我试图从两点开始在Swift中创建一个花括号。这个想法很好,有一条直线,因为它无论如何都不是动态的。我的问题在于根据p1和p2点的位置找到动态控制点和中心。
这是我目前的代码:
override func viewDidLoad() {
super.viewDidLoad()
let path = UIBezierPath()
let p1 = CGPointMake(100, 100)
let p2 = CGPointMake(300, 100)
let c1 = CGPointMake(150, 80)
let c2 = CGPointMake(250, 80)
var midPoint = midPointForPoints(p1, p2: p2)
var midP1 = midPoint
midP1.x -= 10
var midP2 = midPoint
midP2.x += 10
midPoint.y -= 20
path.moveToPoint(p1)
path.addQuadCurveToPoint(midP1, controlPoint: c1)
path.addLineToPoint(midPoint)
path.addLineToPoint(midP2)
path.addQuadCurveToPoint(p2, controlPoint: c2)
let shape = CAShapeLayer()
shape.lineWidth = 5
shape.strokeColor = UIColor.redColor().CGColor
shape.fillColor = UIColor.clearColor().CGColor
shape.path = path.CGPath
self.view.layer.addSublayer(shape)
}
func midPointForPoints(p1: CGPoint, p2: CGPoint)->CGPoint{
let deltaX = (p1.x + p2.x)/2
let deltaY = (p1.y + p2.y)/2
let midPoint = CGPointMake(deltaX, deltaY)
return midPoint
}
这不考虑积分的程度,所以如果我要创建两点作为:
let p1 = CGPointMake(100, 100)
let p2 = CGPointMake(300, 300)
它找不到合适的控制点和中点。
希望有人可以帮助我朝着正确的方向前进。这个想法当然最终只是知道两点(p1,p2)并动态创建其他所有点,我只是输入当前的值,以使我自己更容易。我已经添加了问题的图像,以便更好地向您展示。
答案 0 :(得分:1)
首先为从(0,0)开始并以(1,0)结束的大括号创建路径。然后应用仿射变换,移动,缩放和旋转路径以跨越您设计的端点。它需要将(0,0)转换为起点,将(1,0)转换为终点。有效地创建转换需要一些三角函数,但我已经完成了功课:
extension UIBezierPath {
class func brace(from start: CGPoint, to end: CGPoint) -> UIBezierPath {
let path = self.init()
path.move(to: .zero)
path.addCurve(to: CGPoint(x: 0.5, y: -0.1), controlPoint1: CGPoint(x: 0, y: -0.2), controlPoint2: CGPoint(x: 0.5, y: 0.1))
path.addCurve(to: CGPoint(x: 1, y: 0), controlPoint1: CGPoint(x: 0.5, y: 0.1), controlPoint2: CGPoint(x: 1, y: -0.2))
let scaledCosine = end.x - start.x
let scaledSine = end.y - start.y
let transform = CGAffineTransform(a: scaledCosine, b: scaledSine, c: -scaledSine, d: scaledCosine, tx: start.x, ty: start.y)
path.apply(transform)
return path
}
}
结果:
以下是我用来制作演示的整个Swift游乐场:
import UIKit
import PlaygroundSupport
extension UIBezierPath {
class func brace(from start: CGPoint, to end: CGPoint) -> UIBezierPath {
let path = self.init()
path.move(to: .zero)
path.addCurve(to: CGPoint(x: 0.5, y: -0.1), controlPoint1: CGPoint(x: 0, y: -0.2), controlPoint2: CGPoint(x: 0.5, y: 0.1))
path.addCurve(to: CGPoint(x: 1, y: 0), controlPoint1: CGPoint(x: 0.5, y: 0.1), controlPoint2: CGPoint(x: 1, y: -0.2))
let scaledCosine = end.x - start.x
let scaledSine = end.y - start.y
let transform = CGAffineTransform(a: scaledCosine, b: scaledSine, c: -scaledSine, d: scaledCosine, tx: start.x, ty: start.y)
path.apply(transform)
return path
}
}
class ShapeView: UIView {
override class var layerClass: Swift.AnyClass { return CAShapeLayer.self }
lazy var shapeLayer: CAShapeLayer = { self.layer as! CAShapeLayer }()
}
class ViewController: UIViewController {
override func loadView() {
let view = UIView(frame: CGRect(x: 0, y: 0, width: 600, height: 200))
