在swift中绘制具有十个或更多控制点的圆



我正在努力了解如何实现一种圆与十个以上的控制点,就像在这个视频,这可以调整到任何形状,并在swift语言实现。

我发现javascript类似的效果,但我不知道如何开始。我还尝试使用贝塞尔路径实现,代码如下,但我不知道如何完成它。

class MyBezierPathView: UIView {

private var path: UIBezierPath?

// start point
var startP = CGPoint.zero

// end point
var endP = CGPoint.zero

// control point
var controlP = CGPoint.zero

var pathColor: UIColor?

var pathWidth: CGFloat = 0.0

// current touch point
private var currentTouchP = 0

// init
override init(frame: CGRect) {
super.init(frame: frame)
}

// draw BezierPath
override func draw(_ rect: CGRect) {
path = UIBezierPath()
path?.move(to: startP)
path?.addQuadCurve(to: endP, controlPoint: controlP)
path?.lineWidth = pathWidth
pathColor?.setStroke()
path?.stroke()
path = UIBezierPath()
path?.lineWidth = 1
UIColor.gray.setStroke()

let lengths: [CGFloat] = [5]
path?.setLineDash(lengths, count: 1, phase: 1)
path?.move(to: controlP)
path?.addLine(to: startP)
path?.stroke()
path?.move(to: controlP)
path?.addLine(to: endP)
path?.stroke()


path = UIBezierPath(arcCenter: startP, radius: 4, startAngle: 0, endAngle: .pi * 2, clockwise: true)
UIColor.black.setStroke()
path?.fill()

path = UIBezierPath(arcCenter: endP, radius: 4, startAngle: 0, endAngle: .pi * 2, clockwise: true)
UIColor.black.setStroke()
path?.fill()

path = UIBezierPath(arcCenter: controlP, radius: 3, startAngle: 0, endAngle: .pi * 2, clockwise: true)
path?.lineWidth = 2
UIColor.black.setStroke()
path?.stroke()

let startMsgRect = CGRect(x: startP.x + 8, y: startP.y - 7, width: 50, height: 20)
"start point".draw(in: startMsgRect, withAttributes: nil)
let endMsgRect = CGRect(x: endP.x + 8, y: endP.y - 7, width: 50, height: 20)
"end point".draw(in: endMsgRect, withAttributes: nil)
let control1MsgRect = CGRect(x: controlP.x + 8, y: controlP.y - 7, width: 50, height: 20)
"control point".draw(in: control1MsgRect, withAttributes: nil)
}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

let startPoint = touches.first?.location(in: self)     

let startR = CGRect(x: startP.x - 4, y: startP.y - 4, width: 80, height: 80)
let endR = CGRect(x: endP.x - 4, y: endP.y - 4, width: 80, height: 80)
let controlR = CGRect(x: controlP.x - 4, y: controlP.y - 4, width: 80, height: 80)

guard let startPoint = startPoint else {
print("startPoint is nil.")
return
}

if startR.contains(startPoint) {
currentTouchP = 1
} else if endR.contains(startPoint) {
currentTouchP = 2
} else if controlR.contains(startPoint) {
currentTouchP = 3
}
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {

var touchPoint = touches.first?.location(in: self)


if touchPoint!.x < 0 {
touchPoint!.x = 0
}
if touchPoint!.x > bounds.size.width {
touchPoint!.x = bounds.size.width
}
if touchPoint!.y < 0 {
touchPoint!.y = 0
}
if touchPoint!.y > bounds.size.height {
touchPoint!.y = bounds.size.height
}

switch currentTouchP {
case 1:
startP = touchPoint!
case 2:
endP = touchPoint!
case 3:
controlP = touchPoint!
default:
break
}

setNeedsDisplay()
}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
currentTouchP = 0
}

override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
touchesEnded(touches, with: event)
}


required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}


}
class ViewController: UIViewController {

override func viewDidLoad() {
super.viewDidLoad()

let frame = CGRect(x: 0, y: 0, width: view.bounds.size.width, height: view.bounds.size.height)
let pathView = MyBezierPathView(frame: frame)

pathView.startP = CGPoint(x: 110, y: 150)
pathView.endP = CGPoint(x: 258.47, y: 211.53)
pathView.controlP = CGPoint(x: 196.94, y: 150)
pathView.pathColor = #colorLiteral(red: 1, green: 0.1491314173, blue: 0, alpha: 1)
pathView.pathWidth = 2
pathView.backgroundColor = UIColor.white
pathView.layer.borderWidth = 1
view.addSubview(pathView)

