Determine a point based on another point and angle given - swift

I was able to identify a point (yellow) in the arc segment using :
let incrementAngle: CGFloat = (CGFloat.pi / 6)
let ratio :CGFloat = CGFloat.pi / 6
let origin = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
let initialAngle = incrementAngle/2
let point = CGPoint(x: origin.x + cos(CGFloat(i) * incrementAngle) * radius * 1.5 * ratio, y: origin.y + sin(CGFloat(i) * incrementAngle) * radius * 1.5 * ratio)
I want to obtain a point which is inside the arc segment(red circle) and at initialAngle i.e. in mid of the arc segment.

Related

How to generate UIImages in a hexagon "map" view

I'm building an app where I want to display profilePictures of people "near you" in a hexagon beehive style.
The full beehive should be draggable, like google maps for example.
My question is if this is something I can do with just using UIKit, or if it would be easier to use UIKit and SpriteKit together.
I hope someone could point me at the right direction and or have some ideas on how this could be made. Thank you for your time!
Update:
Just to make my question a bit more clear.
This is how my view looks like atm
And this is what I want to achieve
In the first image I´ve just set the X and Y pos of the UIImage center middle.
I want to create some sort of function that can get an array of different profilePics and then put the out in this pattern.
UIKit alone can do the job: you should try to setup a mask with CALayer on a UIImageView for instance.
The draggable behavior thing can be achieved either with a UIScrollView by adding and arranging all your image subviews in it, or with a UICollectionView with a custom flow, but it may be much harder to set up.
For the hexagon views, you'll find here an interesting example you can adapt for your usage: http://sapandiwakar.in/make-hexagonal-view-on-ios/
Here is an adaption of Sapan Diwakar solution in Swift 4.2 and using extensions:
extension UIBezierPath {
convenience init(roundedPolygonPathInRect rect: CGRect, lineWidth: CGFloat, sides: NSInteger, cornerRadius: CGFloat = 0, rotationOffset: CGFloat = 0) {
self.init()
let theta: CGFloat = 2.0 * CGFloat.pi / CGFloat(sides) // How much to turn at every corner
let width = min(rect.size.width, rect.size.height) // Width of the square
let center = CGPoint(x: rect.origin.x + width / 2.0, y: rect.origin.y + width / 2.0)
// Radius of the circle that encircles the polygon
// Notice that the radius is adjusted for the corners, that way the largest outer
// dimension of the resulting shape is always exactly the width - linewidth
let radius = (width - lineWidth + cornerRadius - (cos(theta) * cornerRadius)) / 2.0
// Start drawing at a point, which by default is at the right hand edge
// but can be offset
var angle = CGFloat(rotationOffset)
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle), y: center.y + (radius - cornerRadius) * sin(angle))
move(to: CGPoint(x: corner.x + cornerRadius * cos(angle + theta), y: corner.y + cornerRadius * sin(angle + theta)))
for _ in 0 ..< sides {
angle += theta
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle), y: center.y + (radius - cornerRadius) * sin(angle))
let tip = CGPoint(x: center.x + radius * cos(angle), y: center.y + radius * sin(angle))
let start = CGPoint(x: corner.x + cornerRadius * cos(angle - theta), y: corner.y + cornerRadius * sin(angle - theta))
let end = CGPoint(x: corner.x + cornerRadius * cos(angle + theta), y: corner.y + cornerRadius * sin(angle + theta))
addLine(to: start)
addQuadCurve(to: end, controlPoint: tip)
}
close()
}
}
extension UIImageView {
func setupHexagonMask(lineWidth: CGFloat, color: UIColor, cornerRadius: CGFloat) {
let path = UIBezierPath(roundedPolygonPathInRect: bounds, lineWidth: lineWidth, sides: 6, cornerRadius: cornerRadius, rotationOffset: CGFloat.pi / 2.0).cgPath
let mask = CAShapeLayer()
mask.path = path
mask.lineWidth = lineWidth
mask.strokeColor = UIColor.clear.cgColor
mask.fillColor = UIColor.white.cgColor
layer.mask = mask
let border = CAShapeLayer()
border.path = path
border.lineWidth = lineWidth
border.strokeColor = color.cgColor
border.fillColor = UIColor.clear.cgColor
layer.addSublayer(border)
}
}
And then you can just use it like that:
let image = UIImageView(frame: CGRect(x: 30, y: 30, width: 300, height: 300))
image.contentMode = .scaleAspectFill
image.image = UIImage(named: "lenna.png")
image.setupHexagonMask(lineWidth: 5.0, color: .white, cornerRadius: 20.0)
view.addSubview(image)
EDIT: As I told you, the easiest way is to use a UIScrollView to display your map, and with simple math you can display your hexagons the way you want.
Here is a small example you must adapt to match your requirements. For example you should be extra careful with performance. This example should not be used as is, if you have many images, you should load them on the fly and remove them when you don't show them. And you can even think using a background rendering if it takes too much fps...
Assuming view is a UIScrollView:
let hexaDiameter : CGFloat = 150
let hexaWidth = hexaDiameter * sqrt(3) * 0.5
let hexaWidthDelta = (hexaDiameter - hexaWidth) * 0.5
let hexaHeightDelta = hexaDiameter * 0.25
let spacing : CGFloat = 5
let rows = 10
let firstRowColumns = 6
view.contentSize = CGSize(width: spacing + CGFloat(firstRowColumns) * (hexaWidth + spacing),
height: spacing + CGFloat(rows) * (hexaDiameter - hexaHeightDelta + spacing) + hexaHeightDelta)
for y in 0..<rows {
let cellsInRow = y % 2 == 0 ? firstRowColumns : firstRowColumns - 1
let rowXDelta = y % 2 == 0 ? 0.0 : (hexaWidth + spacing) * 0.5
for x in 0..<cellsInRow {
let image = UIImageView(frame: CGRect(x: rowXDelta + CGFloat(x) * (hexaWidth + spacing) + spacing - hexaWidthDelta,
y: CGFloat(y) * (hexaDiameter - hexaHeightDelta + spacing) + spacing,
width: hexaDiameter,
height: hexaDiameter))
image.contentMode = .scaleAspectFill
image.image = UIImage(named: "lenna.png")
image.setupHexagonMask(lineWidth: 5.0, color: .white, cornerRadius: 10.0)
view.addSubview(image)
}
}

