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Swift 回放高德地图运动轨迹

Swift 回放高德地图运动轨迹

作者: pengkk | 来源:发表于2017-07-26 11:12 被阅读143次

    高德地图跑步轨迹展示的代码在高德官方的3D地图示例中RunningLineViewController类中已经有很好的示例代码,就不再赘述了 下载AMap_iOS_Demo。今天主要讲一下实现轨迹回放。当然这个方法对于所有地图的轨迹回放都是可用的。

    实现回放功能的准备工作:

    1. 新建一个处理回放的class

    新建一个class,我这里命名未Replaying

    2. 坐标数组、坐标对应的颜色数组

    额,坐标数组自己整理吧。颜色我这里的处理方式采用的是高德demo里面的算法,只是修改了一下偏冷色和偏暖色的值。
    var coordinateArray: [CLLocationCoordinate2D] = []
    var colorArray: [UIColor] = []
    coordinateArray 转换坐标

      fileprivate func pointsForCoordinates() ->[CGPoint] {
        var points: [CGPoint] = []
        for coordinate in self.coordinateArray {
            guard let map_view = self.mapView else { return [] }
            let point = map_view.convert(coordinate, toPointTo: map_view)
            points.append(point)
        }
        return points
    }
    
    3. 渐变线

    自定义CALayer,重写draw(in ctx: CGContext)方法。这里要用到Quartz2D的知识点,我在简书里找到了关于Quartz2D讲解可以学习一下。这里用到了路径、颜色与颜色空间、渐变相关技术。
    (Swift中苹果对CGMutablePath进行了重构,CGMutablePath被定义为了类, 内存这一块就不用我们手动管理了,👍👍👍)
    这个类关键代码:

      func add(points: [CGPoint], colors: [UIColor]) {
        self._points = points
        self._colors = colors
    }
    
    override func draw(in ctx: CGContext) {
        var pcolor: UIColor?
        var ccolor: UIColor?
        for i in 0..<self._points.count {
            let point: CGPoint = self._points[i]
            let path: CGMutablePath = CGMutablePath()
            ccolor = self._colors[i]
            if i == 0 {
                path.move(to: CGPoint(x: point.x, y: point.y), transform: .identity)
            } else {
                let prevPoint: CGPoint = self._points[i - 1]
                path.addLine(to: CGPoint(x: point.x, y: point.y), transform: .identity)
                var pc_r: CGFloat = 0
                var pc_g: CGFloat = 0
                var pc_b: CGFloat = 0
                var pc_a: CGFloat = 0
    
                var cc_r: CGFloat = 0
                var cc_g: CGFloat = 0
                var cc_b: CGFloat = 0
                var cc_a: CGFloat = 0
    
                pcolor?.getRed(&pc_r, green: &pc_g, blue: &pc_b, alpha: &pc_a)
                ccolor?.getRed(&cc_r, green: &cc_g, blue: &cc_b, alpha: &cc_a)
    
                let gradientColors: [CGFloat] = [pc_r, pc_g, pc_b, pc_a, cc_r, cc_g, cc_b, cc_a]
                let gradientLocation: [CGFloat] = [0, 1]
                ctx.saveGState()
                let lineWidth: CGFloat = ctx.convertToUserSpace(CGSize(width: 5, height: 5)).width
                let pathToFill: CGPath = path.copy(strokingWithWidth: lineWidth, lineCap: .round, lineJoin: .round, miterLimit: 10, transform: .identity)
                ctx.addPath(pathToFill)
                ctx.clip()
                let colorSpace: CGColorSpace = CGColorSpaceCreateDeviceRGB()
                if let gradient = CGGradient(colorSpace: colorSpace, colorComponents: gradientColors, locations: gradientLocation, count: 2) {
                    let gradientStart: CGPoint = prevPoint
                    let gradientEnd: CGPoint = point
                    ctx.drawLinearGradient(gradient, start: gradientStart, end: gradientEnd, options: .drawsAfterEndLocation)
                }
                ctx.restoreGState()
            }
            pcolor = ccolor
        }
    }
    

    在gradientLayer调用func add(points: [CGPoint], colors: [UIColor]) 函数后调用自身的setNeedsDisplay()方法重绘。我们还需要在Replaying中给layer添加一个蒙板mask(这个属性本身就是个CALayer类型,有和其他图层一样的绘制和布局属性。mask图层定义了父图层的部分可见区域)

    fileprivate func initShapeLayer() {
        self.shapeLayer.lineWidth = 5
        self.shapeLayer.strokeColor = UIColor.clear.cgColor
        self.shapeLayer.fillColor = UIColor.clear.cgColor
        self.shapeLayer.lineJoin = kCALineCapRound
    }
    
    fileprivate func pathForPoints(points: [CGPoint]) -> CGMutablePath {
        let path = CGMutablePath()
        path.addLines(between: points)
        return path
    }
    self.shapeLayer.path = path
    self.gradientLayer.mask = self.shapeLayer
    

    ok,渐变线出来了

    4. 动画

    动画

    let shapeLayerAnimation = self.constructShapeLayerAnimation()
    self.shapeLayer.add(shapeLayerAnimation, forKey: "shape")
    
    fileprivate func constructShapeLayerAnimation() -> CAAnimation {
        let annimation = CABasicAnimation(keyPath: "strokeEnd")
        annimation.duration = self.duration
        annimation.fromValue = 0.0
        annimation.toValue = 1.0
        return annimation
    }
    

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