Centering a UIBezierPath - swift

I have a UIBezierPath thats a rounded square. It somewhat looks like this:
Here's my code for the shape:
let shape = SKShapeNode()
shape.path = UIBezierPath(roundedRect: CGRect(x:(0), y: (0), width: (250), height: (400)), cornerRadius: 64).cgPath
shape.position = CGPoint(x: 0, y: 0)
print(shape.position)
shape.fillColor = UIColor.white
shape.strokeColor = UIColor.white
shape.lineWidth = 5
addChild(shape)
I want to center it in the middle of the screen, but using
shape.position = CGPoint(x: self.frame.width, y: self.frame.height)
doesn't work. Thanks!

I suggest that you center the UIBezierPath within the shape node. For example,
let width:CGFloat = 250
let height:CGFloat = 400
shape.path = UIBezierPath(roundedRect: CGRect(x:-width/2, y: -height/2, width: width, height: height), cornerRadius: 64).cgPath
You can center the shape in the scene by setting its position to (0, 0).

Related

Round start and end of the line for a circle with UIBezierPath

I have a case very similar to Draw circle with UIBezierPath
I have this path with UIBezierPath
Just taking focus in the gray circle:
grayView = UIView(frame: CGRect(x: screenWidth * 0.15,
y: 150,
width: screenWidth * 0.7,
height: screenWidth * 0.7 ))
let layer = CAShapeLayer()
layer.strokeColor = UIColor.gray.cgColor
layer.fillColor = UIColor.clear.cgColor
layer.lineWidth = 32
let path = UIBezierPath()
path.addCircle(center: CGPoint(x: grayView.bounds.width / 2,
y: grayView.bounds.height / 2),
radius: screenWidth/3.5,
startAngle: 125,
circlePercentage: 0.8)
layer.path = path.cgPath
grayView.layer.addSublayer(layer)
grayView.setNeedsLayout()
What I'm trying to do is modify the start and the end of the curved gray line and make a rounded start/end, like this:
Can someone help me?
Set the lineCap of the shape layer to .round.

How to center the CAShapeLayer path in the shape layer

I created a DrawView where it's possible to draw. I created an instance of UIBezierPath for drawing.
// This function is called when the user has finished drawing.
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let shapeLayer = CAShapeLayer()
//The CAShapeLayer has the same path of the drawing (currentPath is the instance of UIBezierPath).
shapeLayer.path = currentPath?.cgPath
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 10.0
//Here I set the shapeLayer on the drawingView (the blue one that you can see in the image)
drawingView.layer.addSublayer(shapeLayer)
shapeLayer.position = CGPoint(x: drawingView.layer.bounds.midX, y: drawingView.layer.bounds.midY)
shapeLayer.backgroundColor = UIColor.blue.cgColor
shapeLayer.frame = drawingView.layer.bounds
}
The problem is that the path (e.g number 3 in the image) is not centered on its shapeLayer.
shapeLayer.path?.boundingBoxOfPath = (289.5, 349.5, 525.0, 129.0)
shapeLayer.frame = (0.0, 0.0, 200.0, 200.0)
shapeLayer.position = (100.0, 100.0)
drawingView.frame = (0.0, 912.0, 200.0, 200.0)
Any hint? thank you
Forget the drawing view and just think about how to center a path in a shape layer of known size. Here's a deliberate failure:
let path = UIBezierPath(ovalIn: CGRect(x: 50, y: 50, width: 50, height: 50))
let lay = CAShapeLayer()
lay.frame = CGRect(x: 40, y: 40, width: 200, height: 200)
lay.backgroundColor = UIColor.red.cgColor
lay.path = path.cgPath
self.view.layer.addSublayer(lay)
We get this:
The filled circle is not centered in the red shape layer. Okay, we know why, because we know the bezier path that created the filled circle. But let's say we don't know that. We can still center the shape in the shape layer, like this:
let path = UIBezierPath(ovalIn: CGRect(x: 50, y: 50, width: 50, height: 50))
let lay = CAShapeLayer()
lay.frame = CGRect(x: 40, y: 40, width: 200, height: 200)
lay.backgroundColor = UIColor.red.cgColor
let cgpath = path.cgPath
let box = cgpath.boundingBoxOfPath
let xtarget = (lay.bounds.width - box.width)/2
let ytarget = (lay.bounds.height - box.height)/2
let xoffset = xtarget - box.minX
let yoffset = ytarget - box.minY
var transform = CGAffineTransform(translationX: xoffset, y: yoffset)
let cgpath2 = cgpath.copy(using: &transform)
lay.path = cgpath2
self.view.layer.addSublayer(lay)
Result:
So, given a CGPath, and given a shape layer whose final bounds are known, you can use that technique to center the path in the shape layer. And those are circumstances that apply perfectly to your use case.

