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extension UIBezierPath { | |
class func getAxisAlignedArrowPoints(inout points: Array<CGPoint>, forLength: CGFloat, tailWidth: CGFloat, headWidth: CGFloat, headLength: CGFloat ) { | |
let tailLength = forLength - headLength | |
points.append(CGPointMake(0, tailWidth/2)) | |
points.append(CGPointMake(tailLength, tailWidth/2)) | |
points.append(CGPointMake(tailLength, headWidth/2)) | |
points.append(CGPointMake(forLength, 0)) | |
points.append(CGPointMake(tailLength, -headWidth/2)) | |
points.append(CGPointMake(tailLength, -tailWidth/2)) | |
points.append(CGPointMake(0, -tailWidth/2)) | |
} | |
class func transformForStartPoint(startPoint: CGPoint, endPoint: CGPoint, length: CGFloat) -> CGAffineTransform{ | |
let cosine: CGFloat = (endPoint.x - startPoint.x)/length | |
let sine: CGFloat = (endPoint.y - startPoint.y)/length | |
return CGAffineTransformMake(cosine, sine, -sine, cosine, startPoint.x, startPoint.y) | |
} | |
class func bezierPathWithArrowFromPoint(startPoint:CGPoint, endPoint: CGPoint, tailWidth: CGFloat, headWidth: CGFloat, headLength: CGFloat) -> UIBezierPath { | |
let xdiff: Float = Float(endPoint.x) - Float(startPoint.x) | |
let ydiff: Float = Float(endPoint.y) - Float(startPoint.y) | |
let length = hypotf(xdiff, ydiff) | |
var points = [CGPoint]() | |
self.getAxisAlignedArrowPoints(&points, forLength: CGFloat(length), tailWidth: tailWidth, headWidth: headWidth, headLength: headLength) | |
var transform: CGAffineTransform = self.transformForStartPoint(startPoint, endPoint: endPoint, length: CGFloat(length)) | |
var cgPath: CGMutablePathRef = CGPathCreateMutable() | |
CGPathAddLines(cgPath, &transform, points, 7) | |
CGPathCloseSubpath(cgPath) | |
var uiPath: UIBezierPath = UIBezierPath(CGPath: cgPath) | |
return uiPath | |
} | |
} |
Excellent "mwermuth" Awesome work ... Helps me lot ... Please let me know this to draw in the real time drawing from one point to another point ... thanks in advance.
How to use it between views?
how to draw curved arrow ???
let arrowPath = UIBezier. bezierPathWithArrowFromPoint(CGPointMake(0,0), CGPointMake(0,20), 4, 8, 6)
How overlay this arrowPath on UIImageView() ?
Updated for Swift 5:
`extension UIBezierPath {
class func getAxisAlignedArrowPoints(points: inout [CGPoint], forLength: CGFloat, tailWidth: CGFloat, headWidth: CGFloat, headLength: CGFloat) {
let tailLength = forLength - headLength
points.append(CGPointMake(0, tailWidth / 2))
points.append(CGPointMake(tailLength, tailWidth / 2))
points.append(CGPointMake(tailLength, headWidth / 2))
points.append(CGPointMake(forLength, 0))
points.append(CGPointMake(tailLength, -headWidth / 2))
points.append(CGPointMake(tailLength, -tailWidth / 2))
points.append(CGPointMake(0, -tailWidth / 2))
}
class func transformForStartPoint(startPoint: CGPoint, endPoint: CGPoint, length: CGFloat) -> CGAffineTransform {
let cosine: CGFloat = (endPoint.x - startPoint.x) / length
let sine: CGFloat = (endPoint.y - startPoint.y) / length
return CGAffineTransformMake(cosine, sine, -sine, cosine, startPoint.x, startPoint.y)
}
class func bezierPathWithArrowFromPoint(startPoint: CGPoint,
endPoint: CGPoint,
tailWidth: CGFloat,
headWidth: CGFloat,
headLength: CGFloat) -> UIBezierPath
{
let xdiff = Float(endPoint.x) - Float(startPoint.x)
let ydiff = Float(endPoint.y) - Float(startPoint.y)
let length = hypotf(xdiff, ydiff)
var points = [CGPoint]()
getAxisAlignedArrowPoints(points: &points, forLength: CGFloat(length), tailWidth: tailWidth, headWidth: headWidth, headLength: headLength)
let transform: CGAffineTransform = transformForStartPoint(startPoint: startPoint, endPoint: endPoint, length: CGFloat(length))
let cgPath = CGMutablePath()
cgPath.addLines(between: points, transform: transform)
cgPath.closeSubpath()
let uiPath = UIBezierPath(cgPath: cgPath)
return uiPath
}
}`
Perfect job 💯