I have created a circle that is divided into quadrants. I am trying to make the ends of each quadrant rounded with a given gap between each quadrant, but I get some strange behavior. I guess I'm missing something. Below is an image of what I'm getting and the relevant code. I want the ends to be similar to that of the Apple Watch activity ring.
class GameScene: SKScene {
let radius = CGFloat(100)
var topRightPathNode : SKShapeNode!
var bottomRightPathNode : SKShapeNode!
var bottomLeftPathNode : SKShapeNode!
var topLeftPathNode : SKShapeNode!
override func didMove(to view: SKView) {
}
override init(size: CGSize) {
super.init(size: size)
let topRightPath = arcSegment(center: CGPoint.zero, radius: radius, strokeWidth: 18, gapWidth: 6)
// TOP RIGHT
topRightPathNode = SKShapeNode(path: topRightPath)
topRightPathNode.fillColor = SKColor.white
topRightPathNode.lineWidth = 0
topRightPathNode.position = CGPoint(x: 320, y: 240)
addChild(topRightPathNode)
// BOTTOM RIGHT
var reflectOnY = CGAffineTransform(scaleX: 1.0, y: -1.0)
let bottomRightPath = topRightPath.copy(using: &reflectOnY)!
bottomRightPathNode = SKShapeNode(path: bottomRightPath)
bottomRightPathNode.fillColor = SKColor.red
bottomRightPathNode.lineWidth = 0
bottomRightPathNode.position = CGPoint(x: 320, y: 240)
addChild(bottomRightPathNode)
// BOTTOM LEFT
//var reflectOnX = CGAffineTransform(scaleX: -1.0, y: 1.0)
//let bottomLeftPath = bottomRightPath.copy(using: &reflectOnX)!
var reflectOnXAndY = CGAffineTransform(scaleX: -1.0, y: -1.0)
let bottomLeftPath = topRightPath.copy(using: &reflectOnXAndY)!
bottomLeftPathNode = SKShapeNode(path: bottomLeftPath)
bottomLeftPathNode.fillColor = SKColor.purple
bottomLeftPathNode.lineWidth = 0
bottomLeftPathNode.position = CGPoint(x: 320, y: 240)
addChild(bottomLeftPathNode)
// TOP LEFT
var reflectOnX = CGAffineTransform(scaleX: -1.0, y: 1.0)
let topLeftPath = topRightPath.copy(using: &reflectOnX)!
topLeftPathNode = SKShapeNode(path: topLeftPath)
topLeftPathNode.fillColor = SKColor.cyan
topLeftPathNode.lineWidth = 0
topLeftPathNode.position = CGPoint(x: 320, y:240)
addChild(topLeftPathNode)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func arcSegment(center : CGPoint,
radius: CGFloat,
strokeWidth: CGFloat,
gapWidth: CGFloat) -> CGPath
{
let halfStrokeWidth = strokeWidth / 2.0
let outerRadius = radius + halfStrokeWidth
let innerRadius = radius - halfStrokeWidth
let halfGap = gapWidth / 2.0
let outerStartAngle = CGFloat(atan2(sqrt(outerRadius * outerRadius - halfGap * halfGap), halfGap))
let outerEndAngle = CGFloat(atan2(halfGap, sqrt(outerRadius * outerRadius - halfGap * halfGap)))
let innerStartAngle = CGFloat(atan2(halfGap, sqrt(innerRadius * innerRadius - halfGap * halfGap)))
let innerEndAngle = CGFloat(atan2(sqrt(innerRadius * innerRadius - halfGap * halfGap), halfGap))
let path = CGMutablePath()
path.addArc(center: center, radius: outerRadius, startAngle: outerStartAngle, endAngle: outerEndAngle, clockwise: true)
// Quartz 2D will assume a "moveTo" here
path.addArc(center: CGPoint(x: center.x + radius, y: center.y), radius: halfStrokeWidth, startAngle: outerStartAngle, endAngle: outerEndAngle, clockwise: false)
path.addArc(center: center, radius: innerRadius, startAngle: innerStartAngle, endAngle: innerEndAngle, clockwise: false)
path.closeSubpath()
return path
}
lineCap
toround
. To achieve segments with different line caps on its end, you should separate the segment in two parts, and draw over the incorrect end. – Suggest