我在操场上创建了一个 uibezierpath 手动添加的值,它工作正常。结果是:
现在我的目标是平滑曲线并去除这些“尖”角。我正在考虑插值函数,但不确定。下面是我的实际代码:
//: Playground - noun: a place where people can play
import Foundation
import UIKit
import CoreGraphics
import QuartzCore
class DemoView: UIView {
override func draw(_ rect: CGRect) {
let origin = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
let radius = frame.size.width / 2
// self.createCircle(origin: origin, radius: radius)
self.addLinesInCircle(origin: origin, radius: radius)
}
func createCircle(origin: CGPoint, radius: CGFloat) {
let path = UIBezierPath()
path.addArc(withCenter: origin, radius: radius, startAngle: 0, endAngle: CGFloat(2 * Double.pi), clockwise: true)
path.close()
UIColor.clear.setFill()
path.fill()
}
func addLinesInCircle(origin: CGPoint, radius: CGFloat) {
let bezier = UIBezierPath()
let incrementAngle: CGFloat = CGFloat.pi / 24
let ratios: [CGFloat] = [3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6,
3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6,
3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6,
3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6]
for (index, ratio) in ratios.enumerated() {
let point = CGPoint(x: origin.x + cos(CGFloat(index) * incrementAngle) * radius * ratio,
y: origin.y + sin(CGFloat(index) * incrementAngle) * radius * ratio)
if index == 0 {
bezier.move(to: point)
} else {
bezier.addLine(to: point)
}
}
bezier.close()
let gradient = CGGradient(colorsSpace: nil, colors: [UIColor.red.cgColor,UIColor.blue.cgColor,UIColor.yellow.cgColor ,UIColor.black.cgColor] as CFArray, locations: nil)!
let ctx = UIGraphicsGetCurrentContext()!
ctx.saveGState()
// Clip to the path
bezier.addClip()
// Draw the gradient in the clipped region
ctx.drawLinearGradient(gradient, start: CGPoint(x: 0, y: 0), end: CGPoint(x: 0, y: frame.height), options: [])
ctx.restoreGState()
}
}
let demoView = DemoView(frame: CGRect(x: 0, y: 0, width: 1000, height: 1000))
是否有人有一个想法或只是关键词以便寻找正确的方向?在此先感谢您的帮助。我希望我的解释足够了......
使用二次曲线插值如下:
func MidPoint( _ l: CGPoint, _ r: CGPoint ) -> CGPoint {
return CGPoint( x: ( l.x + r.x ) / 2, y: ( l.y + r.y ) / 2 )
}
var start = CGPoint( x: 0, y: 0 )
var prev = CGPoint( x: 0, y: 0 )
for (index, ratio) in ratios.enumerated() {
let point = CGPoint(
x: origin.x + cos(CGFloat(index) * incrementAngle) * radius * ratio,
y: origin.y + sin(CGFloat(index) * incrementAngle) * radius * ratio
)
switch index {
case 0:
start = point
case 1:
bezier.move(
to: MidPoint(start, point)
)
prev = point
default:
bezier.addQuadCurve(
to: MidPoint(prev, point),
controlPoint: prev
)
prev = point
}
}
bezier.addQuadCurve(
to: MidPoint(prev, start),
controlPoint: prev
)