}
}

解决这个问题的一种方法

  • 从几个曲线段创建一个圆(使用UIBezierPath类的addQuadCurve()addCurve())
  • addQuadCurve()添加了一个control point的曲线,而addCurve()添加了一个2control points的曲线(您显示的视频似乎使用了2control points的路径,所以最好使用addCurve())
  • 用户需要能够移动这些曲线的start/endcontrol points中的任何一个。
  • 对于每一个这些变化,你必须重新绘制曲线

我用这个想法创建了一个示例游乐场。在这个操场上,我用addQuadCurve()用四条曲线创建了一个红色的圆(不是一个完美的圆)。这个圆有8个点可以用来改变形状。如果你在addCurve()中使用4条曲线,那么你将有12个点来改变形状。

然后我改变了红色圆圈的一个点,并在原来的红色圆圈下面添加了更新后的绿色形状。

import UIKit
import PlaygroundSupport
let container = UIView(frame: CGRect(x: 0, y: 0, width: 500, height: 700))
let view1 = UIView(frame: CGRect(x: 50, y: 50, width: 500, height: 350))
let layer1 = CAShapeLayer()
layer1.fillColor = UIColor.clear.cgColor
layer1.lineWidth = 5
layer1.strokeColor = UIColor.red.cgColor
//create a circle wich has 8 points to change it's shape (4 control points and 4 start/end points of curves)
let originalPath = UIBezierPath()
originalPath.move(to: CGPoint(x: 100, y: 0))
originalPath.addQuadCurve(to: CGPoint(x: 200, y: 100), controlPoint: CGPoint(x: 190, y: 10))
originalPath.addQuadCurve(to: CGPoint(x: 100, y: 200), controlPoint: CGPoint(x: 190, y: 190))
originalPath.addQuadCurve(to: CGPoint(x: 0, y: 100), controlPoint: CGPoint(x: 10, y: 190))
originalPath.addQuadCurve(to: CGPoint(x: 100, y: 0), controlPoint: CGPoint(x: 10, y: 10))
//add this path to the layer1
layer1.path = originalPath.cgPath

//suppose user move the CGPoint(x: 200, y: 100) to CGPoint(x: 220, y: 100)
//then we can redraw the 4 curves again
let view2 = UIView(frame: CGRect(x: 50, y: 350, width: 500, height: 350))
let layer2 = CAShapeLayer()
layer2.fillColor = UIColor.clear.cgColor
layer2.lineWidth = 5
layer2.strokeColor = UIColor.green.cgColor
//changedPath is almost same as originalPath except CGPoint(x: 250, y: 100)
let changedPath = UIBezierPath()
changedPath.move(to: CGPoint(x: 100, y: 0))
changedPath.addQuadCurve(to: CGPoint(x: 250, y: 100), controlPoint: CGPoint(x: 190, y: 10)) // <---- user has moved point CGPoint(x: 200, y: 100) to CGPoint(x: 250, y: 100). So add this curve to the new point
changedPath.addQuadCurve(to: CGPoint(x: 100, y: 200), controlPoint: CGPoint(x: 190, y: 190))
changedPath.addQuadCurve(to: CGPoint(x: 0, y: 100), controlPoint: CGPoint(x: 10, y: 190))
changedPath.addQuadCurve(to: CGPoint(x: 100, y: 0), controlPoint: CGPoint(x: 10, y: 10))
//adding changed path to layer2
layer2.path = changedPath.cgPath
view1.layer.addSublayer(layer1)
view2.layer.addSublayer(layer2)
container.addSubview(view1)
container.addSubview(view2)
PlaygroundPage.current.liveView = container

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