Drawing hexagon image using Swift 4

public func roundedPolygonPath(rect: CGRect, lineWidth: CGFloat, sides: NSInteger, cornerRadius: CGFloat, rotationOffset: CGFloat = 0) -> UIBezierPath {
let path = UIBezierPath()
let theta: CGFloat = CGFloat(2.0 * M_PI) / CGFloat(sides) // How much to turn at every corner
let offset: CGFloat = cornerRadius * tan(theta / 2.0) // Offset from which to start rounding corners
let width = min(rect.size.width, rect.size.height) // Width of the square
let center = CGPoint(x: rect.origin.x + width / 2.0, y: rect.origin.y + width / 2.0)
// Radius of the circle that encircles the polygon
// Notice that the radius is adjusted for the corners, that way the largest outer
// dimension of the resulting shape is always exactly the width - linewidth
let radius = (width - lineWidth + cornerRadius - (cos(theta) * cornerRadius)) / 2.0
// Start drawing at a point, which by default is at the right hand edge
// but can be offset
var angle = CGFloat(rotationOffset)
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle),y: center.y + (radius - cornerRadius) * sin(angle))
path.move(to: CGPoint(x: corner.x + cornerRadius * cos(angle + theta),y: corner.y + cornerRadius * sin(angle + theta)))
for _ in 0..<sides {
angle += theta
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle),y: center.y + (radius - cornerRadius) * sin(angle))
let tip = CGPoint(x: center.x + radius * cos(angle),y: center.y + radius * sin(angle))
let start = CGPoint(x: corner.x + cornerRadius * cos(angle - theta),y: corner.y + cornerRadius * sin(angle - theta))
let end = CGPoint(x: corner.x + cornerRadius * cos(angle + theta), y: corner.y + cornerRadius * sin(angle + theta))
path.addLine(to: start)
path.addQuadCurve(to: end, controlPoint: tip)
}
path.close()
// Move the path to the correct origins
let bounds = path.bounds
let transform = CGAffineTransform(translationX: -bounds.origin.x + rect.origin.x + lineWidth / 2.0, y: -bounds.origin.y + rect.origin.y + lineWidth / 2.0)
path.apply(transform)
return path
}
public func createImage(layer: CALayer) -> UIImage {
let size = CGSizeMake(CGRect.maxX(layer.frame), CGRect.maxY(layer.frame))
UIGraphicsBeginImageContextWithOptions(size, layer.isOpaque, 0.0)
let ctx = UIGraphicsGetCurrentContext()
layer.render(in: ctx!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
let lineWidth = CGFloat(7.0)
let rect = CGRectMake(0.0, 0.0, 150.0, 150.0)
let sides = 6
var path = roundedPolygonPath(rect, lineWidth, sides, 15.0, rotationOffset: CGFloat(-M_PI / 2.0))
let borderLayer = CAShapeLayer()
borderLayer.frame = CGRectMake(0.0, 0.0, path.bounds.width + lineWidth, path.bounds.height + lineWidth)
borderLayer.path = path.CGPath
borderLayer.lineWidth = lineWidth
borderLayer.lineJoin = kCALineJoinRound
borderLayer.lineCap = kCALineCapRound
borderLayer.strokeColor = UIColor.blackColor().CGColor
borderLayer.fillColor = UIColor.whiteColor().CGColor
var image = createImage(borderLayer)}[enter image description here][1]
I cannot convert the Swift 3 with CGRect and CGSizeMake functions to latest Swift 4.
The following errors is due to the conversion of Swift 3 example. I have found,
'CGRectMake' is unavailable in Swift
Extensions may not contain stored properties
'CGSizeMake' is unavailable in Swift
*Im trying to draw the path **
Instead of CGSizeMake you now can use CGSize.init, e.g. CGSize(width: 100, height: 50).
Instead of the static function CGRect.maxX you now can use the member method of the same name: CGRect.maxX(layer.frame) becomes layer.frame.maxX.

