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CGContext + Add Curved Polygon (+ vector helper methods) — Core Graphics extensions
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// | |
// CGExtensions.swift | |
// | |
// Created by Jon Bash on 2019-11-06. | |
// Copyright © 2019 Jon Bash. All rights reserved. | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to | |
// deal in the Software without restriction, including without limitation the | |
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or | |
// sell copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// | |
// The above copyright notice and this permission notice shall be included in | |
// all copies or substantial portions of the Software. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | |
// DEALINGS IN THE SOFTWARE. | |
// | |
import UIKit | |
extension CGContext { | |
// Add a polygon from given set of points with curved corners based on provided radiuses per point | |
func addCurvedPolygon(from points: [(point: CGPoint, radius: CGFloat?)]) { | |
if points.count < 3 { | |
return | |
} | |
let preStartVector: CGVector = points[0].point.vector(to: points[1].point) | |
let vectorToStart = CGVector(angle: preStartVector.angle, magnitude: points[0].radius ?? 0) | |
var currentPoint = CGPoint( | |
x: points[0].point.x + vectorToStart.dx, | |
y: points[0].point.y + vectorToStart.dy | |
) | |
self.move(to: currentPoint) | |
for i in 0 ..< points.count { | |
let nextPoint = points[(i + 1) % points.count] | |
let vectorToNextPoint = currentPoint.vector(to: nextPoint.point) | |
let vectorToNextCurve = CGVector( | |
angle: vectorToNextPoint.angle, | |
magnitude: vectorToNextPoint.magnitude - (nextPoint.radius ?? 0) | |
) | |
let nextCurveStart = CGPoint( | |
x: currentPoint.x + vectorToNextCurve.dx, | |
y: currentPoint.y + vectorToNextCurve.dy | |
) | |
let vectorNextPointToNextCurveEnd = CGVector( | |
angle: nextPoint.point.vector(to: points[(i + 2) % points.count].point).angle, | |
magnitude: nextPoint.radius ?? 0 | |
) | |
let nextCurveEnd = CGPoint( | |
x: nextPoint.point.x + vectorNextPointToNextCurveEnd.dx, | |
y: nextPoint.point.y + vectorNextPointToNextCurveEnd.dy | |
) | |
self.addLine(to: nextCurveStart) | |
self.addQuadCurve(to: nextCurveEnd, control: nextPoint.point) | |
currentPoint = nextCurveEnd | |
} | |
} | |
// add polygon from set of points with curved corners (uniform radius) | |
func addCurvedPolygon(from points: [CGPoint], withRadius radius: CGFloat) { | |
let newPoints = points.map { (point) -> (point: CGPoint, radius: CGFloat?) in | |
return (point: point, radius: radius) | |
} | |
addCurvedPolygon(from: newPoints) | |
} | |
} | |
extension CGPoint { | |
func vector(to otherPoint: CGPoint) -> CGVector { | |
return CGVector(dx: otherPoint.x - self.x, dy: otherPoint.y - self.y) | |
} | |
} | |
public extension CGVector { | |
init(angle: CGFloat, magnitude: CGFloat) { | |
self.init(dx: magnitude * cos(angle), dy: magnitude * sin(angle)) | |
} | |
var angle: CGFloat { | |
return atan2(dy, dx) | |
} | |
var magnitude: CGFloat { | |
return sqrt((dx * dx) + (dy * dy)) | |
} | |
} |
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