I have a CGPath that represents an ellipse. I'd like to place a sprite node at a random point on that path. How can I get a random CGPoint on that CGPath?
Speaking about a closed CGPath and thinking to a fast method to obtain a random point between infinite points inside a CGPath, first of all I've translated to Swift this:
extension CGPath {
func forEach(@noescape body: @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
func callback(info: UnsafeMutablePointer<Void>, element: UnsafePointer<CGPathElement>) {
let body = unsafeBitCast(info, Body.self)
body(element.memory)
}
//print(sizeofValue(body))
let unsafeBody = unsafeBitCast(body, UnsafeMutablePointer<Void>.self)
CGPathApply(self, unsafeBody, callback)
}
func getPathElementsPoints() -> [CGPoint] {
var arrayPoints : [CGPoint]! = [CGPoint]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.MoveToPoint:
arrayPoints.append(element.points[0])
case .AddLineToPoint:
arrayPoints.append(element.points[0])
case .AddQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
case .AddCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
default: break
}
}
return arrayPoints
}
func spriteKitCenter() ->CGPoint {
let shape = SKShapeNode(path: self)
return CGPointMake(CGRectGetMidX(shape.frame),CGRectGetMidY(shape.frame))
}
func uiKitCenter() ->CGPoint {
let layer = CAShapeLayer()
layer.path = self
return CGPointMake(CGRectGetMidX(layer.frame),CGRectGetMidY(layer.frame))
}
}
I used the follow method with my irregulars polygon, it's based on triangles so if you use arcs some curve parts will be losts (please if you have any advice comment it, I'd be grateful):
CGPath border points (element that compose my path)CGPathThis is the triangle method:
func getRandomPointInTriangle (aPoint:CGPoint,bPoint:CGPoint,cPoint:CGPoint)->CGPoint {
var randomA = CGFloat(Float(arc4random()) / Float(UINT32_MAX))
var randomB = CGFloat(Float(arc4random()) / Float(UINT32_MAX))
if (randomA + randomB > 1) {
randomA = 1-randomA
randomB = 1-randomB
}
let randomC = 1-randomA-randomB
let rndX = (randomA*aPoint.x)+(randomB*bPoint.x)+(randomC*cPoint.x)
let rndY = (randomA*aPoint.y)+(randomB*bPoint.y)+(randomC*cPoint.y)
return CGPointMake(rndX,rndY)
}
This is the main method:
func getRandomPoint()->CGPoint {
let points = self.path!.getPathElementsPoints()
let center = self.path!.spriteKitCenter()
// divide the cgpath in triangles
var triangles = Array<Array<CGPoint>>()
for i in 0..<points.count-1 {
let triangle = [center,points[i],points[i+1]]
triangles.append(triangle)
}
let chooseTriangleNum = Int(arc4random()) % triangles.count
let chooseTriangle = triangles[chooseTriangleNum]
return getRandomPointInTriangle(chooseTriangle[0],bPoint: chooseTriangle[1],cPoint: chooseTriangle[2])
}
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