沿着贝塞尔曲线路径放置图像

时间:2014-09-30 03:52:55

标签: ios objective-c uibezierpath

有谁知道如何沿着bezier路径放置图像?我可以编写路径精细并沿路径动画精灵,但我想让路径成为一系列箭头而不是虚线。我认为必须有一种方法可以在整个路径上添加箭头图像,但无法找到它。这些路径都是弯曲的:

UIBezierPath * path = [UIBezierPath bezierPath];
[path moveToPoint:startingPoint];
[path addCurveToPoint:endPoint controlPoint1:controlPoint1 controlPoint2:controlPoint2];

2 个答案:

答案 0 :(得分:16)

我猜你想要这样的东西:

arrows demo app

您可以找到我的完整演示应用项目in this github repository

无论如何,这是一个有趣的小问题。

您需要沿路径生成一个点阵列,我假设您希望它们具有相等的间距。生成这一点并非易事。

幸运的是,Core Graphics包含一个可以为您完成的功能,但是哪个功能并不明显。该函数是CGPathCreateCopyByDashingPath

首先,让我们创建一个创建虚线副本的UIBezierPath类别:

UIBezierPath+Rob_dash.h

#import <UIKit/UIKit.h>

@interface UIBezierPath (Rob_dash)

- (instancetype)Rob_dashedPathWithPattern:(NSArray *)pattern phase:(CGFloat)phase;

@end

UIBezierPath+Rob_dash.m

#import "UIBezierPath+Rob_dash.h"

@implementation UIBezierPath (Rob_dash)

- (instancetype)Rob_dashedPathWithPattern:(NSArray *)pattern phase:(CGFloat)phase {
    CGFloat lengths[pattern.count];
    size_t i = 0;
    for (NSNumber *number in pattern) {
        lengths[i++] = number.doubleValue;
    }
    CGPathRef dashedCGPath = CGPathCreateCopyByDashingPath(self.CGPath, NULL, phase, lengths, pattern.count);
    UIBezierPath *dashedPath = [self.class bezierPathWithCGPath:dashedCGPath];
    CGPathRelease(dashedCGPath);
    return dashedPath;
}

@end

一旦我们有一个虚线路径,我们需要枚举路径的元素(单个命令,如moveToPoint:addLineToPoint:等)。唯一的方法是使用另一个核心图形函数CGPathApply。让我们编写另一个使用块的UIBezierPath类别,以便更轻松。这个有点长:

UIBezierPath+Rob_forEach.h

#import <UIKit/UIKit.h>

typedef void (^Rob_UIBezierPath_moveBlock)(CGPoint destination);
typedef void (^Rob_UIBezierPath_lineBlock)(CGPoint destination);
typedef void (^Rob_UIBezierPath_quadBlock)(CGPoint control, CGPoint destination);
typedef void (^Rob_UIBezierPath_cubicBlock)(CGPoint control0, CGPoint control1, CGPoint destination);
typedef void (^Rob_UIBezierPath_closeBlock)(void);

@interface UIBezierPath (Rob_forEach)

- (void)Rob_forEachMove:(Rob_UIBezierPath_moveBlock)moveBlock line:(Rob_UIBezierPath_lineBlock)lineBlock quad:(Rob_UIBezierPath_quadBlock)quadBlock cubic:(Rob_UIBezierPath_cubicBlock)cubicBlock close:(Rob_UIBezierPath_closeBlock)closeBlock;

@end

UIBezierPath+Rob_forEach.m

#import "UIBezierPath+Rob_forEach.h"

struct ForEachBlocks {
    __unsafe_unretained Rob_UIBezierPath_moveBlock moveBlock;
    __unsafe_unretained Rob_UIBezierPath_lineBlock lineBlock;
    __unsafe_unretained Rob_UIBezierPath_quadBlock quadBlock;
    __unsafe_unretained Rob_UIBezierPath_cubicBlock cubicBlock;
    __unsafe_unretained Rob_UIBezierPath_closeBlock closeBlock;
};

static void applyBlockToPathElement(void *info, const CGPathElement *element) {
    struct ForEachBlocks *blocks = info;
    switch (element->type) {
        case kCGPathElementMoveToPoint:
            if (blocks->moveBlock != nil) {
                blocks->moveBlock(element->points[0]);
            }
            break;
        case kCGPathElementAddLineToPoint:
            if (blocks->lineBlock != nil) {
                blocks->lineBlock(element->points[0]);
            }
            break;
        case kCGPathElementAddQuadCurveToPoint:
            if (blocks->quadBlock) {
                blocks->quadBlock(element->points[0], element->points[1]);
            }
            break;
        case kCGPathElementAddCurveToPoint:
            if (blocks->cubicBlock) {
                blocks->cubicBlock(element->points[0], element->points[1], element->points[2]);
            }
            break;
        case kCGPathElementCloseSubpath:
            if (blocks->closeBlock) {
                blocks->closeBlock();
            }
            break;
    }
}

