我有许多UIBezierPath,我使用CALyerAnimation @“StrokeStart”和@“strokeEnd”进行动画制作。
我希望所有路径的动画都具有相同的速度,所以我可以使用路径的长度:
DISTANCE / TIME = SPEED
有没有办法计算路径“长度”?
由于
沙尼
答案 0 :(得分:9)
虽然您可以通过数值积分来计算贝塞尔路径的长度,但通过将路径划分为线性段可以更容易地完成。如果片段足够小,则可以忽略近似误差,尤其是您只是试图为其设置动画。
我将向您展示四条曲线的功能,但您也可以轻松地将立方曲线的解决方案合并到一起:
- (float) bezierCurveLengthFromStartPoint: (CGPoint) start toEndPoint: (CGPoint) end withControlPoint: (CGPoint) control
{
const int kSubdivisions = 50;
const float step = 1.0f/(float)kSubdivisions;
float totalLength = 0.0f;
CGPoint prevPoint = start;
// starting from i = 1, since for i = 0 calulated point is equal to start point
for (int i = 1; i <= kSubdivisions; i++)
{
float t = i*step;
float x = (1.0 - t)*(1.0 - t)*start.x + 2.0*(1.0 - t)*t*control.x + t*t*end.x;
float y = (1.0 - t)*(1.0 - t)*start.y + 2.0*(1.0 - t)*t*control.y + t*t*end.y;
CGPoint diff = CGPointMake(x - prevPoint.x, y - prevPoint.y);
totalLength += sqrtf(diff.x*diff.x + diff.y*diff.y); // Pythagorean
prevPoint = CGPointMake(x, y);
}
return totalLength;
}
修改强>
如果您无权访问路径控制点(例如您使用弧创建路径),则始终可以使用CGPathApply
函数访问基础贝塞尔曲线:
- (void) testPath
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointZero];
[path addQuadCurveToPoint:CGPointMake(1, 1) controlPoint:CGPointMake(-2, 2)];
CGPathRef p = path.CGPath;
CGPathApply(p, nil, pathFunction);
}
void pathFunction(void *info, const CGPathElement *element)
{
if (element->type == kCGPathElementAddQuadCurveToPoint)
{
CGPoint p;
p = element->points[0]; // control point
NSLog(@"%lg %lg", p.x, p.y);
p = element->points[1]; // end point
NSLog(@"%lg %lg", p.x, p.y);
}
// check other cases as well!
}
请注意,它不提供路径的起点,但很容易自己跟踪它。
答案 1 :(得分:-2)
最近我遇到了同样的问题,但在这种情况下,无论涉及的元素如何,我都需要完整的路径长度。例如,线条,曲线,弧线以及上面的解决方案对我没有用,我想出了一个通用的解决方案。
这里是用swift UIBezierPath.length
编写的完整代码这是包含length
属性的扩展名。
extension UIBezierPath{
var length: CGFloat{
var pathLength:CGFloat = 0.0
var current = CGPointZero
var first = CGPointZero
self.CGPath.forEach{ element in
pathLength += element.distance(to: current, startPoint: first)
if element.type == .MoveToPoint{
first = element.point
}
if element.type != .CloseSubpath{
current = element.point
}
}
return pathLength
}
}
// e.g
let path = UIBezierPath()
path.lineWidth = 10
path.moveToPoint(CGPoint(x: 10, y: 10))
path.addArcWithCenter(
CGPoint(x: 100,y: 50),
radius: 50,
startAngle: CGFloat(140.0.degrees),
endAngle: CGFloat(40.0.degrees),
clockwise: false
)
path.addLineToPoint(CGPoint(x: 150, y: 30))
path.closePath()
print( path.length )