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