iOS雷达图 iOS RadarChart实现
<p style="text-align: center;"><img src="https://simg.open-open.com/show/91c0e3c39be38898928f8551f17fea17.jpg" alt="iOS雷达图 iOS RadarChart实现" width="730" height="548"></p> <p style="text-align: center;">实现效果</p> <p><br> 刚拿到设计稿的时候大概看了一眼,当时心里想着放张背景图,然后计算下相应点的坐标,在最上面画一层就OK了,其实一开始实现的时候也确实是这么做的,然后我就日了狗了,发现设计稿上多层五边形的间隔不是相等的,也就是说继续按照之前的想法进行实现就要计算出每层顶点的坐标,那样的话代码估计会被坐标值霸屏了。好吧,推倒重来。</p> <p>一层一层的分析这个需求,首先是五边形的绘制,我创建了一个UIBezierPath的category。具体的代码如下,其中第一个方法是用来画各顶点不规律的五边形的,而第二个方法是用来画那几个背景五边形,两个方法中的length都指的的中心点到各顶点的距离,第三个方法则是用来将距离转换成具体坐标。</p> <pre> <code class="language-objectivec">+ (CGPathRef)drawPentagonWithCenter:(CGPoint)center Length:(double)length { NSArray *lengths = [NSArray arrayWithObjects:@(length),@(length),@(length),@(length),@(length), nil]; return [self drawPentagonWithCenter:center LengthArray:lengths]; } + (CGPathRef)drawPentagonWithCenter:(CGPoint)center LengthArray:(NSArray *)lengths { NSArray *coordinates = [self converCoordinateFromLength:lengths Center:center]; UIBezierPath *bezierPath = [UIBezierPath bezierPath]; for (int i = 0; i < [coordinates count]; i++) { CGPoint point = [[coordinates objectAtIndex:i] CGPointValue]; if (i == 0) { [bezierPath moveToPoint:point]; } else { [bezierPath addLineToPoint:point]; } } [bezierPath closePath]; return bezierPath.CGPath; } + (NSArray *)converCoordinateFromLength:(NSArray *)lengthArray Center:(CGPoint)center { NSMutableArray *coordinateArray = [NSMutableArray array]; for (int i = 0; i < [lengthArray count] ; i++) { double length = [[lengthArray objectAtIndex:i] doubleValue]; CGPoint point = CGPointZero; if (i == 0) { point = CGPointMake(center.x - length * sin(M_PI / 5.0), center.y - length * cos(M_PI / 5.0)); } else if (i == 1) { point = CGPointMake(center.x + length * sin(M_PI / 5.0), center.y - length * cos(M_PI / 5.0)); } else if (i == 2) { point = CGPointMake(center.x + length * cos(M_PI / 10.0), center.y + length * sin(M_PI / 10.0)); } else if (i == 3) { point = CGPointMake(center.x, center.y +length); } else { point = CGPointMake(center.x - length * cos(M_PI / 10.0), center.y + length * sin(M_PI / 10.0)); } [coordinateArray addObject:[NSValue valueWithCGPoint:point]]; } return coordinateArray; }</code></pre> <p>至于最顶层数据五边形的动画绘制,我做了两种实现(因为他们也还没确定用哪个),额,怎么解释两者的区别呢,一种是按照与各边成比例的速度放大,一种是按照各边同样的速度放大。两种方法我都放上来:</p> <pre> <code class="language-objectivec">#pragma mark - 描绘分数五边行 按照与各边成比例的速度放大 - (void)drawScorePentagonV { NSArray *lengthsArray = [self convertLengthsFromScore:self.scoresArray]; CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"]; pathAnimation.fromValue = (id)[UIBezierPath drawPentagonWithCenter:CGPointMake(kRScrollAlertViewWidth / 2.0, 100.0) Length:0]; pathAnimation.toValue = (id)[UIBezierPath drawPentagonWithCenter:CGPointMake(kRScrollAlertViewWidth / 2.0, 100.0) LengthArray:lengthsArray]; pathAnimation.duration = 0.75; pathAnimation.autoreverses = NO; pathAnimation.repeatCount = 0; pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; [self.shapeLayer addAnimation:pathAnimation forKey:@"scale"]; self.shapeLayer.path = [UIBezierPath drawPentagonWithCenter:CGPointMake(kRScrollAlertViewWidth / 2.0, 100.0) LengthArray:lengthsArray]; [self.layer addSublayer:self.shapeLayer]; [self performSelector:@selector(changeBgSizeFinish) withObject:nil afterDelay:0.75]; } #pragma mark - 描绘分数五边行 按照各边同样的速度放大 - (void)drawScorePentagonV { NSArray *scoresArray = [self analysisScoreArray:self.scoresArray]; NSMutableArray *lengthsArray = [NSMutableArray array]; [lengthsArray addObject:(id)[UIBezierPath drawPentagonWithCenter:CGPointMake(kRScrollAlertViewWidth / 2.0, 231 / 2.0) Length:0.0]]; for (int i = 0; i < [scoresArray count]; i++) { NSArray *scores = [scoresArray objectAtIndex:i]; [lengthsArray addObject:(id)[UIBezierPath drawPentagonWithCenter:CGPointMake(kRScrollAlertViewWidth / 2.0, 231 / 2.0) LengthArray:[self convertLengthsFromScore:scores]]]; } CAKeyframeAnimation *frameAnimation = [CAKeyframeAnimation animationWithKeyPath:@"path"]; frameAnimation.values = lengthsArray; frameAnimation.keyTimes = [self analysisDurationArray:self.scoresArray]; frameAnimation.duration = 2; frameAnimation.calculationMode = kCAAnimationLinear; [self.shapeLayer addAnimation:frameAnimation forKey:@"scale"]; self.shapeLayer.path = [UIBezierPath drawPentagonWithCenter:CGPointMake(kRScrollAlertViewWidth / 2.0, 231 / 2.0) LengthArray:[self convertLengthsFromScore:[scoresArray lastObject]]]; [self.layer addSublayer:self.shapeLayer]; [self performSelector:@selector(changeBgSizeFinish) withObject:nil afterDelay:2]; }</code></pre> <p>接下来就是在动画结束的时候,将顶点的几个小图标加上去,没错,就是上面出现过的changeBgSizeFinish方法。</p> <pre> <code class="language-objectivec">#pragma mark - 描点 - (void)changeBgSizeFinish { NSArray *array = [self convertLengthsFromScore:self.scoresArray]; NSArray *lengthsArray = [UIBezierPath converCoordinateFromLength:array Center:CGPointMake(kRScrollAlertViewWidth / 2.0, 100.0)]; for (int i = 0; i < [lengthsArray count]; i++) { CGPoint point = [[lengthsArray objectAtIndex:i] CGPointValue]; RADotView *dotV = [[RADotView alloc] init]; dotV.dotColor = [UIColor colorWithHex:0xF86465]; dotV.center = point; dotV.bounds = CGRectMake(0, 0, 8, 8); [self addSubview:dotV]; } }</code></pre> <p>到这里整个需求就实现了,至于几个文字的Label,我没想到好的办法,都是通过量具体的坐标放到指定的位置上面的。好吧,我知道大家都很忙也比较喜欢偷懒,把剩余的相关代码也贴上来,大家也顺便帮我看看代码是否有错误的地方。</p> <pre> <code class="language-objectivec">#pragma mark - 分数转换 - (NSNumber *)convertLengthFromScore:(double)score { if (score >= 4) { return @(12 + 22 + 30 + 30); } else if (score >= 3){ return @(12 + 22 + 30 + 30 * (score - 3)); } else if (score >= 2) { return @(12 + 22 + 30 * (score - 2)); } else if (score >= 1) { return @(12 + 22 * (score - 1)); } else { return @(12 * score); } } - (NSArray *)convertLengthsFromScore:(NSArray *)scoreArray { NSMutableArray *lengthArray = [NSMutableArray array]; for (int i = 0; i < [scoreArray count]; i++) { double score = [[scoreArray objectAtIndex:i] doubleValue]; [lengthArray addObject:[self convertLengthFromScore:score]]; } return lengthArray; } #pragma mark - 对分数进行排序(第二种动画方法需要) - (NSArray *)sortMergeScoresArray:(NSArray *)scores { NSMutableDictionary *dic = [NSMutableDictionary dictionary]; for (int i = 0; i < [scores count]; i++) { [dic setObject:@"scoresValue" forKey:[scores objectAtIndex:i]]; } NSMutableArray *sortArray = [NSMutableArray arrayWithArray:dic.allKeys]; for (int i = 0; i < [sortArray count] - 1; i++) { for (int j = 0; j < [sortArray count] - i - 1 ; j++) { if ([[sortArray objectAtIndex:j] doubleValue] > [[sortArray objectAtIndex:j + 1] doubleValue]) { [sortArray exchangeObjectAtIndex:j withObjectAtIndex:j + 1]; } } } return sortArray; } - (NSArray *)analysisDurationArray:(NSArray *)scores { NSMutableArray *analysisArray = [NSMutableArray array]; NSArray *sortArray = [self sortMergeScoresArray:scores]; double lastProportion = 0; [analysisArray addObject:@(0)]; for (int i = 0; i < [sortArray count]; i++) { double currentProportion = [[sortArray objectAtIndex:i] doubleValue] / [[sortArray lastObject] doubleValue]; [analysisArray addObject:@(currentProportion)]; lastProportion = currentProportion; } return analysisArray; } - (NSArray *)analysisScoreArray:(NSArray *)scores { NSArray *sortArray = [self sortMergeScoresArray:scores]; NSMutableArray *analysisArray = [NSMutableArray array]; for (int i = 0; i < [sortArray count]; i++) { double stepScore = [[sortArray objectAtIndex:i] doubleValue]; NSMutableArray *analysisScores = [NSMutableArray array]; for (int j = 0; j < [scores count]; j++) { double score = [[scores objectAtIndex:j] doubleValue]; if (stepScore > score) { [analysisScores addObject:@(score)]; } else { [analysisScores addObject:@(stepScore)]; } } [analysisArray addObject:analysisScores]; } return analysisArray; }</code></pre> <p>最后,总结一下这次的需求实现过程,敲代码之前一定一定要很仔细很仔细的分析一下需求,一定一定一定要。</p> <p>如果你觉得这篇文章对你有一定的帮助,请点击一下下面的喜欢按钮,当然如果有问题也可以大家一起讨论。</p> <p> via:http://www.jianshu.com/p/4df4d4c15012<br> </p>
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