如何获取uibeizerPath的面积和周长,因为fill()方法使用了封闭区域
问题描述:
由于UIBeizerPath
支持fill()
来填充封闭区域。 我的要求是如何从UIBeizerPath()
获得封闭区域,与fill()
方法相同。 如果我能找到帮助找到beizerpath的区域和边界,我将非常感激。如何获取uibeizerPath的面积和周长,因为fill()方法使用了封闭区域
假设我想用字母'A'得到封闭区域,我可以得到所有的beizerPath
CGPoints
,但是不能将evenPath定义为evenOdd规则来获得所需的字段属性并最终得到区域。我很好奇知道如何fill()
能够得到封闭的区域。
对于solution中的字体,我得到了beizerPath
,并且想要从此处获取任何字体的区域。
我怎么能做到这一点。
答
extension CGPath{
func forEach(body: @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
let callback: @convention(c) (UnsafeMutableRawPointer, UnsafePointer<CGPathElement>) -> Void = { (info, element) in
let body = unsafeBitCast(info, to: Body.self)
body(element.pointee)
}
print(MemoryLayout.size(ofValue: body))
let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
self.apply(info: unsafeBody, function: unsafeBitCast(callback, to: CGPathApplierFunction.self))
}
}
extension UIBezierPath{
var length: CGFloat{
var pathLength:CGFloat = 0.0
var current = CGPoint.zero
var first = CGPoint.zero
self.cgPath.forEach{ element in
pathLength += element.distance(to: current, startPoint: first)
if element.type == .moveToPoint{
first = element.point
}
if element.type != .closeSubpath{
current = element.point
}
}
return pathLength
}
}
extension CGPathElement{
var point: CGPoint{
switch type {
case .moveToPoint, .addLineToPoint:
return self.points[0]
case .addQuadCurveToPoint:
return self.points[1]
case .addCurveToPoint:
return self.points[2]
case .closeSubpath:
return CGRect.null.origin
}
}
func distance(to point: CGPoint, startPoint: CGPoint) -> CGFloat{
switch type {
case .moveToPoint:
return 0.0
case .closeSubpath:
return point.distance(to:startPoint)
case .addLineToPoint:
return point.distance(to:self.points[0])
case .addCurveToPoint:
return BezierCurveLength(p0: point, c1: self.points[0], c2: self.points[1], p1: self.points[2])
case .addQuadCurveToPoint:
return BezierCurveLength(p0: point, c1: self.points[0], p1: self.points[1])
}
}
}
extension CGPoint{
func distance(to:CGPoint) -> CGFloat{
let dx = pow(to.x - self.x,2)
let dy = pow(to.y - self.y,2)
return sqrt(dx+dy)
}
}
// Helper Functions
func CubicBezierCurveFactors(t:CGFloat) -> (CGFloat,CGFloat,CGFloat,CGFloat){
let t1 = pow(1.0-t, 3.0)
let t2 = 3.0*pow(1.0-t,2.0)*t
let t3 = 3.0*(1.0-t)*pow(t,2.0)
let t4 = pow(t, 3.0)
return (t1,t2,t3,t4)
}
func QuadBezierCurveFactors(t:CGFloat) -> (CGFloat,CGFloat,CGFloat){
let t1 = pow(1.0-t,2.0)
let t2 = 2.0*(1-t)*t
let t3 = pow(t, 2.0)
return (t1,t2,t3)
}
// Quadratic Bezier Curve
func BezierCurve(t:CGFloat,p0:CGFloat,c1:CGFloat,p1:CGFloat) -> CGFloat{
let factors = QuadBezierCurveFactors(t: t)
return (factors.0*p0) + (factors.1*c1) + (factors.2*p1)
}
// Quadratic Bezier Curve
func BezierCurve(t:CGFloat,p0:CGPoint,c1:CGPoint,p1:CGPoint) -> CGPoint{
let x = BezierCurve(t: t, p0: p0.x, c1: c1.x, p1: p1.x)
let y = BezierCurve(t: t, p0: p0.y, c1: c1.y, p1: p1.y)
return CGPoint(x: x, y: y)
}
// Cubic Bezier Curve
func BezierCurve(t:CGFloat,p0:CGFloat, c1:CGFloat, c2:CGFloat, p1:CGFloat) -> CGFloat{
let factors = CubicBezierCurveFactors(t: t)
return (factors.0*p0) + (factors.1*c1) + (factors.2*c2) + (factors.3*p1)
}
// Cubic Bezier Curve
func BezierCurve(t: CGFloat, p0:CGPoint, c1:CGPoint, c2: CGPoint, p1: CGPoint) -> CGPoint{
let x = BezierCurve(t: t, p0: p0.x, c1: c1.x, c2: c2.x, p1: p1.x)
let y = BezierCurve(t: t, p0: p0.y, c1: c1.y, c2: c2.y, p1: p1.y)
return CGPoint(x: x, y: y)
}
// Cubic Bezier Curve Length
func BezierCurveLength(p0:CGPoint,c1:CGPoint, c2:CGPoint, p1:CGPoint) -> CGFloat{
let steps = 12
var current = p0
var previous = p0
var length:CGFloat = 0.0
for i in 1...steps{
let t = CGFloat(i)/CGFloat(steps)
current = BezierCurve(t: t, p0: p0, c1: c1, c2: c2, p1: p1)
length += previous.distance(to: current)
previous = current
}
return length
}
// Quadratic Bezier Curve Length
func BezierCurveLength(p0:CGPoint,c1:CGPoint, p1:CGPoint) -> CGFloat{
let steps = 12
var current = p0
var previous = p0
var length:CGFloat = 0.0
for i in 1...steps{
let t = CGFloat(i)/CGFloat(steps)
current = BezierCurve(t: t, p0: p0, c1: c1, p1: p1)
length += previous.distance(to: current)
previous = current
}
return length
}
- 创建贝塞尔路径
- 使用bezierPath.length得到闭合贝塞尔路径 (为SWIFT 3)的周边
@matt可填写区域。因为我们知道'fill()'方法用我们指定填充的颜色填充区域。 P使用的蓝色区域请参阅[链接](https://i.stack.imgur.com/9Cyqw.png) – rjndra
实际上,我正在从字体绘制一个beizer,所以我有不规则的ploygon和任何cgpoints用于使字体的beiser。 可以看到我在做什么[像](http://*.com/questions/11172207/get-path-to-trace-out-a-character-in-an-ios-uifont)和获取区域那些与手势绘制的字符比较 – rjndra
这将是很好的任何人都会提供暗示'UIbeizer'如何实现这个数学部分,无论绘制的形状如何。参考任何编程语言将被接受为答案。 – rjndra