I would like to create an arc with Swift and SpriteKit by doing something like this:
func createArc(endAngle: CGFloat) -> SKShapeNode {
let bezierPath = UIBezierPath(arcCenter: CGPointMake(0, 0), radius: 300, startAngle: CGFloat(M_PI_2), endAngle: endAngle, clockwise: false)
let pathNode = SKShapeNode(path: bezierPath.CGPath)
pathNode.strokeColor = SKColor.blackColor()
pathNode.lineWidth = 50
pathNode.position = CGPoint(x: size.width/2, y: size.height/2)
pathNode.antialiased = true
return pathNode
}
But how should I change the endAngle value of the UIBezierPath programmatically say in the update() function?
Related
I want to draw a semi circle with the bottom line and reuse it as shape node again. How can I implement this. This is my code for semi circle.
And also some code is hard coded so some help is appreciated.
func drawLine(from: CGPoint, to: CGPoint) {
// for line
let myLine = SKShapeNode()
let myPath = CGMutablePath()
myPath.addLines(between: [from, to])
myLine.path = myPath
myLine.strokeColor = SKColor.blue
myLine.lineWidth = 4
addChild(myLine)
}
func drawSemi(){
// for semi circle
let bezierPath = UIBezierPath(arcCenter: CGPoint(x: 0, y: 0), radius: 50, startAngle: 0, endAngle: .pi, clockwise: true)
let pathNode = SKShapeNode(path: bezierPath.cgPath)
pathNode.strokeColor = SKColor.blue
pathNode.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
pathNode.lineWidth = 3
addChild(pathNode)
}
func drawCompleteSemi(){
drawSemi()
drawLine(from: CGPoint(x: 450, y: 500), to: CGPoint(x: 550, y: 500))
}
simply call close() on your bezier path, and omit the drawline function entirely
let bezierPath = UIBezierPath(arcCenter: CGPoint(x: 0, y: 0), radius: 50, startAngle: 0, endAngle: .pi, clockwise: true)
bezierPath.close() //<-- add this line
I did the following:
let xOrigin = (pointsOfPerformance[POP.gluteusMaximus.index].x_origin / 375) * self.view.bounds.width
let yOrigin = (pointsOfPerformance[POP.gluteusMaximus.index].y_origin / 666.6666) * (self.view.bounds.width * 16 / 9)
let p0 = CGPoint(x: xOrigin, y: yOrigin)
let xDest = (pointsOfPerformance[POP.upperBack.index].x_origin / 375) * self.view.bounds.width
let yDest = (pointsOfPerformance[POP.upperBack.index].y_origin / 666.6666) * (self.view.bounds.width * 16 / 9)
let p1 = CGPoint(x: xDest, y: yDest)
let midPoint = CGPoint(x: (xOrigin + xDest) / 2, y:
(yOrigin + yDest) / 2)
let path = UIBezierPath()
path.move(to: p0)
path.addLine(to: p1)
path.addArc(withCenter: p2, radius: 94, startAngle: 200, endAngle: 130, clockwise: true)
let centerOfCircle = makePoint(xOffset: p2.x, yOffset: p2.y)
view.addSubview(centerOfCircle)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.fillColor = UIColor.animationRed.cgColor
shapeLayer.strokeColor = UIColor.animationRed.cgColor
shapeLayer.lineWidth = 0.05
view.layer.addSublayer(shapeLayer)
How do I get the circle to only show up as a slice of its curve that comes off the line on the back. It's unclear how I manipulate the function to get only the part coming off the line on the back visible.