Create a UIView with rounded bottom edge

I want make view this Bottom roundedenter image description here
I think this is really close to what you want:
The rectView is your initial view;
You can play with the + 50 of quad curve height to adjust the curve
let rectView = UIView(frame: CGRect(x: 50, y: 100, width: 200, height: 200))
rectView.backgroundColor = .red
view.addSubview(rectView)
let arcBezierPath = UIBezierPath()
arcBezierPath.move(to: CGPoint(x: 0, y: rectView.frame.height))
arcBezierPath.addQuadCurve(to: CGPoint(x: rectView.frame.width, y: rectView.frame.height), controlPoint: CGPoint(x: rectView.frame.width / 2 , y: rectView.frame.height + 50 ))
arcBezierPath.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = arcBezierPath.cgPath
shapeLayer.fillColor = UIColor.red.cgColor
rectView.layer.insertSublayer(shapeLayer, at: 0)
rectView.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
rectView.layer.cornerRadius = 10
rectView.layer.shadowRadius = 3
rectView.layer.shadowColor = UIColor.black.cgColor
rectView.layer.shadowOffset = CGSize(width: 0, height: 0)
rectView.layer.shadowOpacity = 0.25
Maybe, even better:
You can create your view:
let rectView = UIView(frame: CGRect(x: 50, y: 100, width: 200, height: 200))
view.addSubview(rectView)
Extend UIView
extension UIView {
func addBottomArc(ofHeight height: CGFloat, topCornerRadius: CGFloat) {
let arcBezierPath = UIBezierPath()
arcBezierPath.move(to: CGPoint(x: 0, y: frame.height))
arcBezierPath.addQuadCurve(to: CGPoint(x: frame.width, y: frame.height), controlPoint: CGPoint(x: frame.width / 2 , y: frame.height + height ))
arcBezierPath.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = arcBezierPath.cgPath
shapeLayer.fillColor = UIColor.red.cgColor
layer.insertSublayer(shapeLayer, at: 0)
layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
layer.cornerRadius = topCornerRadius
}
}
So you can set the height and the corner radius like this:
rectView.addBottomArc(ofHeight: 50, topCornerRadius: 15)
and than add the shadow you need to your view:
rectView.layer.shadowRadius = 3
rectView.layer.shadowColor = UIColor.black.cgColor
rectView.layer.shadowOffset = CGSize(width: 0, height: 0)
rectView.layer.shadowOpacity = 0.25

SkShapeNode physicsbody weird behaviour

I created a subclass of SKNode:
class SquareDrop: SKNode {
init(image: SKSpriteNode) {
super.init()
self.setScale(0.3
//Set the starting position of the node
self.position = CGPoint(x: 0.5, y: UIScreen.main.bounds.height/2)
//Apply a physics body to the node
self.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "square"), size: CGSize(width: image.size.width * 0.3, height: image.size.height * 0.3))
self.addChild(image)
}
I created an instance in GameScene class and I set up it:
func spawnRain()
squareDrop = SquareDrop(image: SKSpriteNode(imageNamed: "square"))
squareDrop?.physicsBody?.linearDamping = 5
squareDrop?.physicsBody?.restitution = 0
self.addChild(squareDrop!)
}
It is the result:
It works like aspected, but instead of using an image I wanted to draw a square:
func spawnRain() {
//Here I did not use the class that I had created previously
let shape = SKShapeNode()
shape.path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: 100, height: 100), cornerRadius: 5).cgPath
shape.position = CGPoint(x: frame.midX - shape.frame.width/2 , y: UIScreen.main.bounds.height/2)
shape.fillColor = UIColor.red
shape.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 100, height: 100))
addChild(shape)
}
It doesn't seem like I aspected (the squares that I created have a strange behaviour). Any hints?
I am sorry for the question, but I am a noob of SpriteKit.

