iOS新增绘制圆的方法

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iOS 的坐标系和我们几何课本中的二维坐标系并不一样!

# BezierPath绘制圆弧

使用 UIBezierPath 进行绘制圆弧的方法,通常会直接使用 addArc

addArc(withCenter:, radius:, startAngle:, endAngle:, clockwise:)

或者使用 addCurve 进行拟圆弧:

addCurve(to:, controlPoint1:, controlPoint2:)

其实我们可以通过,两个坐标点(startPoint & endPoint),和两点间的线段对应的圆弧的弧度(angle/radian)就能确定这个圆的信息(半径radius, center), 所以我们是不是可以封装出只提供 start, endangle 就能绘制 arc 的函数?

addArc(startPoint: , endPoint: , angle: , clockwise:)

# 计算两点间的距离

这里逻辑很简单不做赘述。

func calculateLineLength(_ point1: CGPoint, _ point2: CGPoint) -> CGFloat {
    let w = point1.x - point2.x
    let h = point1.y - point2.y
    return sqrt(w * w + h * h)
}

# 计算两点间的夹角

计算 pointorigin 连线在 iOS 坐标系的角度

func calculateAngle(point: CGPoint, origin: CGPoint) -> Double {
   
    if point.y == origin.y {
        return point.x > origin.x ? 0.0 : -Double.pi
    }
    
    if point.x == origin.x {
        return point.y > origin.y ? Double.pi * 0.5 : Double.pi * -0.5
    }
    // Note: 修正标准坐标系角度到 iOS 坐标系
    let rotationAdjustment = Double.pi * 0.5
    
    let offsetX = point.x - origin.x
    let offsetY = point.y - origin.y
    // Note: 使用 -offsetY 是因为 iOS 坐标系与标准坐标系的区别
    if offsetY > 0 {
        return Double(atan(offsetX / -offsetY)) + rotationAdjustment
    } else {
        return Double(atan(offsetX / -offsetY)) - rotationAdjustment
    }
}

# 计算圆心的坐标

如果你已经将几何知识丢的差不多了的话,我在这里画了个大概的草图,如下( angle 比较小时):

angle 比较大时:

所以我么可以写出如下计算中心点的代码

// Woring: 只计算从start到end **顺时针** 计算对应的 **小于π** 圆弧对应的圆心
// Note: 计算逆时针(end到start)可以看做将传入的start和end对调后计算顺时针时的圆心位置
// Note: 计算大于π的叫相当于将end和start对换后计算2π-angle的顺时针圆心位置
// Note: 综上传入start,end,angle 右外部自行处理逻辑
func calculateCenterFor(startPoint start: CGPoint, endPoint end: CGPoint, radian: Double) -> CGPoint {
    guard radian <= Double.pi else {
        fatalError("Does not support radian calculations greater than π!")
    }
    
    guard start != end else {
        fatalError("Start position and end position cannot be equal!")
    }
    
    if radian == Double.pi {
        let centerX = (end.x - start.x) * 0.5 + start.x
        let centerY = (end.y - start.y) * 0.5 + start.y
        return CGPoint(x: centerX, y: centerY)
    }
    
    let lineAB = calculateLineLength(start, end)
    
    // 平行 Y 轴
    if start.x == end.x {
        let centerY = (end.y - start.y) * 0.5 + start.y
        let tanResult = CGFloat(tan(radian * 0.5))
        let offsetX = lineAB * 0.5 / tanResult
        let centerX = start.x + offsetX * (start.y > end.y ? 1.0 : -1.0)
        return CGPoint(x: centerX, y: centerY)
    }
    
    // 平行 X 轴
    if start.y == end.y {
        let centerX = (end.x - start.x) * 0.5 + start.x
        let tanResult = CGFloat(tan(radian * 0.5))
        let offsetY = lineAB * 0.5 / tanResult
        let centerY = start.y + offsetY * (start.x < end.x ? 1.0 : -1.0)
        return CGPoint(x: centerX, y: centerY)
    }
    