This works on MacOS:
class CustomView: NSView {
override func draw(_ rect: CGRect) {
let bkgrnd = NSBezierPath(rect: rect)
let fillColor = NSColor.white
fillColor.set()
bkgrnd.fill()
let center = NSMakePoint(rect.size.width/2,rect.size.height/2)
let radius:CGFloat = rect.size.width/4
let path1 = NSBezierPath()
path1.appendArc(withCenter: center, radius: radius, startAngle: 90, endAngle: 270)
NSColor.gray.set()
path1.fill()
let path2 = NSBezierPath()
path2.appendArc(withCenter: center, radius: radius, startAngle: 270, endAngle: 90)
NSColor.blue.set()
path2.fill()
}
}
Demonstrates getting a small slice of the periphery of a circle for MacOS:
class CustomView: NSView {
override func draw(_ rect: CGRect ) {
let bkgrnd = NSBezierPath(rect: rect)
let fillColor = NSColor.white
fillColor.set()
bkgrnd.fill()
let center = NSMakePoint(rect.size.width/2,rect.size.height/2)
let radius:CGFloat = rect.size.width/4
let circle = NSBezierPath()
circle.appendArc(withCenter: center, radius: radius, startAngle: 0, endAngle: 360)
NSColor.gray.set()
circle.fill()
let arc = NSBezierPath()
arc.appendArc(withCenter: center, radius: radius, startAngle: 120, endAngle: 200)
NSColor.blue.set()
arc.fill()
}
}
I want to crop UIView in semi circle shape
Thanks in advance.
A convenient way is just subclass a UIView, add a layer on it and make the view color transparent if it's not by default.
import UIKit
class SemiCirleView: UIView {
var semiCirleLayer: CAShapeLayer!
override func layoutSubviews() {
super.layoutSubviews()
if semiCirleLayer == nil {
let arcCenter = CGPoint(x: bounds.size.width / 2, y: bounds.size.height / 2)
let circleRadius = bounds.size.width / 2
let circlePath = UIBezierPath(arcCenter: arcCenter, radius: circleRadius, startAngle: CGFloat.pi, endAngle: CGFloat.pi * 2, clockwise: true)
semiCirleLayer = CAShapeLayer()
semiCirleLayer.path = circlePath.cgPath
semiCirleLayer.fillColor = UIColor.red.cgColor
layer.addSublayer(semiCirleLayer)
// Make the view color transparent
backgroundColor = UIColor.clear
}
}
}
This question was already answered here: Draw a semi-circle button iOS
This is a extract of that question but using a UIView:
Swift 3
let myView = [this should be your view]
let circlePath = UIBezierPath(arcCenter: CGPoint(x: myView.bounds.size.width / 2, y: 0), radius: myView.bounds.size.height, startAngle: 0.0, endAngle: CGFloat(M_PI), clockwise: true)
let circleShape = CAShapeLayer()
circleShape.path = circlePath.cgPath
myView.layer.mask = circleShape
Swift 4
let myView = [this should be your view]
let circlePath = UIBezierPath(arcCenter: CGPoint(x: myView.bounds.size.width / 2, y: 0), radius: myView.bounds.size.height, startAngle: 0.0, endAngle: .pi, clockwise: true)
let circleShape = CAShapeLayer()
circleShape.path = circlePath.cgPath
myView.layer.mask = circleShape
I hope this helps you
it works in swift 4 and swift 5 for this issue.
let yourView = (is the view you want to crop semi circle from top)
let circlePath = UIBezierPath(arcCenter: CGPoint(x: yourView.bounds.size.width / 2, y: yourView.bounds.size.height), radius: yourView.bounds.size.height, startAngle: 0.0, endAngle: .pi, clockwise: false)
let circleShape = CAShapeLayer()
circleShape.path = circlePath.cgPath
yourView.layer.mask = circleShape
Below is an image of my circle quadrants followed by the code. How can I reduce each arc by say, 10 points/pixels on each side so that there are gaps between the arcs? At first I was reducing them by CGFloat(Double.pi/36) on each side but that left didn't produce a straight gap, but a portion just sliced out, which is not what I want. I need each arc to have straight edges (horizontal and vertical) not diagonal.
class GameScene: SKScene, SKPhysicsContactDelegate {
var topRightPathNode : SKShapeNode!
var bottomRightPathNode : SKShapeNode!
var bottomLeftPathNode : SKShapeNode!
var topLeftPathNode : SKShapeNode!
override init(size: CGSize) {
super.init(size: size)
// TOP RIGHT
let topRightBezierPath = UIBezierPath(arcCenter: CGPoint(x: 0, y:0), radius: 100, startAngle: CGFloat(Double.pi/2), endAngle: 0, clockwise: false)
topRightPathNode = SKShapeNode(path: topRightBezierPath.cgPath)
topRightPathNode.strokeColor = SKColor.white
topRightPathNode.lineWidth = 18
topRightPathNode.position = CGPoint(x: frame.midX, y:frame.midY)
addChild(topRightPathNode)
// BOTTOM RIGHT
let bottomRightBezierPath = UIBezierPath(arcCenter: CGPoint(x: 0, y:0), radius: 100, startAngle: 0 , endAngle: 3*CGFloat(Double.pi/2), clockwise: false)
bottomRightPathNode = SKShapeNode(path: bottomRightBezierPath.cgPath)
bottomRightPathNode.strokeColor = SKColor.orange
bottomRightPathNode.lineWidth = 18
bottomRightPathNode.position = CGPoint(x: frame.midX, y:frame.midY)
addChild(bottomRightPathNode)
// BOTTOM LEFT
let bottomLeftBezierPath = UIBezierPath(arcCenter: CGPoint(x: 0, y:0), radius: 100, startAngle: 3*CGFloat(Double.pi/2), endAngle: 2*CGFloat(Double.pi/2), clockwise: false)
bottomLeftPathNode = SKShapeNode(path: bottomLeftBezierPath.cgPath)
bottomLeftPathNode.strokeColor = SKColor.green
bottomLeftPathNode.lineWidth = 18
bottomLeftPathNode.position = CGPoint(x: frame.midX, y:frame.midY)
addChild(bottomLeftPathNode)
// TOP LEFT
let topLeftBezierPath = UIBezierPath(arcCenter: CGPoint(x: 0, y:0), radius: 100, startAngle: 2*CGFloat(Double.pi/2), endAngle: CGFloat(Double.pi/2), clockwise: false)
topLeftPathNode = SKShapeNode(path: topLeftBezierPath.cgPath)
topLeftPathNode.strokeColor = SKColor.blue
topLeftPathNode.lineWidth = 18
topLeftPathNode.position = CGPoint(x: frame.midX, y:frame.midY)
addChild(topLeftPathNode)
}
}
Below is some code that when pasted into a iOS Playground generates a picture that I think matches your description.
In order to get the sides to remain parallel to the axes in the place where there are gaps, you have to do a little math to figure out what the points are. Then you have to draw the outline of the shape you want instead of relying on the stroke width added by the drawing system. The math is not too complicated if you're familiar with Trigonometry, but your question suggested that you might be OK.
import UIKit
import SpriteKit
import PlaygroundSupport
let radius = CGFloat(100)
let sceneSize = CGSize(width: 640, height: 480)
let sceneView = SKView(frame: CGRect(origin: CGPoint.zero, size: sceneSize))
let scene = SKScene(size: sceneSize)
scene.backgroundColor = UIColor.black
let topRightPath = arcSegment(center: CGPoint.zero, radius: radius, strokeWidth: 18, gapWidth: 18)
let topRightPathNode = SKShapeNode(path: topRightPath)
topRightPathNode.fillColor = SKColor.white
topRightPathNode.lineWidth = 0
topRightPathNode.position = CGPoint(x: 320, y: 240)
scene.addChild(topRightPathNode)
var reflectOnY = CGAffineTransform(scaleX: 1.0, y: -1.0)
let bottomRightPath = topRightPath.copy(using: &reflectOnY)!
let bottomRightPathNode = SKShapeNode(path: bottomRightPath)
bottomRightPathNode.fillColor = SKColor.orange
bottomRightPathNode.lineWidth = 0
bottomRightPathNode.position = CGPoint(x: 320, y: 240)
scene.addChild(bottomRightPathNode)
var reflectOnX = CGAffineTransform(scaleX: -1.0, y: 1.0)
let bottomLeftPath = bottomRightPath.copy(using: &reflectOnX)!
let bottomLeftPathNode = SKShapeNode(path: bottomLeftPath)
bottomLeftPathNode.fillColor = SKColor.green
bottomLeftPathNode.lineWidth = 0
bottomLeftPathNode.position = CGPoint(x: 320, y: 240)
scene.addChild(bottomLeftPathNode)
let topLeftPath = bottomLeftPath.copy(using: &reflectOnY)!
let topLeftPathNode = SKShapeNode(path: topLeftPath)
topLeftPathNode.fillColor = SKColor.blue
topLeftPathNode.lineWidth = 0
topLeftPathNode.position = CGPoint(x: 320, y:240)
scene.addChild(topLeftPathNode)
sceneView.presentScene(scene)
PlaygroundPage.current.liveView = sceneView
PlaygroundPage.current.needsIndefiniteExecution = true
func arcSegment(center : CGPoint,
radius: CGFloat,
strokeWidth: CGFloat,
gapWidth: CGFloat) -> CGPath
{
let halfStrokeWidth = strokeWidth / 2.0
let outerRadius = radius + halfStrokeWidth
let innerRadius = radius - halfStrokeWidth
let halfGap = gapWidth / 2.0
let outerStartAngle = CGFloat(atan2(sqrt(outerRadius * outerRadius - halfGap * halfGap), halfGap))
let outerEndAngle = CGFloat(atan2(halfGap, sqrt(outerRadius * outerRadius - halfGap * halfGap)))
let innerStartAngle = CGFloat(atan2(halfGap, sqrt(innerRadius * innerRadius - halfGap * halfGap)))
let innerEndAngle = CGFloat(atan2(sqrt(innerRadius * innerRadius - halfGap * halfGap), halfGap))
let path = CGMutablePath()
path.addArc(center: center, radius: outerRadius, startAngle: outerStartAngle, endAngle: outerEndAngle, clockwise: true)
// Quartz 2D will assume a "moveTo" here
path.addArc(center: center, radius: innerRadius, startAngle: innerStartAngle, endAngle: innerEndAngle, clockwise: false)
path.closeSubpath()
return path
}
I dont know how to draw shape using UIBezierPath.Anyways i tried with lot of ways but did not successes.
I want to make the below shapes
Please help
func drawSliceInView(view: UIView, startAngle: CGFloat, endAngle: CGFloat, radius: CGFloat)
{
let centerPoint = CGPoint(x: view.frame.size.width / 2, y: view.frame.size.width / 2)
let startValue = (startAngle * 2 * CGFloat(M_PI)) / 360 - CGFloat(M_PI_2)
let endValue = (endAngle * 2 * CGFloat(M_PI)) / 360 - CGFloat(M_PI_2)
let path = UIBezierPath(arcCenter: centerPoint, radius: radius, startAngle: startValue, endAngle: endValue, clockwise: true)
path.addLineToPoint(centerPoint)
path.closePath()
let sliceLayer = CAShapeLayer()
sliceLayer.path = path.CGPath
sliceLayer.fillColor = UIColor.blueColor().CGColor
sliceLayer.backgroundColor = nil
sliceLayer.strokeColor = UIColor.whiteColor().CGColor
sliceLayer.lineWidth = 2.0
view.layer.addSublayer(sliceLayer)
}
Usage example:
drawSliceInView(self.view, startAngle: -30, endAngle: 90, radius: 50)
drawSliceInView(self.view, startAngle: 90, endAngle: 210, radius: 50)