view.backgroundColor = .white
for (i, handle) in handles.enumerated() {
handle.autoresizingMask = [ .flexibleTopMargin, .flexibleTopMargin, .flexibleBottomMargin, .flexibleRightMargin ]
let frame = CGRect(x: view.bounds.width * 0.1 + CGFloat(i) * view.bounds.width * 0.8 - 22, y: view.bounds.height / 2 - 22, width: 44, height: 44)
handle.frame = frame
handle.shapeLayer.path = CGPath(ellipseIn: handle.bounds, transform: nil)
handle.shapeLayer.lineWidth = 2
handle.shapeLayer.lineDashPattern = [2, 6]
handle.shapeLayer.lineCap = kCALineCapRound
handle.shapeLayer.strokeColor = UIColor.blue.cgColor
handle.shapeLayer.fillColor = nil
view.addSubview(handle)
let panner = UIPanGestureRecognizer(target: self, action: #selector(pannerDidFire(panner:)))
handle.addGestureRecognizer(panner)
}
brace.shapeLayer.lineWidth = 2
brace.shapeLayer.lineCap = kCALineCapRound
brace.shapeLayer.strokeColor = UIColor.black.cgColor
brace.shapeLayer.fillColor = nil
view.addSubview(brace)
setBracePath()
self.view = view
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
setBracePath()
}
private let handles: [ShapeView] = [
ShapeView(),
ShapeView()
]
private let brace = ShapeView()
private func setBracePath() {
brace.shapeLayer.path = UIBezierPath.brace(from: handles[0].center, to: handles[1].center).cgPath
}
@objc private func pannerDidFire(panner: UIPanGestureRecognizer) {
let view = panner.view!
let offset = panner.translation(in: view)
panner.setTranslation(.zero, in: view)
var center = view.center
center.x += offset.x
center.y += offset.y
view.center = center
setBracePath()
}
}
let vc = ViewController()
PlaygroundPage.current.liveView = vc.view
答案 1 :(得分:0)
问题的关键是当图形旋转时,base vectors
会旋转。当您的figure
轴对齐时,您的基本向量为u (1, 0)
和v (0, 1)
。
因此,当您执行midPoint.y -= 20
时,您可以将其视为与midPoint.x -= v.x * 20; midPoint.y -= v.y * 20
v
(0, 1)
相同的axis independent
。结果是一样的,请自己检查。
此实现将执行您的代码所执行的操作,仅let path = UIBezierPath()
let p1 = CGPointMake(100, 100)
let p2 = CGPointMake(300, 100)
let o = p1.plus(p2).divide(2.0) // origo
let u = p2.minus(o) // base vector 1
let v = u.turn90() // base vector 2
let c1 = o.minus(u.times(0.5)).minus(v.times(0.2)) // CGPointMake(150, 80)
let c2 = o.plus(u.times(0.5)).minus(v.times(0.2)) // CGPointMake(250, 80)
var midPoint = o.minus(v.times(0.2))
var midP1 = o.minus(u.times(0.2))
var midP2 = o.plus(u.times(0.2))
。
CGPoint extension
注意:我将因子设置为与您实施中的初始值相匹配。
为方便起见,还添加了此extension CGPoint {
public func plus(p: CGPoint) -> (CGPoint)
{
return CGPoint(x: self.x + p.x, y: self.y + p.y)
}
public func minus(p: CGPoint) -> (CGPoint)
{
return CGPoint(x: self.x - p.x, y: self.y - p.y)
}
public func times(f: CGFloat) -> (CGPoint)
{
return CGPoint(x: self.x * f, y: self.y * f)
}
public func divide(f: CGFloat) -> (CGPoint)
{
return self.times(1.0/f)
}
public func turn90() -> (CGPoint)
{
return CGPoint(x: -self.y, y: x)
}
}
。希望它有所帮助。
backside rounded div .back .side