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iOS上实现画箭头,如果是指定了坐标点,那是很简单的,但如果需要做到实时绘制,就需要计算一下了 需求: 在白板上,根据手势落下点和移动点,实时绘制一条箭头直线(如下图)
实现代码: /// 获取箭头的点位置 /// /// - Parameters: /// - fPoint: <#fPoint description#> /// - tPoint: <#tPoint description#> /// - Returns: <#return value description#> func getArrowPoint(fPoint:CGPoint,tPoint:CGPoint) -> (CGPoint,CGPoint,CGPoint) { var p1 = CGPoint.zero //箭头点1 var p2 = CGPoint.zero //箭头点2 var p3 = CGPoint.zero //箭头最前面点 //假设箭头边长20,箭头是一个等腰三角形 let line = sqrt(pow(fabs(tPoint.x-fPoint.x), 2)+pow(fabs(tPoint.y-fPoint.y), 2)) let arrowH:CGFloat = line>40 ? 20 : line/3 //线与水平方向的夹角 let angle = getAnglesWithThreePoints(p1: fPoint, p2: tPoint, p3: CGPoint(x: fPoint.x, y: tPoint.y)) let _x = CGFloat(fabs(sin(angle)))*arrowH/2 let _y = CGFloat(fabs(cos(angle)))*arrowH/2 //向右上角、水平向右 if tPoint.x >= fPoint.x && tPoint.y <= fPoint.y{ p1.x = tPoint.x-_x p1.y = tPoint.y-_y p2.x = tPoint.x+_x p2.y = tPoint.y+_y p3.x = tPoint.x+_y*2 p3.y = tPoint.y-_x*2 }else if tPoint.x > fPoint.x && tPoint.y > fPoint.y{ //向右下角 p1.x = tPoint.x+_x p1.y = tPoint.y-_y p2.x = tPoint.x-_x p2.y = tPoint.y+_y p3.x = tPoint.x+_y*2 p3.y = tPoint.y+_x*2 }else if tPoint.x < fPoint.x && tPoint.y < fPoint.y{ //向左上角 p1.x = tPoint.x-_x p1.y = tPoint.y+_y p2.x = tPoint.x+_x p2.y = tPoint.y-_y p3.x = tPoint.x-_y*2 p3.y = tPoint.y-_x*2 }else if tPoint.x < fPoint.x && tPoint.y >= fPoint.y{ //向左下角,水平向左 p1.x = tPoint.x-_x p1.y = tPoint.y-_y p2.x = tPoint.x+_x p2.y = tPoint.y+_y p3.x = tPoint.x-_y*2 p3.y = tPoint.y+_x*2 }else if fPoint.x==tPoint.x { //竖直方向 p1.x=tPoint.x-arrowH/2 p1.y=tPoint.y p2.x=tPoint.x+arrowH/2 p2.y=tPoint.y p3.x=tPoint.x p3.y = tPoint.y>fPoint.y ? tPoint.y+arrowH : tPoint.y-arrowH } return (p1,p2,p3) }
其中,获取夹角方法:getAnglesWithThreePoints /// 计算三点之间的角度 /// /// - Parameters: /// - p1: 点1 /// - p2: 点2(也是角度所在点) /// - p3: 点3 /// - Returns: 角度(180度制) func getAnglesWithThreePoints(p1:CGPoint,p2:CGPoint,p3:CGPoint) -> Double { //排除特殊情况,三个点一条线 if (p1.x == p2.x && p2.x == p3.x) || ( p1.y == p2.x && p2.x == p3.x){ return 0 } let a = fabs(p1.x - p2.x) let b = fabs(p1.y - p2.y) let c = fabs(p3.x - p2.x) let d = fabs(p3.y - p2.y) if (a < 1.0 && b < 1.0) || (c < 1.0 && d < 1.0){ return 0 } let e = a*c+b*d let f = sqrt(a*a+b*b) let g = sqrt(c*c+d*d) let r = Double(acos(e/(f*g))) return r //弧度值 // return (180*r/Double.pi) //角度值 }
最后得到三个点,即箭头的三个点坐标
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