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165 lines
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165 lines
0 B
2 years ago
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//
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// UIBezierPath+ThroughPointsBezier.m
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// ZHLineChart
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//
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// Created by 周亚楠 on 2020/3/1.
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// Copyright © 2020 Zhou. All rights reserved.
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//
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#import "UIBezierPath+ThroughPointsBezier.h"
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#import <objc/runtime.h>
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@implementation UIBezierPath (ThroughPointsBezier)
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- (void)setContractionFactor:(CGFloat)contractionFactor
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{
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objc_setAssociatedObject(self, @selector(contractionFactor), @(contractionFactor), OBJC_ASSOCIATION_RETAIN_NONATOMIC);
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}
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- (CGFloat)contractionFactor
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{
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id contractionFactorAssociatedObject = objc_getAssociatedObject(self, @selector(contractionFactor));
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if (!contractionFactorAssociatedObject) {
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return 0.7;
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}
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return [contractionFactorAssociatedObject floatValue];
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}
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/**
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* 正常折线绘制
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* 必须将CGPoint结构体包装成NSValue对象并且至少一个点来画折线。
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*/
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- (void)addNormalBezierThroughPoints:(NSArray *)pointArray
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{
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for (int i = 0; i < pointArray.count; i++) {
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NSValue * pointIValue = pointArray[i];
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CGPoint pointI = [pointIValue CGPointValue];
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[self addLineToPoint:pointI];
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}
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}
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- (void)addBezierThroughPoints:(NSArray *)pointArray
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{
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NSAssert(pointArray.count > 0, @"You must give at least 1 point for drawing the curve.");
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if (pointArray.count < 3) {
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switch (pointArray.count) {
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case 1:
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{
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NSValue * point0Value = pointArray[0];
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CGPoint point0 = [point0Value CGPointValue];
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[self addLineToPoint:point0];
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}
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break;
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case 2:
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{
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NSValue * point0Value = pointArray[0];
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CGPoint point0 = [point0Value CGPointValue];
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NSValue * point1Value = pointArray[1];
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CGPoint point1 = [point1Value CGPointValue];
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[self addQuadCurveToPoint:point1 controlPoint:ControlPointForTheBezierCanThrough3Point(self.currentPoint, point0, point1)];
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}
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break;
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default:
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break;
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}
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}
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CGPoint previousPoint = CGPointZero;
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CGPoint previousCenterPoint = CGPointZero;
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CGPoint centerPoint = CGPointZero;
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CGFloat centerPointDistance = 0;
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CGFloat obliqueAngle = 0;
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CGPoint previousControlPoint1 = CGPointZero;
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CGPoint previousControlPoint2 = CGPointZero;
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CGPoint controlPoint1 = CGPointZero;
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previousPoint = self.currentPoint;
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for (int i = 0; i < pointArray.count; i++) {
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NSValue * pointIValue = pointArray[i];
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CGPoint pointI = [pointIValue CGPointValue];
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if (i > 0) {
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previousCenterPoint = CenterPointOf(self.currentPoint, previousPoint);
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centerPoint = CenterPointOf(previousPoint, pointI);
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centerPointDistance = DistanceBetweenPoint(previousCenterPoint, centerPoint);
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obliqueAngle = ObliqueAngleOfStraightThrough(centerPoint, previousCenterPoint);
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previousControlPoint2 = CGPointMake(previousPoint.x - 0.5 * self.contractionFactor * centerPointDistance * cos(obliqueAngle), previousPoint.y - 0.5 * self.contractionFactor * centerPointDistance * sin(obliqueAngle));
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controlPoint1 = CGPointMake(previousPoint.x + 0.5 * self.contractionFactor * centerPointDistance * cos(obliqueAngle), previousPoint.y + 0.5 * self.contractionFactor * centerPointDistance * sin(obliqueAngle));
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}
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if (i == 1) {
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[self addQuadCurveToPoint:previousPoint controlPoint:previousControlPoint2];
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}
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else if (i > 1 && i < pointArray.count - 1) {
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[self addCurveToPoint:previousPoint controlPoint1:previousControlPoint1 controlPoint2:previousControlPoint2];
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}
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else if (i == pointArray.count - 1) {
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[self addCurveToPoint:previousPoint controlPoint1:previousControlPoint1 controlPoint2:previousControlPoint2];
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[self addQuadCurveToPoint:pointI controlPoint:controlPoint1];
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}
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else {
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}
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previousControlPoint1 = controlPoint1;
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previousPoint = pointI;
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}
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}
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CGFloat ObliqueAngleOfStraightThrough(CGPoint point1, CGPoint point2) // [-π/2, 3π/2)
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{
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CGFloat obliqueRatio = 0;
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CGFloat obliqueAngle = 0;
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if (point1.x > point2.x) {
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obliqueRatio = (point2.y - point1.y) / (point2.x - point1.x);
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obliqueAngle = atan(obliqueRatio);
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}
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else if (point1.x < point2.x) {
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obliqueRatio = (point2.y - point1.y) / (point2.x - point1.x);
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obliqueAngle = M_PI + atan(obliqueRatio);
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}
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else if (point2.y - point1.y >= 0) {
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obliqueAngle = M_PI/2;
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}
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else {
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obliqueAngle = -M_PI/2;
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}
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return obliqueAngle;
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}
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CGPoint ControlPointForTheBezierCanThrough3Point(CGPoint point1, CGPoint point2, CGPoint point3)
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{
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return CGPointMake(2 * point2.x - (point1.x + point3.x) / 2, 2 * point2.y - (point1.y + point3.y) / 2);
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}
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CGFloat DistanceBetweenPoint(CGPoint point1, CGPoint point2)
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{
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return sqrt((point1.x - point2.x) * (point1.x - point2.x) + (point1.y - point2.y) * (point1.y - point2.y));
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}
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CGPoint CenterPointOf(CGPoint point1, CGPoint point2)
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{
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return CGPointMake((point1.x + point2.x) / 2, (point1.y + point2.y) / 2);
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}
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@end
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