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Andras Samu ebaaf81d19 feat: new protocol for chained functions, and added support for expli… (#252)
* feat: new protocol for chained functions, and added support for explicit Y ranges. X coming as well

* feat: add new axis interface (#253)
2022-10-24 16:07:51 +02:00

423 lines
15 KiB
Swift

import SwiftUI
extension Path {
func trimmedPath(for percent: CGFloat) -> Path {
let boundsDistance: CGFloat = 0.001
let completion: CGFloat = 1 - boundsDistance
let pct = percent > 1 ? 0 : (percent < 0 ? 1 : percent)
// Start/end points centered around given percentage, but capped if right at the very end
let start = pct > completion ? completion : pct - boundsDistance
let end = pct > completion ? 1 : pct + boundsDistance
return trimmedPath(from: start, to: end)
}
func point(for percent: CGFloat) -> CGPoint {
let path = trimmedPath(for: percent)
return CGPoint(x: path.boundingRect.midX, y: path.boundingRect.midY)
}
func point(to maxX: CGFloat) -> CGPoint {
let total = length
let sub = length(to: maxX)
let percent = sub / total
return point(for: percent)
}
var length: CGFloat {
var ret: CGFloat = 0.0
var start: CGPoint?
var point = CGPoint.zero
forEach { ele in
switch ele {
case .move(let to):
if start == nil {
start = to
}
point = to
case .line(let to):
ret += point.line(to: to)
point = to
case .quadCurve(let to, let control):
ret += point.quadCurve(to: to, control: control)
point = to
case .curve(let to, let control1, let control2):
ret += point.curve(to: to, control1: control1, control2: control2)
point = to
case .closeSubpath:
if let to = start {
ret += point.line(to: to)
point = to
}
start = nil
}
}
return ret
}
func length(to maxX: CGFloat) -> CGFloat {
var ret: CGFloat = 0.0
var start: CGPoint?
var point = CGPoint.zero
var finished = false
forEach { ele in
if finished {
return
}
switch ele {
case .move(let to):
if to.x > maxX {
finished = true
return
}
if start == nil {
start = to
}
point = to
case .line(let to):
if to.x > maxX {
finished = true
ret += point.line(to: to, x: maxX)
return
}
ret += point.line(to: to)
point = to
case .quadCurve(let to, let control):
if to.x > maxX {
finished = true
ret += point.quadCurve(to: to, control: control, x: maxX)
return
}
ret += point.quadCurve(to: to, control: control)
point = to
case .curve(let to, let control1, let control2):
if to.x > maxX {
finished = true
ret += point.curve(to: to, control1: control1, control2: control2, x: maxX)
return
}
ret += point.curve(to: to, control1: control1, control2: control2)
point = to
case .closeSubpath:
fatalError("Can't include closeSubpath")
}
}
return ret
}
static func quadCurvedPathWithPoints(points: [Double], step: CGPoint, globalOffset: Double? = nil) -> Path {
var path = Path()
if points.count < 2 {
return path
}
let offset = globalOffset ?? points.min()!
// guard let offset = points.min() else { return path }
var point1 = CGPoint(x: 0, y: CGFloat(points[0]-offset)*step.y)
path.move(to: point1)
for pointIndex in 1..<points.count {
let point2 = CGPoint(x: step.x * CGFloat(pointIndex), y: step.y*CGFloat(points[pointIndex]-offset))
let midPoint = CGPoint.midPointForPoints(firstPoint: point1, secondPoint: point2)
path.addQuadCurve(to: midPoint, control: CGPoint.controlPointForPoints(firstPoint: midPoint, secondPoint: point1))
path.addQuadCurve(to: point2, control: CGPoint.controlPointForPoints(firstPoint: midPoint, secondPoint: point2))
point1 = point2
}
return path
}
static func quadCurvedPathWithPoints(data: [(Double, Double)], in rect: CGRect) -> Path {
var path = Path()
if data.count < 2 {
return path
}
let convertedXValues = data.map { CGFloat($0.0) * rect.width }
let convertedYPoints = data.map { CGFloat($0.1) * rect.height }
var point1 = CGPoint(x: convertedXValues[0], y: convertedYPoints[0])
path.move(to: point1)