How to connect two SCNSpheres in 3D space using Bezier path in Swift?

I have the following code:
func createScene(){
count += 1
let sphereGeom = SCNSphere(radius: 1.5)
sphereGeom.firstMaterial?.diffuse.contents = UIColor.redColor()
let path = UIBezierPath()
path.moveToPoint(CGPoint(x: 0, y: 0))
let radius = 3.0
var radians = Double(0)
var yPosition = Float(5.4)
while count <= 20 {
if radians >= 2{
radians -= 2
}
let sphereNode = SCNNode(geometry: sphereGeom)
let angle = Double(radians * M_PI)
let xPosition = Float(radius * cos(angle))
let zPosition = Float(radius * sin(angle))
sphereNode.position = SCNVector3(xPosition, yPosition, zPosition)
let cgX = CGFloat(xPosition)
let cgY = CGFloat(yPosition)
path.addQuadCurveToPoint(CGPoint(x: cgX, y: cgY), controlPoint: CGPoint(x: (cgX / 2), y: (cgY / 2)))
path.addLineToPoint(CGPoint(x: (cgX - (cgX * 0.01)), y: cgY))
path.addQuadCurveToPoint(CGPoint(x: 1, y: 0), controlPoint: CGPoint(x: (cgX / 2), y: ((cgY / 2) - (cgY * 0.01))))
let shape = SCNShape(path: path, extrusionDepth: 3.0)
shape.firstMaterial?.diffuse.contents = UIColor.blueColor()
let shapeNode = SCNNode(geometry: shape)
shapeNode.eulerAngles.y = Float(-M_PI_4)
self.rootNode.addChildNode(shapeNode)
count += 1
radians += 0.5556
yPosition -= 1.35
self.rootNode.addChildNode(sphereNode)
}
I want to add a Bezier path connecting each sphere to the next one, creating a spiral going down the helix. For some reason, when I add this code, the shape doesn't even appear. But when I use larger x and y values, I see the path fine, but it is no way oriented to the size of the spheres. I don't understand why it disappears when I try to make it smaller.
Your SCNShape doesn't ever get extruded. Per Apple doc,
An extrusion depth of zero creates a flat, one-sided shape.
With larger X/Y values your flat shape happens to become visible. You can't build a 3D helix with SCNShape, though: the start and end planes of the extrusion are parallel.
You'll have to use custom geometry, or approximate your helix with a series of elongated SCNBox nodes. And I bet someone out there knows how to do this with a shader.