@implementation UIBezierPath (Rob_forEach)

- (void)Rob_forEachMove:(Rob_UIBezierPath_moveBlock)moveBlock line:(Rob_UIBezierPath_lineBlock)lineBlock quad:(Rob_UIBezierPath_quadBlock)quadBlock cubic:(Rob_UIBezierPath_cubicBlock)cubicBlock close:(Rob_UIBezierPath_closeBlock)closeBlock {
    struct ForEachBlocks blocks = {
        .moveBlock = moveBlock,
        .lineBlock = lineBlock,
        .quadBlock = quadBlock,
        .cubicBlock = cubicBlock,
        .closeBlock = closeBlock
    };
    CGPathApply(self.CGPath, &blocks, applyBlockToPathElement);
}

@end

好的,现在我们想要一起使用这两个类别来划分路径,然后沿着破折号走,并在每个破折号的末尾发出点。请注意,短划线可能包含多个连续的线/曲线段。我们需要注意移动命令才能知道破折号何时结束。另外,要以正确的角度绘制每个箭头,我们需要知道每个点处的曲线的切线,因此我们也计算它作为单位矢量。在直线段的情况下,切线矢量平行于线段。在曲线的情况下,紧接曲线终点之前的控制点确定端点处的切线。

UIBezierPath+Rob_points.h

#import <UIKit/UIKit.h>

@interface UIBezierPath (Rob_points)

- (void)Rob_forEachPointAtInterval:(CGFloat)interval perform:(void (^)(CGPoint point, CGVector vector))block;

@end

UIBezierPath+Rob_points.m

#import "UIBezierPath+Rob_points.h"
#import "UIBezierPath+Rob_dash.h"
#import "UIBezierPath+Rob_forEach.h"
#import <tgmath.h>

static CGVector vectorFromPointToPoint(CGPoint tail, CGPoint head) {
    CGFloat length = hypot(head.x - tail.x, head.y - tail.y);
    return CGVectorMake((head.x - tail.x) / length, (head.y - tail.y) / length);
}

@implementation UIBezierPath (Rob_points)

- (void)Rob_forEachPointAtInterval:(CGFloat)interval perform:(void (^)(CGPoint, CGVector))block {
    UIBezierPath *dashedPath = [self Rob_dashedPathWithPattern:@[ @(interval * 0.5), @(interval * 0.5) ] phase:0];
    __block BOOL hasPendingSegment = NO;
    __block CGPoint pendingControlPoint;
    __block CGPoint pendingPoint;
    [dashedPath Rob_forEachMove:^(CGPoint destination) {
        if (hasPendingSegment) {
            block(pendingPoint, vectorFromPointToPoint(pendingControlPoint, pendingPoint));
            hasPendingSegment = NO;
        }
        pendingPoint = destination;
    } line:^(CGPoint destination) {
        pendingControlPoint = pendingPoint;
        pendingPoint = destination;
        hasPendingSegment = YES;
    } quad:^(CGPoint control, CGPoint destination) {
        pendingControlPoint = control;
        pendingPoint = destination;
        hasPendingSegment = YES;
    } cubic:^(CGPoint control0, CGPoint control1, CGPoint destination) {
        pendingControlPoint = control1;
        pendingPoint = destination;
        hasPendingSegment = YES;
    } close:nil];
    if (hasPendingSegment) {
        block(pendingPoint, vectorFromPointToPoint(pendingControlPoint, pendingPoint));
    }
}

@end

现在我们可以在路径上找到点,并在每个点找到单位切线向量。让我们在drawRect:

中制作一个使用此功能的自定义视图

ArrowView.h

#import <UIKit/UIKit.h>

@interface ArrowView : UIView

@property (nonatomic) CGFloat interval;

@end

ArrowView.m

#import "ArrowView.h"
#import "UIBezierPath+Rob_figureEight.h"
#import "UIBezierPath+Rob_points.h"

@implementation ArrowView

- (void)setInterval:(CGFloat)interval {
    _interval = interval;
    [self setNeedsDisplay];
}

