首页
学习
活动
专区
圈层
工具
发布
首页
学习
活动
专区
圈层
工具
MCP广场
社区首页 >问答首页 >带有用户触摸和拖动事件的旋转CAShapeLayer和CAShapeLayer的中心点被钉住

带有用户触摸和拖动事件的旋转CAShapeLayer和CAShapeLayer的中心点被钉住
EN

Stack Overflow用户
提问于 2020-10-07 15:37:12
回答 1查看 28关注 0票数 0

下面是我的演示:

正如您所看到的,线条的顶端并未旋转。这就是我想要实现的:

我如何绘制原始线:当我点击屏幕时,我得到了一个CGPoint,并根据它绘制所有内容

代码语言:javascript
运行
复制
func drawWholeRuler(originalPoint:CGPoint){ //Draw a whole ruler with every components
        
        endPoint = CGPoint(x: originalPoint.x - 70, y: originalPoint.y)
        startPoint = CGPoint(x: originalPoint.x + 70, y: originalPoint.y)
        dotStartPointX = CGPoint(x: startPoint!.x, y: startPoint!.y - dotLineSize)
        dotStartPointY = CGPoint(x: startPoint!.x, y: startPoint!.y + dotLineSize)
        dotEndPointX = CGPoint(x: endPoint!.x, y: endPoint!.y - dotLineSize)
        dotEndPointY = CGPoint(x: endPoint!.x, y: endPoint!.y + dotLineSize)
        
        let path = drawLineFromPoint(start: startPoint!, toPoint: endPoint!, ofColor: fillColor, inView: self)
        
        
        let dotStart = drawLineFromPoint(start: dotStartPointX!, toPoint: dotStartPointY!, ofColor: fillColor, inView: self)
        let dotEnd = drawLineFromPoint(start: dotEndPointX!, toPoint: dotEndPointY!, ofColor: fillColor, inView: self)
        
        
        let circleStart = drawCircle(point: startPoint!)
        let circleEnd = drawCircle(point: endPoint!)
        let newPath:bezierPathStruct = bezierPathStruct(startPoint: startPoint!, endPoint: endPoint!, dotStartPointX: dotStartPointX!, dotStartPointY: dotStartPointY!, dotEndPointX: dotEndPointX!, dotEndPointY: dotEndPointY!, path: path, dotStart: dotStart, dotEnd: dotEnd, circleStart: circleStart, circleEnd:circleEnd)
        bezierPathArray.append(newPath)
    }

现在是我如何处理longPress和延长线,这实际上是删除被点击的线,并在触摸移动时分别重新绘制所有内容(中间线,2条垂直线,2个气泡

代码语言:javascript
运行
复制
@objc func handleLongPress(recognizer: UIGestureRecognizer) {
        var startPointOfTouchedRuler:CGPoint = .zero
        let zeroPoint:CGPoint = .zero
        
        let currentPanPoint = longTapRecognizer.location(in: self)
       // print("here",currentPanPoint)
        if let sublayers = self.layer.sublayers as? [CAShapeLayer]{ //get all CAShape and stored as an array
            for layer in sublayers{ // go through each CAShape
                if let path = layer.path, path.contains(currentPanPoint) { // if there is a path at that point then return, else create a path
                    startPointOfTouchedRuler = detectWhichRuler(layer: layer)
                    if startPointOfTouchedRuler != zeroPoint{
                        //  drawCircle(point: startPointOfTouchedRuler)
                        break
                    }else{
                    }
                }
            }
        }
        let linePath = UIBezierPath()
        var circlePath = UIBezierPath()
        var circlePath2 = UIBezierPath()
        
        let verticalLinePath1 = UIBezierPath()
        let verticalLinePath2 = UIBezierPath()

        switch longTapRecognizer.state {
        case .began:
            tapGestureStartPoint = startPointOfTouchedRuler
            if tapGestureStartPoint == zeroPoint {return}
            self.layer.addSublayer(lineShape)
            self.layer.addSublayer(shapeLayer1)
            self.layer.addSublayer(shapeLayer2)
            self.layer.addSublayer(verticalLineShape)
            self.layer.addSublayer(verticalLineShape2)
            shapeLayer1.anchorPoint = startPointOfTouchedRuler
     