for pointIndex in 1..<data.count {
let point2 = CGPoint(x: CGFloat(convertedXValues[pointIndex]), y: CGFloat(convertedYPoints[pointIndex]))
let midPoint = CGPoint.midPointForPoints(firstPoint: point1, secondPoint: point2)
path.addQuadCurve(to: midPoint, control: CGPoint.controlPointForPoints(firstPoint: midPoint, secondPoint: point1))
path.addQuadCurve(to: point2, control: CGPoint.controlPointForPoints(firstPoint: midPoint, secondPoint: point2))
point1 = point2
}
return path
}
static func drawChartMarkers(data: [(Double, Double)], in rect: CGRect) -> Path {
var path = Path()
let filteredData = data.filter { $0.1 <= 1 && $0.1 >= 0 }
if filteredData.count < 1 {
return path
}
let convertedXValues = filteredData.map { CGFloat($0.0) * rect.width }
let convertedYPoints = filteredData.map { CGFloat($0.1) * rect.height }
let markerSize = CGSize(width: 8, height: 8)
for pointIndex in 0..<filteredData.count {
path.addRoundedRect(in: CGRect(origin: CGPoint(x: convertedXValues[pointIndex] - markerSize.width / 2,
y: convertedYPoints[pointIndex] - markerSize.height / 2),
size: markerSize),
cornerSize: CGSize(width: markerSize.width / 2,
height: markerSize.height / 2))
}
return path
}
static func drawGridLines(numberOfHorizontalLines: Int, numberOfVerticalLines: Int, in rect: CGRect) -> Path {
var path = Path()
for index in 0..<numberOfHorizontalLines {
let normalisedSpacing = 1.0 / CGFloat(numberOfHorizontalLines - 1)
let startPoint = CGPoint(x: 0, y: normalisedSpacing * CGFloat(index) * rect.height)
let endPoint = CGPoint(x: rect.width, y: normalisedSpacing * CGFloat(index) * rect.height)
path.move(to: startPoint)
path.addLine(to: endPoint)
}
for index in 0..<numberOfVerticalLines {
let normalisedSpacing = 1.0 / CGFloat(numberOfVerticalLines - 1)
let startPoint = CGPoint(x: normalisedSpacing * CGFloat(index) * rect.width, y: 0)
let endPoint = CGPoint(x: normalisedSpacing * CGFloat(index) * rect.width, y: rect.height)
path.move(to: startPoint)
path.addLine(to: endPoint)
}
return path
}
static func quadClosedCurvedPathWithPoints(data: [(Double, Double)], in rect: CGRect) -> Path {
var path = Path()
if data.count < 2 {
return path
}
let convertedXValues = data.map { CGFloat($0.0) * rect.width }
let convertedYPoints = data.map { CGFloat($0.1) * rect.height }
path.move(to: CGPoint(x: convertedXValues[0], y: 0))
var point1 = CGPoint(x: convertedXValues[0], y: convertedYPoints[0])
path.addLine(to: point1)
for pointIndex in 1..<data.count {
let point2 = CGPoint(x: CGFloat(convertedXValues[pointIndex]), y: CGFloat(convertedYPoints[pointIndex]))
let midPoint = CGPoint.midPointForPoints(firstPoint: point1, secondPoint: point2)
path.addQuadCurve(to: midPoint, control: CGPoint.controlPointForPoints(firstPoint: midPoint, secondPoint: point1))
path.addQuadCurve(to: point2, control: CGPoint.controlPointForPoints(firstPoint: midPoint, secondPoint: point2))
point1 = point2
}
path.addLine(to: CGPoint(x: point1.x, y: 0))
path.closeSubpath()
return path
}
static func linePathWithPoints(data: [(Double, Double)], in rect: CGRect) -> Path {
var path = Path()
if data.count < 2 {
return path
}
let convertedXValues = data.map { CGFloat($0.0) * rect.width }
let convertedYPoints = data.map { CGFloat($0.1) * rect.height }
let point1 = CGPoint(x: convertedXValues[0], y: convertedYPoints[0])
path.move(to: point1)
for pointIndex in 1..<data.count {
let point2 = CGPoint(x: CGFloat(convertedXValues[pointIndex]), y: CGFloat(convertedYPoints[pointIndex]))
path.addLine(to: point2)
}
return path
}
static func closedLinePathWithPoints(data: [(Double, Double)], in rect: CGRect) -> Path {
var path = Path()
if data.count < 2 {
return path
}
let convertedXValues = data.map { CGFloat($0.0) * rect.width }
let convertedYPoints = data.map { CGFloat($0.1) * rect.height }
path.move(to: .zero)