Swift draw shadow to a uibezier path

I have a strange question. Even though I did read a lot of tutorials on how to do this, the final result only shows the bezier line, not any shadow whatsoever. My code is pretty simple :
let borderLine = UIBezierPath()
borderLine.moveToPoint(CGPoint(x:0, y: y! - 1))
borderLine.addLineToPoint(CGPoint(x: x!, y: y! - 1))
borderLine.lineWidth = 2
UIColor.blackColor().setStroke()
borderLine.stroke()
let shadowLayer = CAShapeLayer()
shadowLayer.shadowOpacity = 1
shadowLayer.shadowOffset = CGSize(width: 0,height: 1)
shadowLayer.shadowColor = UIColor.redColor().CGColor
shadowLayer.shadowRadius = 1
shadowLayer.masksToBounds = false
shadowLayer.shadowPath = borderLine.CGPath
self.layer.addSublayer(shadowLayer)
What am I doing wrong as I dont seem to see anything wrong but of course I am wrong since no shadow appears. The function is drawRect, basic UIVIew no extra anything in there, x and y are the width and height of the frame. Many thanks in advance!
I take this example straight from my PaintCode-app. Hope this helps.
//// General Declarations
let context = UIGraphicsGetCurrentContext()
//// Shadow Declarations
let shadow = UIColor.blackColor()
let shadowOffset = CGSizeMake(3.1, 3.1)
let shadowBlurRadius: CGFloat = 5
//// Bezier 2 Drawing
var bezier2Path = UIBezierPath()
bezier2Path.moveToPoint(CGPointMake(30.5, 90.5))
bezier2Path.addLineToPoint(CGPointMake(115.5, 90.5))
CGContextSaveGState(context)
CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius, (shadow as UIColor).CGColor)
UIColor.blackColor().setStroke()
bezier2Path.lineWidth = 1
bezier2Path.stroke()
CGContextRestoreGState(context)
I prefer the way to add a shadow-sublayer. You can easily use the following function (Swift 3.0):
func createShadowLayer() -> CALayer {
let shadowLayer = CALayer()
shadowLayer.shadowColor = UIColor.red.cgColor
shadowLayer.shadowOffset = CGSize.zero
shadowLayer.shadowRadius = 5.0
shadowLayer.shadowOpacity = 0.8
shadowLayer.backgroundColor = UIColor.clear.cgColor
return shadowLayer
}
And finally, you just add it to your line path (CAShapeLayer):
let line = CAShapeLayer()
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 50, y: 100))
path.addLine(to: CGPoint(x: 100, y: 50))
line.path = path.cgPath
line.strokeColor = UIColor.blue.cgColor
line.fillColor = UIColor.clear.cgColor
line.lineWidth = 2.0
view.layer.addSublayer(line)
let shadowSubLayer = createShadowLayer()
shadowSubLayer.insertSublayer(line, at: 0)
view.layer.addSublayer(shadowSubLayer)
I am using the shadow properties of my shape layer to add shadow to it. The best part of this approach is that I don't have to provide a path explicitly. The shadow follows the path of the layer. I am also animating the layer by changing path. In that case too the shadow animates seamlessly without a single line of code.
Here is what I am doing (Swift 4.2)
shapeLayer.path = curveShapePath(postion: initialPosition)
shapeLayer.strokeColor = UIColor.clear.cgColor
shapeLayer.fillColor = shapeBackgroundColor
self.layer.addSublayer(shapeLayer)
if shadow {
shapeLayer.shadowRadius = 5.0
shapeLayer.shadowColor = UIColor.gray.cgColor
shapeLayer.shadowOpacity = 0.8
}
The curveShapePath method is the one that returns the path and is defined as follows:
func curveShapePath(postion: CGFloat) -> CGPath {
let height: CGFloat = 37.0
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0)) // start top left
path.addLine(to: CGPoint(x: (postion - height * 2), y: 0)) // the beginning of the trough
// first curve down
path.addCurve(to: CGPoint(x: postion, y: height),
controlPoint1: CGPoint(x: (postion - 30), y: 0), controlPoint2: CGPoint(x: postion - 35, y: height))
// second curve up
path.addCurve(to: CGPoint(x: (postion + height * 2), y: 0),
controlPoint1: CGPoint(x: postion + 35, y: height), controlPoint2: CGPoint(x: (postion + 30), y: 0))
// complete the rect
path.addLine(to: CGPoint(x: self.frame.width, y: 0))
path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.close()
return path.cgPath
}