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typealias ValueBuilderType = (CGFloat) -> CGFloat | |
func BuildPath(f : ValueBuilderType)(p0: CGPoint, p1: CGPoint)(x: CGFloat) -> CGPoint { | |
let dx = p1.x - p0.x | |
let dy = p1.y - p0.y | |
let magnitude = sqrt(dy * dy + dx * dx) | |
let theta = atan2(dy, dx) | |
var outPoint = CGPointMake(x * magnitude, f(x) * magnitude) | |
outPoint = CGPointApplyAffineTransform(outPoint, CGAffineTransformMakeRotation(theta)) | |
outPoint = CGPointApplyAffineTransform(outPoint, CGAffineTransformMakeTranslation(p0.x, p0.y)) | |
return CGPointMake(outPoint.x, outPoint.y) | |
} | |
// A few functions to kick around | |
let fnsin : ValueBuilderType = {CGFloat(0.5 * sin($0 * CGFloat(M_PI)))} | |
let fnsoftsin : ValueBuilderType = {CGFloat(0.5 * sin($0 * CGFloat(2.0 * M_PI)))} | |
let fnsawtooth : ValueBuilderType = {($0 * 5) % 1} | |
let randomPosition = {CGFloat(arc4random_uniform(200))} | |
var p0 = CGPointMake(randomPosition(), randomPosition()) | |
var p1 = CGPointMake(randomPosition(), randomPosition()) | |
let tuple = (p0: p0, p1: p1) | |
let base = BuildPath([fnsin, fnsoftsin, fnsawtooth][Int(arc4random_uniform(3))]) | |
let f = base(tuple) | |
let path = UIBezierPath(); path.moveToPoint(p1); path.addLineToPoint(p0) | |
for value in stride(from: 0.0, to: 1.01, by: 0.01) { | |
path.addLineToPoint(f(x: CGFloat(value))) | |
} | |
path.closePath() |
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