let point1 = CGPoint(x: convertedXValues[0], y: convertedYPoints[0])
path.addLine(to: point1)
for pointIndex in 1..<data.count {
let point2 = CGPoint(x: CGFloat(convertedXValues[pointIndex]), y: CGFloat(convertedYPoints[pointIndex]))
path.addLine(to: point2)
}
path.addLine(to: CGPoint(x: point1.x, y: 0))
path.closeSubpath()
return path
}
}
extension CGPoint {
func point(to: CGPoint, x: CGFloat) -> CGPoint {
let a = (to.y - self.y) / (to.x - self.x)
let y = self.y + (x - self.x) * a
return CGPoint(x: x, y: y)
}
func line(to: CGPoint) -> CGFloat {
dist(to: to)
}
func line(to: CGPoint, x: CGFloat) -> CGFloat {
dist(to: point(to: to, x: x))
}
func quadCurve(to: CGPoint, control: CGPoint) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control: control)
let b = point(to: to, t: t1, control: control)
dist += a.line(to: b)
}
return dist
}
func quadCurve(to: CGPoint, control: CGPoint, x: CGFloat) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control: control)
let b = point(to: to, t: t1, control: control)
if a.x >= x {
return dist
} else if b.x > x {
dist += a.line(to: b, x: x)
return dist
} else if b.x == x {
dist += a.line(to: b)
return dist
}
dist += a.line(to: b)
}
return dist
}
func point(to: CGPoint, t: CGFloat, control: CGPoint) -> CGPoint {
let x = CGPoint.value(x: self.x, y: to.x, t: t, c: control.x)
let y = CGPoint.value(x: self.y, y: to.y, t: t, c: control.y)
return CGPoint(x: x, y: y)
}
func curve(to: CGPoint, control1: CGPoint, control2: CGPoint) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control1: control1, control2: control2)
let b = point(to: to, t: t1, control1: control1, control2: control2)
dist += a.line(to: b)
}
return dist
}
func curve(to: CGPoint, control1: CGPoint, control2: CGPoint, x: CGFloat) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control1: control1, control2: control2)
let b = point(to: to, t: t1, control1: control1, control2: control2)
if a.x >= x {
return dist
} else if b.x > x {
dist += a.line(to: b, x: x)
return dist
} else if b.x == x {
dist += a.line(to: b)
return dist
}
dist += a.line(to: b)
}
return dist
}
func point(to: CGPoint, t: CGFloat, control1: CGPoint, control2: CGPoint) -> CGPoint {
let x = CGPoint.value(x: self.x, y: to.x, t: t, control1: control1.x, control2: control2.x)
let y = CGPoint.value(x: self.y, y: to.y, t: t, control1: control1.y, control2: control2.x)
return CGPoint(x: x, y: y)
}
static func value(x: CGFloat, y: CGFloat, t: CGFloat, c: CGFloat) -> CGFloat {
var value: CGFloat = 0.0
// (1-t)^2 * p0 + 2 * (1-t) * t * c1 + t^2 * p1
value += pow(1-t, 2) * x
value += 2 * (1-t) * t * c
value += pow(t, 2) * y
return value
}
static func value(x: CGFloat, y: CGFloat, t: CGFloat, control1: CGFloat, control2: CGFloat) -> CGFloat {
var value: CGFloat = 0.0
// (1-t)^3 * p0 + 3 * (1-t)^2 * t * c1 + 3 * (1-t) * t^2 * c2 + t^3 * p1
value += pow(1-t, 3) * x
value += 3 * pow(1-t, 2) * t * control1
value += 3 * (1-t) * pow(t, 2) * control2
value += pow(t, 3) * y
return value
}
static func getMidPoint(point1: CGPoint, point2: CGPoint) -> CGPoint {
return CGPoint(
x: point1.x + (point2.x - point1.x) / 2,
y: point1.y + (point2.y - point1.y) / 2
)
}
func dist(to: CGPoint) -> CGFloat {
return sqrt((pow(self.x - to.x, 2) + pow(self.y - to.y, 2)))
}
static func midPointForPoints(firstPoint: CGPoint, secondPoint: CGPoint) -> CGPoint {
return CGPoint(
x: (firstPoint.x + secondPoint.x) / 2,
y: (firstPoint.y + secondPoint.y) / 2)
}
static func controlPointForPoints(firstPoint: CGPoint, secondPoint: CGPoint) -> CGPoint {
var controlPoint = CGPoint.midPointForPoints(firstPoint: firstPoint, secondPoint: secondPoint)
let diffY = abs(secondPoint.y - controlPoint.y)
if firstPoint.y < secondPoint.y {
controlPoint.y += diffY
} else if firstPoint.y > secondPoint.y {
controlPoint.y -= diffY
}
return controlPoint
}
}