    // 普通情况
    
    // 计算半径
    let radius = lineAB * 0.5 / CGFloat(sin(radian * 0.5))
    // 计算与 Y 轴的夹角
    let angleToYAxis = atan(abs(start.x - end.x) / abs(start.y - end.y))
    let cacluteAngle = CGFloat(Double.pi - radian) * 0.5 - angleToYAxis
    // 偏移量
    let offsetX = radius * sin(cacluteAngle)
    let offsetY = radius * cos(cacluteAngle)
    
    var centetX = end.x
    var centerY = end.y
    // 以 start 为原点判断象限区间(iOS坐标系)
    if end.x > start.x && end.y < start.y {
        // 第一象限
        centetX = end.x + offsetX
        centerY = end.y + offsetY
    } else if end.x > start.x && end.y > start.y {
        // 第二象限
        centetX = start.x - offsetX
        centerY = start.y + offsetY
    } else if end.x < start.x && end.y > start.y {
        // 第三象限
        centetX = end.x - offsetX
        centerY = end.y - offsetY
    } else if end.x < start.x && end.y < start.y {
        // 第四象限
        centetX = start.x + offsetX
        centerY = start.y - offsetY
    }
    
    return CGPoint(x: centetX, y: centerY)
}

这里附上一个逆时针绘制第一张图中圆心位置的草图,图中已将 startend 对换

如果你对其中计算时到底该使用 + 还是 - 有困惑的话也可以自己多画些草图大概验证下,总之有疑惑多动手🤭

# 实现我们的目标函数

在有了计算圆心位置,和两点间角度的函数后我们很容易就能实现 addArc(startPoint: , endPoint: , angle: , clockwise:) 了;

func addArc(startPoint start: CGPoint, endPoint end: CGPoint, angle: Double, clockwise: Bool) {
    
    guard start != end && (angle >= 0 && angle <= 2 * Double.pi) else {
        return
    }
    if angle == 0 {
        move(to: start)
        addLine(to: end)
        return
    }
    
    var tmpStart = start, tmpEnd = end, tmpAngle = angle
    // Note: 保证计算圆心时是从 start 到 end 顺时针 小于 π 的角
    if tmpAngle > Double.pi {
        tmpAngle = 2 * Double.pi - tmpAngle
        (tmpStart, tmpEnd) = (tmpEnd, tmpStart)
    }
    if !clockwise {
        (tmpStart, tmpEnd) = (tmpEnd, tmpStart)
    }
    
    let center = calculateCenterFor(startPoint: tmpStart, endPoint: tmpEnd, radian: tmpAngle)
    let radius = calculateLineLength(start, center)
    
    var startAngle = calculateAngle(point: start, origin: center)
    var endAngle = calculateAngle(point: end, origin: center)
    // Note: 逆时针绘制则交换 startAngle 和 endAngle,并且将开始点移动的 end 位置
    if !clockwise {
        (startAngle, endAngle) = (endAngle, startAngle)
        move(to: end)
    }
    
    addArc(withCenter: center, radius: radius, startAngle: CGFloat(startAngle), endAngle: CGFloat(endAngle), clockwise: true)
    move(to: end)
}

# 完结

最后也不知道是你否会碰到相同的需求,这里附上源码和一份样例及运行结果图;

override func draw(_ rect: CGRect) {
    
    let path = UIBezierPath()
    var start = CGPoint(x: 160, y: 130)
    var end = CGPoint(x: 180, y: 200)
    path.move(to: start)
    path.addArc(startPoint: start, endPoint: end, angle: Double.pi * 1.6, clockwise: true)
    path.move(to: start)
    path.addArc(startPoint: start, endPoint: end, angle: Double.pi * 0.8, clockwise: true)
    
    start = CGPoint(x: 142, y: 130)
    end = CGPoint(x: 162, y: 200)
    path.move(to: start)
    path.addArc(startPoint: start, endPoint: end, angle: Double.pi * 0.4, clockwise: true)
    
    start = CGPoint(x: 140, y: 130)
    end = CGPoint(x: 160, y: 200)
    path.move(to: start)
    path.addArc(startPoint: start, endPoint: end, angle: Double.pi * 1.6, clockwise: false)
    path.move(to: start)
    path.addArc(startPoint: start, endPoint: end, angle: Double.pi * 0.8, clockwise: false)
    
    path.close()
    path.lineWidth = 1
    UIColor.red.setStroke()
    path.stroke()
}

ps: 每次都写 Double.pi / x 很烦? 试试类似于 SwiftUI 提供的接口, 使用 度数(degress) 而非 弧度(radian)

struct Angle {
    private var degress: Double
    static func deggess(_ degress: Double) -> Angle {
        return .init(degress: degress)
    }
    // 弧度
    var radians: Double { Double.pi * degress / 180.0 }
}

// Angle.deggess(90).radians // 1.570796326794897
func addArc(startPoint start: CGPoint, endPoint end: CGPoint, angle: Angle, clockwise: Bool)

感谢阅读,祝好祝顺🥰