- (void)drawRect:(CGRect)rect {
    UIImage *arrow = [UIImage imageNamed:@"right233.png"];
    UIBezierPath *path = [UIBezierPath Rob_figureEightInRect:CGRectInset(self.bounds, 40, 40)];
//    [path stroke];
    [path Rob_forEachPointAtInterval:self.interval perform:^(CGPoint point, CGVector vector) {
        CGContextRef gc = UIGraphicsGetCurrentContext();
        CGContextSaveGState(gc); {
            CGContextTranslateCTM(gc, point.x, point.y);
            CGContextConcatCTM(gc, CGAffineTransformMake(vector.dx, vector.dy, -vector.dy, vector.dx, 0, 0));
            CGContextTranslateCTM(gc, -0.5 * arrow.size.width, -0.5 * arrow.size.height);
//            UIRectFrame((CGRect){ CGPointZero, arrow.size });
            [arrow drawAtPoint:CGPointZero];
        } CGContextRestoreGState(gc);
    }];
}

@end

如果您想沿路径绘制箭头图像,那就是它的全部内容。

我的演示应用程序存储库中有一点奖励。如果你回到第一次提交,我也实现了一个不同的解决方案:一个采用路径并“箭头化”它的类别,在每个子路径的末尾放置一个箭头。如果你将它与破折号结合起来(就像我在该项目版本中所做的那样),你会沿着路径获得箭头。但它最终看起来不如使用箭头图像那么好。

答案 1 :(得分:1)

这是 Rob 想法的 Swift 版本。

//replace
webBrowser1.GoHome();
//with
webBrowser1.Url = new Uri("http://google.com");

如何使用

extension UIBezierPath {
  func forEachPoint(interval: CGFloat, block: (_ point: CGPoint, _ vector: CGVector) -> Void) {
    let path = dashedPath(pattern: [interval * 0.5, interval * 0.5])
    path.forEachPoint { point, vector in
      block(point, vector)
    }
  }

  private func dashedPath(pattern: [CGFloat]) -> UIBezierPath {
    let dashedPath = cgPath.copy(dashingWithPhase: 0, lengths: pattern)
    return UIBezierPath(cgPath: dashedPath)
  }

  private var elements: [PathElement] {
    var pathElements = [PathElement]()
    cgPath.applyWithBlock { elementsPointer in
      let element = PathElement(element: elementsPointer.pointee)
      pathElements.append(element)
    }
    return pathElements
  }

  private func forEachPoint(_ block: (_ point: CGPoint, _ vector: CGVector) -> Void) {
    var hasPendingSegment: Bool = false
    var pendingControlPoint = CGPoint.zero
    var pendingPoint = CGPoint.zero
    for pathElement in elements {
      switch pathElement {
      case let .moveToPoint(destinationPoint):
        if hasPendingSegment {
          block(pendingPoint, vector(from: pendingControlPoint, to: pendingPoint))
          hasPendingSegment = false
        }
        pendingPoint = destinationPoint
      case let .addLineToPoint(destinationPoint):
        pendingControlPoint = pendingPoint
        pendingPoint = destinationPoint
        hasPendingSegment = true
      case let .addQuadCurveToPoint(controlPoint, destinationPoint):
        pendingControlPoint = controlPoint
        pendingPoint = destinationPoint
        hasPendingSegment = true
      case let .addCurveToPoint(controlPoint1, _, destinationPoint):
        pendingControlPoint = controlPoint1
        pendingPoint = destinationPoint
        hasPendingSegment = true
      case .closeSubpath:
        break
      }
    }
    if hasPendingSegment {
      block(pendingPoint, vector(from: pendingControlPoint, to: pendingPoint))
    }
  }

  private func vector(from point1: CGPoint, to point2: CGPoint) -> CGVector {
    let length = hypot(point2.x - point1.x, point2.y - point1.y)
    return CGVector(dx: (point2.x - point1.x) / length, dy: (point2.y - point1.y) / length)
  }
}

enum PathElement {
  case moveToPoint(CGPoint)
  case addLineToPoint(CGPoint)
  case addQuadCurveToPoint(CGPoint, CGPoint)
  case addCurveToPoint(CGPoint, CGPoint, CGPoint)
  case closeSubpath

  init(element: CGPathElement) {
    switch element.type {
    case .moveToPoint: self = .moveToPoint(element.points[0])
    case .addLineToPoint: self = .addLineToPoint(element.points[0])
    case .addQuadCurveToPoint: self = .addQuadCurveToPoint(element.points[0], element.points[1])
    case .addCurveToPoint: self = .addCurveToPoint(element.points[0], element.points[1], element.points[2])
    case .closeSubpath: self = .closeSubpath
    @unknown default:
      fatalError("Unknown CGPathElement type")
    }
  }
}