Created
October 14, 2014 06:11
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arbitrary polygon with arbitrary corner radius layer.mask
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- (UIBezierPath *)pathForView:(UIView *)button withVertices:(CGFloat)vertices initialPointAngle:(CGFloat)initialAngle cornerRadius:(CGFloat)pCornerRadius lineWidth:(CGFloat)lineWidth{ | |
CGFloat angle = 2*M_PI/vertices; | |
CGPoint buttonCenter = CGPointMake(button.frame.size.width/2, button.frame.size.height/2); | |
CGFloat totalRadius = button.frame.size.width/2; | |
CGFloat innerRadius = totalRadius - pCornerRadius -lineWidth; | |
UIBezierPath* bezierPath = UIBezierPath.bezierPath; | |
CGFloat totalAngle = 0*angle + initialAngle; | |
CGPoint vertex = CGPointMake(buttonCenter.x + innerRadius*cos(totalAngle), buttonCenter.y + innerRadius*sin(totalAngle)); | |
CGFloat shiftX = pCornerRadius*cos(totalAngle - angle/2); | |
CGFloat shiftY = pCornerRadius*sin(totalAngle - angle/2); | |
CGPoint shiftedVertex = vertex; | |
shiftedVertex.x += shiftX; | |
shiftedVertex.y += shiftY; | |
[bezierPath moveToPoint:shiftedVertex]; | |
[bezierPath addArcWithCenter:vertex | |
radius:pCornerRadius | |
startAngle:totalAngle - angle/2 | |
endAngle:totalAngle + angle/2 | |
clockwise:YES]; | |
for (NSInteger i = 1; i < vertices; i++) { | |
totalAngle = (double)i*angle + initialAngle; | |
shiftX = pCornerRadius*cos(totalAngle - angle/2); | |
shiftY = pCornerRadius*sin(totalAngle - angle/2); | |
vertex = CGPointMake(buttonCenter.x + innerRadius*cos(totalAngle), buttonCenter.y + innerRadius*sin(totalAngle)); | |
shiftedVertex = vertex; | |
shiftedVertex.x += shiftX; | |
shiftedVertex.y += shiftY; | |
[bezierPath addLineToPoint:shiftedVertex]; | |
[bezierPath addArcWithCenter:vertex | |
radius:pCornerRadius | |
startAngle:totalAngle - angle/2 | |
endAngle:totalAngle + angle/2 | |
clockwise:YES]; | |
} | |
[bezierPath closePath]; | |
bezierPath.lineWidth = lineWidth; | |
return bezierPath; | |
} |
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