Masking circle segments in swift

I'm creating a simple player app. There is a circle, that shows a progress of playing a song.
What is the best way to draw this circle in Swift and make a mask? I assume I can draw a 2 circles putting the width stroke to the thickness I want and without filling it. And the white one has to be masked according to some parameter. I don't have an idea, how to mask it in a proper way.
I came up with this solution recently:
class CircularProgressView: UIView {
private let floatPi = CGFloat(M_PI)
private var progressColor = UIColor.greenColor()
private var progressBackgroundColor = UIColor.grayColor()
#IBInspectable var percent: CGFloat = 0.11 {
didSet {
setNeedsDisplay()
}
}
#IBInspectable var lineWidth: CGFloat = 18
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let origo = CGPointMake(frame.size.width / 2, frame.size.height / 2)
let radius: CGFloat = frame.size.height / 2 - lineWidth / 2
CGContextSetLineWidth(context, lineWidth)
CGContextMoveToPoint(context, frame.width / 2, lineWidth / 2)
CGContextAddArc(context, origo.x, origo.y, radius, floatPi * 3 / 2, floatPi * 3 / 2 + floatPi * 2 * percent, 0)
progressColor.setStroke()
let lastPoint = CGContextGetPathCurrentPoint(context)
CGContextStrokePath(context)
CGContextMoveToPoint(context, lastPoint.x, lastPoint.y)
CGContextAddArc(context, origo.x, origo.y, radius, floatPi * 3 / 2 + floatPi * 2 * percent, floatPi * 3 / 2, 0)
progressBackgroundColor.setStroke()
CGContextStrokePath(context)
}
}
You just have to set a correct frame to it (via code or interface builder), and set the percent property.
This solution is not using mask or two circles, just two arcs, the first start at 12 o clock and goes to 2 * Pi * progress percent, and the other arc is drawn from the end of the previous arc to 12 o clock.
Important: the percent property has to be between 0 and 1!

iOS - Arrange subviews in circular shape

I have a bunch of views in my app. I would like to arrange them in a circular shape and change their center depending on the number of views present.
So, if there are 3 views they would look like a triangle, but would still form a circle. If there are 4 it would look like a square but still form a circle, and so on...
In short, the centers of all views would sit on a imaginary circle.
Any suggestions?
This is the code I used in one of my projects, hope it helps.
// you must set both of these
CGPoint centerOfCircle;
float radius;
int count = 0;
float angleStep = 2.0f * M_PI / [arrayOfViews count];
for (UIView *view in arrayOfViews) {
float xPos = cosf(angleStep * count) * radius;
float yPos = sinf(angleStep * count) * radius;
view.center = CGPointMake(centerOfCircle.x + xPos, centerOfCircle.y +yPos);
count++;
}
Here's a Swift 3 version of the accepted answer, as an UIView extension with offset arguments:
public extension UIView {
public func distributeSubviewsInACircle(xOffset: CGFloat, yOffset: CGFloat) {
let center = CGPoint(x: self.bounds.size.width / 2, y: self.bounds.size.height / 2)
let radius: CGFloat = self.bounds.size.width / 2
let angleStep: CGFloat = 2 * CGFloat(Double.pi) / CGFloat(self.subviews.count)
var count = 0
for subview in self.subviews {
let xPos = center.x + CGFloat(cosf(Float(angleStep) * Float(count))) * (radius - xOffset)
let yPos = center.y + CGFloat(sinf(Float(angleStep) * Float(count))) * (radius - yOffset)
subview.center = CGPoint(x: xPos, y: yPos)
count += 1
}
}
}
You could divide the degrees of a circle (360 degrees or 2π radians) by the number of views you have, then adjust their centers based on the angle and the distance from the centre.
Here are some functions I use:
// These calculate the x and y offset from the center by using the angle in radians
#define LengthDir_X(__Length__,__Direction__) (cos(__Direction__)*__Length__)
#define LengthDir_Y(__Length__,__Direction__) (sin(__Direction__)*__Length__)
// I use this to convert degrees to radians and back if I have to
#define DegToRad(__ANGLE__) (((__ANGLE__) * 2.0 * M_PI) / 360.0)
#define RadToDeg(__ANGLE__) (((__ANGLE__) * 360) / (2.0 * M_PI))