在诸如Sketch之类的绘图应用程序中,绘制矢量时,可以分别为每个点指定自定义角半径。
例如,这是一个5点向量,中间点的拐角半径设置为17:
((左上角和右下角也具有自定义半径。)
[在Swift中,我可以使用UIBezierPath绘制路径,但是当我指定addLine
时,仅获得指定点的选项。我没有选择指定拐角半径的选项。
如何给addLine
拐角半径?
似乎我应该能够使用addCurve或addArc来实现我想要的,但是我不确定要提供那些值以获得期望的结果。
必须使用addArc
而不是addLine。 addArc的值取决于上一个/下一个点。因此,任何辅助函数都应包含您要使用的整个点数组。
如果您能弄清楚如何在两条线之间绘制曲线,则可以对整个形状重复相同的算法。
为了使事情更容易理解,请参考下图(代码也将引用这些要点):
目标是找出圆的中心和起始/终止角度。
首先,您应该grab the CGFloat and CGPoint extensions from here。
接下来添加这些帮助器功能:
extension Collection where Index == Int {
func items(at index: Index) -> (previous: Element, current: Element, next: Element) {
precondition(count > 2)
let previous = self[index == 0 ? count - 1 : index - 1]
let current = self[index]
let next = self[(index + 1) % count]
return (previous, current, next)
}
}
/// Returns ∠abc (i.e. clockwise degrees from ba to bc)
//
// b - - - a
// \
// \
// \
// c
//
func angleBetween3Points(_ a: CGPoint, _ b: CGPoint, _ c: CGPoint) -> CGFloat {
let xbaAngle = (a - b).angle
let xbcAngle = (c - b).angle // if you were to put point b at the origin, `xbc` refers to the angle formed from the x-axis to the bc line (clockwise)
let abcAngle = xbcAngle - xbaAngle
return CGPoint(angle: abcAngle).angle // normalize angle between -π to π
}
func arcInfo(
previous: CGPoint,
current: CGPoint,
next: CGPoint,
radius: CGFloat)
-> (center: CGPoint, startAngle: CGFloat, endAngle: CGFloat, clockwise: Bool)
{
let a = previous
let b = current
let bCornerRadius: CGFloat = radius
let c = next
let abcAngle: CGFloat = angleBetween3Points(a, b, c)
let xbaAngle = (a - b).angle
let abeAngle = abcAngle / 2
let deLength: CGFloat = bCornerRadius
let bdLength = bCornerRadius / tan(abeAngle)
let beLength = sqrt(deLength*deLength + bdLength*bdLength)
let beVector: CGPoint = CGPoint(angle: abcAngle/2 + xbaAngle)
let e: CGPoint = b + beVector * beLength
let xebAngle = (b - e).angle
let bedAngle = (π/2 - abs(abeAngle)) * abeAngle.sign() * -1
return (
center: e,
startAngle: xebAngle - bedAngle,
endAngle: xebAngle + bedAngle,
clockwise: abeAngle < 0)
}
func addArcs(to path: UIBezierPath, pointsAndRadii: [(point: CGPoint, radius: CGFloat)]) {
precondition(pointsAndRadii.count > 2)
for i in 0..<pointsAndRadii.count {
let (previous, current, next) = pointsAndRadii.items(at: i)
let (center, startAngle, endAngle, clockwise) = arcInfo(
previous: previous.point,
current: current.point,
next: next.point,
radius: current.radius)
path.addArc(withCenter: center, radius: current.radius, startAngle: startAngle, endAngle: endAngle, clockwise: clockwise)
}
}
最后,您现在可以使用这些功能轻松绘制在绘图应用程序中定义的任何矢量:
override func draw(_ rect: CGRect) {
let grayPath = UIBezierPath()
addArcs(
to: grayPath,
pointsAndRadii: [
(point: CGPoint(x: 100, y: 203), radius: 0),
(point: CGPoint(x: 100, y: 138.62), radius: 33),
(point: CGPoint(x: 173.78, y: 100), radius: 0),
(point: CGPoint(x: 139.14, y: 172.51), radius: 17),
(point: CGPoint(x: 231, y: 203), radius: 3),
])
grayPath.close()
grayPath.lineWidth = 5
UIColor.gray.setStroke()
grayPath.stroke()
}
哪个将产生此精确副本: