将CGMutablePath保存为可以上传到后端的JSON数据的最佳方法是什么?
我知道可以使用符合Data
的UIBezierPath
将其转换为NSCoding对象,然后再将数据转换为字符串并保存到后端,但这似乎不是一种很好的方法。是否有更好的方法将此对象保存到后端?
也许您可以提取构成路径的大量点,将其转换为字符串并保存它。这样最好吗?
发布于 2021-12-27 06:26:09
CGPath
或CGMutablePath
是一个非常简单的数据结构。它是一个路径元素数组。每个路径元素要么是移动、直线、cubicCurve、曲线或closeSubpath操作,0到3点。就这样。没有其他属性或变体。
因此,将路径转换为path元素数组(struct PathElement
)并将其编码为JSON是非常直截了当的。它产生了一个JSON,它可以用任何编程语言轻松地读取,并且可以在许多图形系统(包括L)上工作。iOS/macOS Quartz,Postscript,PDF,Windows GDI+)。
下面示例代码的输出由打印的CGMutablePath
、生成的JSON和从JSON还原的路径组成:
Path 0x10100d960:
moveto (10, 10)
lineto (30, 30)
quadto (100, 100) (200, 200)
curveto (150, 120) (100, 350) (20, 400)
closepath
moveto (200, 200)
lineto (230, 230)
lineto (260, 210)
closepath
[
{
"type" : 0,
"points" : [
[
10,
10
]
]
},
{
"type" : 1,
"points" : [
[
30,
30
]
]
},
{
"type" : 2,
"points" : [
[
100,
100
],
[
200,
200
]
]
},
{
"type" : 3,
"points" : [
[
150,
120
],
[
100,
350
],
[
20,
400
]
]
},
{
"type" : 4
},
{
"type" : 0,
"points" : [
[
200,
200
]
]
},
{
"type" : 1,
"points" : [
[
230,
230
]
]
},
{
"type" : 1,
"points" : [
[
260,
210
]
]
},
{
"type" : 4
}
]
Path 0x10100bd20:
moveto (10, 10)
lineto (30, 30)
quadto (100, 100) (200, 200)
curveto (150, 120) (100, 350) (20, 400)
closepath
moveto (200, 200)
lineto (230, 230)
lineto (260, 210)
closepath
样本代码:
import Foundation
var path = CGMutablePath()
path.move(to: CGPoint(x: 10, y: 10))
path.addLine(to: CGPoint(x: 30, y: 30))
path.addQuadCurve(to: CGPoint(x: 200, y: 200), control: CGPoint(x: 100, y: 100))
path.addCurve(to: CGPoint(x: 20, y: 400), control1: CGPoint(x: 150, y: 120), control2: CGPoint(x: 100, y: 350))
path.closeSubpath()
path.move(to: CGPoint(x: 200, y: 200))
path.addLine(to: CGPoint(x: 230, y: 230))
path.addLine(to: CGPoint(x: 260, y: 210))
path.closeSubpath()
print(path)
let jsonData = encode(path: path)
let jsonString = String(data: jsonData, encoding: .utf8)!
print(jsonString)
print("")
let restoredPath = try! decode(data: jsonData)
print(restoredPath)
func encode(path: CGPath) -> Data {
var elements = [PathElement]()
path.applyWithBlock() { elem in
let elementType = elem.pointee.type
let n = numPoints(forType: elementType)
var points: Array<CGPoint>?
if n > 0 {
points = Array(UnsafeBufferPointer(start: elem.pointee.points, count: n))
}
elements.append(PathElement(type: Int(elementType.rawValue), points: points))
}
do {
let encoder = JSONEncoder()
encoder.outputFormatting = .prettyPrinted
return try encoder.encode(elements)
} catch {
return Data()
}
}
func decode(data: Data) throws -> CGPath {
let decoder = JSONDecoder()
let elements = try decoder.decode([PathElement].self, from: data)
let path = CGMutablePath()
for elem in elements {
switch elem.type {
case 0:
path.move(to: elem.points![0])
case 1:
path.addLine(to: elem.points![0])
case 2:
path.addQuadCurve(to: elem.points![1], control: elem.points![0])
case 3:
path.addCurve(to: elem.points![2], control1: elem.points![0], control2: elem.points![1])
case 4:
path.closeSubpath()
default:
break
}
}
return path
}
func numPoints(forType type: CGPathElementType) -> Int
{
var n = 0
switch type {
case .moveToPoint:
n = 1
case .addLineToPoint:
n = 1
case .addQuadCurveToPoint:
n = 2
case .addCurveToPoint:
n = 3
case .closeSubpath:
n = 0
default:
n = 0
}
return n
}
struct PathElement: Codable {
var type: Int
var points: Array<CGPoint>?
}
发布于 2021-12-27 06:41:34
“最佳”完全是主观的,完全取决于你的需要和优先次序。人类的可读性重要吗?数据大小重要吗?与现有API的兼容性?这些都是您需要回答的问题,以便确定什么是适合您的用例。
如果数据的人工可读性很重要,那么JSON显然是NSCoding
的赢家。如果大小很重要,那么压缩的JSON通常比NSKeyedArchiver
数据小,但解压缩时也可以大得多。
一种用于生成一些随机路径并从中产生数据的小型(非生产准备)测试工具:
import Foundation
import GameplayKit
import UIKit
extension GKRandom {
func nextCGFloat(upperBound: CGFloat) -> CGFloat {
CGFloat(nextUniform()) * upperBound
}
func nextCGPoint(scale: CGFloat = 100) -> CGPoint {
CGPoint(x: nextCGFloat(upperBound: scale),
y: nextCGFloat(upperBound: scale))
}
func nextCGRect(widthScale: CGFloat = 100, heightScale: CGFloat = 100) -> CGRect {
CGRect(origin: nextCGPoint(),
size: CGSize(width: 4 + nextCGFloat(upperBound: widthScale - 4),
height: 4 + nextCGFloat(upperBound: heightScale - 4)))
}
func nextCGPath() -> CGMutablePath {
let path = CGMutablePath()
path.move(to: nextCGPoint())
let minPathElements = 3
for _ in minPathElements ..< minPathElements + nextInt(upperBound: 10) {
switch nextInt(upperBound: 6) {
case 0:
path.addArc(center: nextCGPoint(),
radius: nextCGFloat(upperBound: 20),
startAngle: nextCGFloat(upperBound: CGFloat(2 * Double.pi)),
endAngle: nextCGFloat(upperBound: CGFloat(2 * Double.pi)),
clockwise: nextBool())
case 1:
path.addCurve(to: nextCGPoint(),
control1: nextCGPoint(),
control2: nextCGPoint())
case 2:
path.addEllipse(in: nextCGRect())
case 3:
path.addLine(to: nextCGPoint())
case 4:
path.addQuadCurve(to: nextCGPoint(),
control: nextCGPoint())
case 5:
path.addRect(nextCGRect())
default:
continue
}
}
path.closeSubpath()
return path
}
}
func encodePathWithArchiver(_ path: CGMutablePath) -> Data {
let bezierPath = UIBezierPath(cgPath: path)
return try! NSKeyedArchiver.archivedData(withRootObject: bezierPath, requiringSecureCoding: true)
}
extension CGPathElement: Encodable {
private enum CodingKeys: CodingKey {
case type
case points
}
public func encode(to encoder: Encoder) throws {
var container = encoder.container(keyedBy: CodingKeys.self)
try container.encode(type.rawValue, forKey: .type)
let pointCount: Int
switch type {
case .moveToPoint, .addLineToPoint, .addQuadCurveToPoint:
pointCount = 2
case .addCurveToPoint:
pointCount = 3
case .closeSubpath: fallthrough
@unknown default:
pointCount = 0
}
try container.encode(Array(UnsafeBufferPointer(start: points, count: pointCount)), forKey: .points)
}
}
func encodePathAsJSON(_ path: CGMutablePath) -> Data {
var elements = [CGPathElement]()
path.applyWithBlock { element in
elements.append(element.pointee)
}
return try! JSONEncoder().encode(elements)
}
let randomSource = GKMersenneTwisterRandomSource(seed: 0 /* some reproducible seed here, or omit for a random run each time */)
let path = randomSource.nextCGPath()
let keyedArchiverData = encodePathWithArchiver(path)
let jsonData = encodePathAsJSON(path)
print(keyedArchiverData.count, "<=>", jsonData.count)
let compressedArchiverData = try! (keyedArchiverData as NSData).compressed(using: .lzma) as Data
let compressedJSONData = try! (jsonData as NSData).compressed(using: .lzma) as Data
print(compressedArchiverData.count, "<=>", compressedJSONData.count)
上面的代码使用GameplayKit进行可复制的随机性,使用种子:您可以使用它来查看各种结果。例如,0
的种子在压缩和未压缩时都会产生比NSKeyedArchiver
数据小的JSON数据,但是14283523348572255252
的种子会产生大于2×大于NSKeyedArchiver
数据的JSON数据,直到压缩。
这里的接收将在很大程度上取决于您的特定用例,以及数据存储的优先级。
注意:在这里很容易看到小的数字,并试图得出关于什么是“最佳”的结论,但是请记住这里的尺度:除非您的路径有数千个点长,否则这些方法之间的有效差异会导致可忽略不计的大小差异。无论您是否将精力放在维护CGPath
引用的编码接口上,还是使用一行转换到UIBezierPath
,对您的影响可能比任何大小节省都要大。
https://stackoverflow.com/questions/70495413
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