            verticalLinePath1.move(to: CGPoint(x: startPointOfTouchedRuler.x, y: startPointOfTouchedRuler.y - dotLineSize ))
            verticalLinePath1.addLine(to: CGPoint(x: startPointOfTouchedRuler.x  , y: startPointOfTouchedRuler.y + dotLineSize))
            
            verticalLinePath2.move(to: CGPoint(x: currentPanPoint.x, y: currentPanPoint.y - dotLineSize))
            verticalLinePath2.addLine(to: CGPoint(x: currentPanPoint.x, y: currentPanPoint.y + dotLineSize))
            verticalLineShape.path = verticalLinePath1.cgPath
            verticalLineShape2.path = verticalLinePath2.cgPath

            linePath.move(to: tapGestureStartPoint)
            linePath.addLine(to: currentPanPoint)
            circlePath = UIBezierPath(arcCenter: currentPanPoint, radius: 15.0, startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2.0), clockwise: true)
            circlePath2 = UIBezierPath(arcCenter: startPointOfTouchedRuler, radius: 15.0, startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2.0), clockwise: true)
            shapeLayer2.path = circlePath2.cgPath
            shapeLayer1.path = circlePath.cgPath
            lineShape.path = linePath.cgPath

        case .changed:
//
            verticalLinePath2.move(to: CGPoint(x: currentPanPoint.x , y: currentPanPoint.y - dotLineSize))
            verticalLinePath2.addLine(to: CGPoint(x: currentPanPoint.x, y: currentPanPoint.y + dotLineSize))
            verticalLineShape2.path = verticalLinePath2.cgPath
            linePath.move(to: tapGestureStartPoint)
            linePath.addLine(to: currentPanPoint)
            circlePath = UIBezierPath(arcCenter: currentPanPoint, radius: 15.0, startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2.0), clockwise: true)
            shapeLayer1.path = circlePath.cgPath
            circlePath.move(to: tapGestureStartPoint)
            lineShape.path = linePath.cgPath
        
        case .ended:
            verticalLineShape.path = nil
            verticalLineShape2.path = nil
            verticalLineShape2.removeFromSuperlayer()
            verticalLineShape.removeFromSuperlayer()
            
            shapeLayer2.path = nil
            shapeLayer2.removeFromSuperlayer()
            lineShape.path = nil
            shapeLayer1.path = nil
            lineShape.removeFromSuperlayer()
            shapeLayer1.removeFromSuperlayer()
            if tapGestureStartPoint == zeroPoint {return}
            extendALine(startPoint: tapGestureStartPoint, currentPoint: currentPanPoint)
            shouldDeleteRuler = true
        default: print("default")
            break
        }
        
    }

现在我想要的是当用户按住并移动手指时,在边缘旋转2条线。我尝试过CATransform3DRotate,但它不会改变任何事情。我也试过了

代码语言:javascript
运行
复制
verticalLineShape.anchorPoint = startPointOfTouchedRuler
let degrees = 90.0
let radians = CGFloat(degrees * .pi / 180)
verticalLineShape.transform = CATransform3DMakeRotation(radians, 0.0, 0.0, 1.0)
verticalLineShape.anchorPoint = startPointOfTouchedRuler

但是verticalLineShape消失了,而不是旋转。

那么,如何才是实现这一目标的最佳方法呢?

EN

Stack Overflow用户

发布于 2020-10-07 16:45:15

我想,我只需要在verticalLineShape.path = verticalLinePath1.cgPath之前旋转CAShapeLayer,而不是旋转UIBezierPath

代码语言:javascript
运行
复制
extension UIBezierPath {
    func rotate(path:UIBezierPath, degree:CGFloat){
        let bounds:CGRect = path.cgPath.boundingBox
        let center:CGPoint = CGPoint(x: bounds.midX, y: bounds.midY)
        let radians:CGFloat = (degree/180 * .pi)
        var transform:CGAffineTransform = CGAffineTransform.identity
        transform = transform.translatedBy(x: center.x, y: center.y);
        transform = transform.rotated(by: radians);
        transform = transform.translatedBy(x: -center.x, y: -center.y);
        path.apply(transform)
    }
}

使用verticalLinePath1.rotate(path: verticalLinePath1, degree: 30)

票数 0
EN
查看全部 1 条回答
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/64239404

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档