在90°和180°之间,因此接近不会削减它。
我目前的方法是使用贝塞尔四边形或三次曲线制作一个轻微螺旋(一个从圆弧略微增长,一个略微收缩)。问题是我在哪里放置控制点,以便与圆弧(也就是形状“厚度”)的偏差是我想要的值。
约束:
我也对其他解决方案持开放态度。
答案 0 :(得分:5)
我的方法只是构造2个圆弧并填充其间的区域。棘手的一点是弄清楚这些弧的中心和半径。如果厚度不是太大,看起来相当不错。 (剪切并粘贴并自行决定是否满足您的需求。)可以通过使用剪切路径来改进。
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGMutablePathRef path = CGPathCreateMutable();
// As appropriate for iOS, the code below assumes a coordinate system with
// the x-axis pointing to the right and the y-axis pointing down (flipped from the standard Cartesian convention).
// Therefore, 0 degrees = East, 90 degrees = South, 180 degrees = West,
// -90 degrees = 270 degrees = North (once again, flipped from the standard Cartesian convention).
CGFloat startingAngle = 90.0; // South
CGFloat endingAngle = -45.0; // North-East
BOOL weGoFromTheStartingAngleToTheEndingAngleInACounterClockwiseDirection = YES; // change this to NO if necessary
CGFloat startingThickness = 2.0;
CGFloat endingThickness = 12.0;
CGPoint center = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGFloat meanRadius = 0.9 * fminf(self.bounds.size.width / 2.0, self.bounds.size.height / 2.0);
// the parameters above should be supplied by the user
// the parameters below are derived from the parameters supplied above
CGFloat deltaAngle = fabsf(endingAngle - startingAngle);
// projectedEndingThickness is the ending thickness we would have if the two arcs
// subtended an angle of 180 degrees at their respective centers instead of deltaAngle
CGFloat projectedEndingThickness = startingThickness + (endingThickness - startingThickness) * (180.0 / deltaAngle);
CGFloat centerOffset = (projectedEndingThickness - startingThickness) / 4.0;
CGPoint centerForInnerArc = CGPointMake(center.x + centerOffset * cos(startingAngle * M_PI / 180.0),
center.y + centerOffset * sin(startingAngle * M_PI / 180.0));
CGPoint centerForOuterArc = CGPointMake(center.x - centerOffset * cos(startingAngle * M_PI / 180.0),
center.y - centerOffset * sin(startingAngle * M_PI / 180.0));
CGFloat radiusForInnerArc = meanRadius - (startingThickness + projectedEndingThickness) / 4.0;
CGFloat radiusForOuterArc = meanRadius + (startingThickness + projectedEndingThickness) / 4.0;
CGPathAddArc(path,
NULL,
centerForInnerArc.x,
centerForInnerArc.y,
radiusForInnerArc,
endingAngle * (M_PI / 180.0),
startingAngle * (M_PI / 180.0),
!weGoFromTheStartingAngleToTheEndingAngleInACounterClockwiseDirection
);
CGPathAddArc(path,
NULL,
centerForOuterArc.x,
centerForOuterArc.y,
radiusForOuterArc,
startingAngle * (M_PI / 180.0),
endingAngle * (M_PI / 180.0),
weGoFromTheStartingAngleToTheEndingAngleInACounterClockwiseDirection
);
CGContextAddPath(context, path);
CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor);
CGContextFillPath(context);
CGPathRelease(path);
}
答案 1 :(得分:1)
一种解决方案可能是手动生成折线。这很简单,但它的缺点是,如果以高分辨率显示控件,则必须放大生成的点数。我不太了解iOS给你iOS / ObjC示例代码,但这里有一些python-ish伪代码:
# lower: the starting angle
# upper: the ending angle
# radius: the radius of the circle
# we'll fill these with polar coordinates and transform later
innerSidePoints = []
outerSidePoints = []
widthStep = maxWidth / (upper - lower)
width = 0
# could use a finer step if needed
for angle in range(lower, upper):
innerSidePoints.append(angle, radius - (width / 2))
outerSidePoints.append(angle, radius + (width / 2))
width += widthStep
# now we have to flip one of the arrays and join them to make
# a continuous path. We could have built one of the arrays backwards
# from the beginning to avoid this.
outerSidePoints.reverse()
allPoints = innerSidePoints + outerSidePoints # array concatenation
xyPoints = polarToRectangular(allPoints) # if needed