我想创建一个Bezier曲线,并为我的对象创建一个碰撞边界。
let firstSurfacePoint = CGPoint(x: 30, y: 120)
let secondSurfacePoint = CGPoint(x: 20, y: 200)
let thirdSurfacePoint = CGPoint(x: 200, y: 300)
let center = CGPoint(x: 150, y: 120)
let radius: CGFloat = 120.00
let arcWidth: CGFloat = 20.00
let fourthSurfacePoint = CGPoint(x: 240, y: 300)
func createCollisionPath(collision: UICollisionBehavior) {
let line = UIBezierPath()
line.moveToPoint(firstSurfacePoint)
line.addCurveToPoint(thirdSurfacePoint, controlPoint1: secondSurfacePoint, controlPoint2: secondSurfacePoint)
line.addLineToPoint(fourthSurfacePoint)
let currentPath = CAShapeLayer()
currentPath.path = line.CGPath
currentPath.strokeColor = UIColor.blackColor().CGColor
currentPath.fillColor = UIColor.clearColor().CGColor
currentPath.lineWidth = 1
view.layer.addSublayer(currentPath)
collision.addBoundaryWithIdentifier("curve", forPath: line)
}
如果我选择addArcWithCente ,我会得到同样糟糕的结果
line.moveToPoint(firstSurfacePoint)
line.addArcWithCenter(center, radius: radius, startAngle: CGFloat(M_PI), endAngle: CGFloat(M_PI/2), clockwise: false)
line.addLineToPoint(fourthSurfacePoint)
在这两次尝试中收到一个奇怪的结果,这是至关重要的,因为我无法创建一个正确的碰撞。在第一次尝试中,我的对象穿过路径,好像它是从firstPoint到thirdPoint的直线,以及第二个
我做错了什么?
答案 0 :(得分:1)
currentPath.fillColor = nil
或
currentPath.fillColor = UIColor.clearColor().CGColor