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仪表盘绘制

仪表盘绘制

作者: ___吉 | 来源:发表于2018-11-27 11:51 被阅读0次

    先看下效果图:


    仪表盘.gif

    仪表盘UI界面可以分为两部分

    1 - 表盘刻度:
    刻度是一段段短线,我使用的是 UIBezierPath + CAShapeLayer 绘制而成。
    每段线的坐标点计算用到了三角函数,很简单的正余弦函数。
    
    2 - 绘制指针,实现指针旋转动画:
    UIBezierPath + CAShapeLayer 绘制指针箭头
    CABasicAnimation 实现指针旋转动画,要实现指针绕底部旋转,需要改变指针的锚点(anchorPoint属性)
    

    代码解析

    绘制表盘刻度短线
    绘制刻度线.png

    线的实现原理:

    已知原点坐标、角度k、线长L,求:A点坐标 和 B点坐标


    坐标点计算.png
    计算公式:
    长度系数 radioL = 原点到B点的长度 / L
    By = sin(k) * L * radioL
    Bx = cos(k) * L * radioL
    Ay = sin(k) * L
    Ax = cos(k) * L
    - (void)addLineWithIndex:(NSInteger ) index{
        CGFloat boldRadio = 0.86;//【大刻度 粗线】 线的起点到坐标原点的距离 / 线长
        CGFloat thinRadio = 0.95;//【小刻度 细线】 线的起点到坐标原点的距离 / 线长
        CGFloat L = self.frame.size.width * 0.5 - 10;
        CGFloat arc = 5*(index / 180.0 * M_PI);
        CGFloat sinA = sin(arc);
        CGFloat cosA = cos(arc);
        CGFloat startY = sinA * L * ((index%2)?thinRadio:boldRadio);
        CGFloat startX = cosA * L * ((index%2)?thinRadio:boldRadio);
        CGFloat endY = sinA * L;
        CGFloat endX = cosA * L;
        CGPoint startPoint = CGPointMake(0.5 * self.frame.size.width - startX, 0.5 * self.frame.size.height - startY);
        CGPoint endPoint = CGPointMake(0.5 * self.frame.size.width - endX, 0.5 * self.frame.size.height - endY);
        
        UIBezierPath *path = [UIBezierPath bezierPath];
        [path moveToPoint:startPoint];
        [path addLineToPoint:endPoint];
        [path closePath];
        
        CAShapeLayer *shapeLayer = [[CAShapeLayer alloc] init];
        shapeLayer.lineWidth = ((index%2)?1:3);//改变线粗
        shapeLayer.strokeColor = [UIColor colorWithRed:0.5 green:0.3 blue:index/36.0*1 alpha:1].CGColor;
        shapeLayer.path = path.CGPath;
        shapeLayer.lineCap = kCALineCapSquare;
        [self.layer addSublayer:shapeLayer];
        [self.shapeLayers addObject:shapeLayer];
    }
    

    调用2次

    for (NSInteger i = 0; i < 2; i++) {
            [self addLineWithIndex:i];
        }
    
    绘制两次线.png

    要绘制整表盘,只需循环即可

    - (void)draw{
        for (CAShapeLayer *layer in self.shapeLayers) {
            [layer removeFromSuperlayer];
        }
        [self.shapeLayers removeAllObjects];
        [self drawLine:0];
    //    [self drawPointLayer];
    }
    
    - (void)drawLine:(NSInteger) index{
        __block NSInteger t = index;
        dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.02 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
            [self addLineWithIndex:index];
            t++;
            if (index < 36) {
                [self drawLine:t];
            }else{
            }
        });
    }
    
    - (void)addLineWithIndex:(NSInteger ) index{
        CGFloat boldRadio = 0.86;//【大刻度 粗线】 线的起点到坐标原点的距离 / 线长
        CGFloat thinRadio = 0.95;//【小刻度 细线】 线的起点到坐标原点的距离 / 线长
        CGFloat L = self.frame.size.width * 0.5 - 10;
        CGFloat arc = 5*(index / 180.0 * M_PI);
        CGFloat sinA = sin(arc);
        CGFloat cosA = cos(arc);
        CGFloat startY = sinA * L * ((index%2)?thinRadio:boldRadio);
        CGFloat startX = cosA * L * ((index%2)?thinRadio:boldRadio);
        CGFloat endY = sinA * L;
        CGFloat endX = cosA * L;
        CGPoint startPoint = CGPointMake(0.5 * self.frame.size.width - startX, 0.5 * self.frame.size.height - startY);
        CGPoint endPoint = CGPointMake(0.5 * self.frame.size.width - endX, 0.5 * self.frame.size.height - endY);
        
        UIBezierPath *path = [UIBezierPath bezierPath];
        [path moveToPoint:startPoint];
        [path addLineToPoint:endPoint];
        [path closePath];
        
        CAShapeLayer *shapeLayer = [[CAShapeLayer alloc] init];
        shapeLayer.lineWidth = ((index%2)?1:3);
        shapeLayer.strokeColor = [UIColor colorWithRed:0.5 green:0.3 blue:index/36.0*1 alpha:1].CGColor;
        shapeLayer.path = path.CGPath;
        shapeLayer.lineCap = kCALineCapSquare;
        [self.layer addSublayer:shapeLayer];
        [self.shapeLayers addObject:shapeLayer];
    }
    
    表盘.png
    绘制指针
    - (void)drawPointLayer{
        _pointView = [[UIView alloc] initWithFrame:CGRectMake(self.frame.size.width * 0.5 - 5, 0, 10, self.frame.size.height)];
        _pointView.backgroundColor = [[UIColor whiteColor] colorWithAlphaComponent:0];
        [self addSubview:_pointView];
        
        UIBezierPath *path = [UIBezierPath bezierPath];
        [path addArcWithCenter:CGPointMake(_pointView.frame.size.width * 0.5, _pointView.frame.size.height)
                        radius:10
                    startAngle:0
                      endAngle:2 * M_PI
                     clockwise:YES];
        [path addLineToPoint:CGPointMake(_pointView.frame.size.width * 0.5, _pointView.frame.size.height * 0.5 + 35)];
        [path addLineToPoint:CGPointMake(_pointView.frame.size.width * 0.5 - 10, _pointView.frame.size.height)];
    //    [path closePath];
        _pointLayer = [[CAShapeLayer alloc] init];
        _pointLayer.lineWidth = 3;
        _pointLayer.strokeColor = [UIColor whiteColor].CGColor;
        _pointLayer.path = path.CGPath;
        _pointLayer.lineCap = kCALineCapSquare;
        [_pointView.layer addSublayer:_pointLayer];
        _pointView.layer.anchorPoint = CGPointMake(0.5, 1);
        _arc = -0.5 * M_PI;
        self.pointView.transform = CGAffineTransformRotate(self.pointView.transform, _arc);
    }
    
    实现指针动画
    - (void)setProgress:(CGFloat)progress{
        CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
        animation.duration = 1;
        animation.repeatCount = 1;
        animation.fromValue = [NSNumber numberWithFloat:_arc];
        _arc += (progress - _progress) * M_PI;
        animation.toValue = [NSNumber numberWithFloat:_arc];
        animation.removedOnCompletion = NO;
        animation.fillMode = kCAFillModeForwards;
        animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
        [_pointView.layer addAnimation:animation forKey:@"rotate-layer"];
        _progress = progress;
    }
    
    注意:这里动画实现不能用transform实现,因为transform实现旋转动画时,会抄近路,当旋转角度大于180°时,旋转效果就有问题了。

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