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多角形のグラデーション塗りつぶし
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import SwiftUI | |
struct ContentView: View { | |
@State var vertex = 6 | |
@State var roundness: Double = 0.5 | |
var body: some View { | |
ZStack { | |
Polygon(vertex: vertex, roundness: roundness) | |
.fill(gradient) | |
.scaledToFit() | |
.id(vertex) | |
VStack { | |
Stepper("Vertex", value: $vertex, in: 3...9) | |
HStack { | |
Button("Reset") { | |
roundness = 0.5 | |
} | |
Slider(value: $roundness, in: 0...1) | |
} | |
} | |
.frame(maxHeight: .infinity, alignment: .bottom) | |
} | |
.padding() | |
.animation(.default, value: roundness) | |
.animation(.default, value: vertex) | |
} | |
var gradient: some ShapeStyle { | |
.linearGradient( | |
colors: [ | |
Color(red: 0xEF/0xFF, green: 0x78/0xFF, blue: 0xDD/0xFF), | |
Color(red: 0xEF/0xFF, green: 0xAC/0xFF, blue: 0x78/0xFF) | |
], | |
startPoint: UnitPoint(x: 0.5, y: 0), | |
endPoint: UnitPoint(x: 0.5, y: 0.6) | |
) | |
} | |
} | |
struct Polygon: Shape { | |
var vertex = 6 | |
var roundness: Double = 0.5 | |
var animatableData: Double { | |
get { roundness } | |
set { roundness = min(max(newValue, 0), 1) } | |
} | |
func path(in rect: CGRect) -> Path { | |
let center = CGPoint(x: rect.midX, y: rect.midY) | |
let radius = min(rect.width, rect.height) / 2 | |
let theta = 2 * Double.pi / Double(vertex) | |
let pp: [CGPoint] = (0...(vertex + 1)).map { index in | |
CGPoint(radius: radius, theta: Double(index) * theta) | |
} | |
let ratio = min(max(-abs(roundness / 2.0 - 0.5) + 0.5, 0), 1) | |
let qq = zip(pp, pp.dropFirst()).map { | |
ratio * $0 + (1 - ratio) * $1 | |
} | |
let rr = zip(pp, pp.dropFirst()).map { | |
(1 - ratio) * $0 + ratio * $1 | |
} | |
let path = Path { path in | |
path.move(to: center + qq[vertex - 1]) | |
for index in 0..<vertex { | |
let p0 = center + qq[(index + vertex - 1) % vertex] | |
let p2 = center + rr[index] | |
let p1 = center + pp[index] | |
let c1 = p0 + 2/3 * (p1 - p0) | |
let c2 = p2 + 2/3 * (p1 - p2) | |
path.addLine(to: p0) | |
path.addCurve(to: p2, control1: c1, control2: c2) | |
} | |
path.closeSubpath() | |
} | |
let rotation = (theta / 2.0) + (vertex.isMultiple(of: 2) ? 0 : .pi / 2.0) | |
return path | |
.rotation(.radians(rotation)) | |
.path(in: rect) | |
} | |
} | |
extension CGPoint { | |
init(radius: CGFloat, theta radians: Double) { | |
self.init(x: radius * cos(radians), y: radius * sin(radians)) | |
} | |
static func + (_ lhs: Self, _ rhs: Self) -> Self { | |
self.init(x: lhs.x + rhs.x, y: lhs.y + rhs.y) | |
} | |
static func - (_ lhs: Self, _ rhs: Self) -> Self { | |
self.init(x: lhs.x - rhs.x, y: lhs.y - rhs.y) | |
} | |
static func * (_ lhs: CGFloat, _ rhs: Self) -> Self { | |
self.init(x: lhs * rhs.x, y: lhs * rhs.y) | |
} | |
static func / (_ lhs: Self, _ rhs: CGFloat) -> Self { | |
self.init(x: lhs.x / rhs, y: lhs.y / rhs) | |
} | |
} | |
#Preview { | |
ContentView() | |
} |
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