draw line on MKMapView with pattern image

安稳与你 提交于 2019-11-28 22:09:00

I ended up with a completely different strategy. Instead of adding by own overlay I now rely on MKPolyLine.

Using the following code I'm able to add a pseudo animated line from point A to point B on a MKMapView.

The code adds several overlays to the MKMapViews with a slight delay, giving the impression of an animation

Not the most beautiful solution! - but it looks pretty good in action :-)

/*start the animation*/
-(void)plotRouteOnMap
{
    [self.mapView removeOverlays:self.mapView.overlays];
    //calculate a number locations between the two locations
    self.points = [self getPointsOnRouteFrom:<FROM_LOCATION>
                                          to:<TO_LOCATION>
                                   onMapView:self.mapView]; 
    [self addOverlaysFromPointsWithStartFrom:[NSNumber numberWithInt:1]];
}

/*convert a CGPoint to a CLLocation according to a mapView*/
- (CLLocation*)pointToLocation:(MKMapView *)mapView fromPoint:(CGPoint)fromPoint
{
    CLLocationCoordinate2D coord = [mapView convertPoint:fromPoint toCoordinateFromView:mapView];
    return [[[CLLocation alloc] initWithLatitude:coord.latitude longitude:coord.longitude] autorelease];
}

/*get a list of Location objects between from and to*/
-(NSArray*)getPointsOnRouteFrom:(CLLocation*)from to:(CLLocation*)to onMapView:(MKMapView*)mapView
{
    int NUMBER_OF_PIXELS_TO_SKIP =10; //lower number will give a more smooth animation, but will result in more layers 
    NSMutableArray *ret = [NSMutableArray array];
    CGPoint fromPoint = [mapView convertCoordinate:from.coordinate toPointToView:mapView];
    CGPoint toPoint = [mapView convertCoordinate:to.coordinate toPointToView:mapView];

    NSArray *allPixels = [self getAllPointsFromPoint:fromPoint toPoint:toPoint];
    for (int i = 0 ; i < [allPixels count] ; i+=NUMBER_OF_PIXELS_TO_SKIP) {
        NSValue *pointVal = [allPixels objectAtIndex:i];
        [ret addObject:[self pointToLocation:mapView fromPoint:[pointVal CGPointValue]]];  
    } 
    [ret addObject:[self pointToLocation:mapView fromPoint:toPoint]];  
    return ret;
}

/*calulate alle pixels from point to toPint*/
-(NSArray*)getAllPointsFromPoint:(CGPoint)fPoint toPoint:(CGPoint)tPoint
{
    /*Simplyfied implementation of Bresenham's line algoritme */
    NSMutableArray *ret = [NSMutableArray array];
    float deltaX = fabsf(tPoint.x - fPoint.x);
    float deltaY = fabsf(tPoint.y - fPoint.y);
    float x = fPoint.x;
    float y = fPoint.y;
    float err = deltaX-deltaY;

    float sx = -0.5;
    float sy = -0.5;
    if(fPoint.x<tPoint.x)
        sx = 0.5;

    if(fPoint.y<tPoint.y)
        sy = 0.5;
    do {
        [ret addObject:[NSValue valueWithCGPoint:CGPointMake(x, y)]];
        float e = 2*err;
        if(e > -deltaY)
        {
            err -=deltaY;
            x +=sx; 
        }
        if(e < deltaX)
        {
            err +=deltaX;
            y+=sy;
        }
    } while (round(x)  != round(tPoint.x) && round(y) != round(tPoint.y));
    [ret addObject:[NSValue valueWithCGPoint:tPoint]];//add final point
    return ret;

}

/*add a poly line overlay to mapview which start at position 0 and end in 'end' in the array points*/
-(void)addOverlaysFromPointsWithStartFrom:(NSNumber*)end
{
    int intEnd = [end intValue];

    //construct polyline view from start
    CLLocationCoordinate2D *locations = malloc(sizeof(CLLocationCoordinate2D)*2); 
    CLLocation *loc1 = (CLLocation*)[points objectAtIndex:0];
    CLLocation *loc2= (CLLocation*)[points objectAtIndex:intEnd];
    locations[0] = loc1.coordinate;
    locations[1] = loc2.coordinate;
    MKPolyline *line = [MKPolyline polylineWithCoordinates:locations count:2]; 
    [self.mapView addOverlay:line];


    if((intEnd+1) < [points count])//add more overlays after delays unless this is the endpoint
    {        
        [self performSelector:@selector(addOverlaysFromPointsWithStartFrom:) withObject:[NSNumber numberWithInt:intEnd + 1] afterDelay:0.01];
    }

}

Swift version of accepted answer

Add image as overlay using MKOverlayRenderer

func addLayersOfAnimatingOverlay() {
        let sourcePoint = // enter as CLLocation
        let destinationPoint =  // enter as CLLocation
        let pointsCoordinatesArray = self.getLocationArrayFrom(startLocation: sourcePoint, endLocation: destinationPoint)
            //add overlay on above coordinates
        DispatchQueue.main.async{
            self.addDirectionOverlayInMap(locationArray: self.pointsCoordinates1, title: "1")
        }

To get coordinates in a MKPolyline

    func getLocationArrayFrom(startLocation: CLLocation, endLocation: CLLocation) -> [CLLocationCoordinate2D] {
            var coordinatesArray: [CLLocationCoordinate2D] = []
            if let points = helperClass.getPointsOnRoute(from: startLocation, to: endLocation, on: mapView) {
                for point in points {
                    let coordinate  = point.coordinate
                    coordinatesArray.append(coordinate)
                }
            }
            return coordinatesArray
        }

    //MARK: get cordinates from line
        func getPointsOnRoute(from: CLLocation?, to: CLLocation?, on mapView: MKMapView?) -> [CLLocation]? {
            let NUMBER_OF_PIXELS_TO_SKIP: Int = 120
            //lower number will give a more smooth animation, but will result in more layers
            var ret = [Any]()

            var fromPoint: CGPoint? = nil
            if let aCoordinate = from?.coordinate {
                fromPoint = mapView?.convert(aCoordinate, toPointTo: mapView)
            }
            var toPoint: CGPoint? = nil
            if let aCoordinate = to?.coordinate {
                toPoint = mapView?.convert(aCoordinate, toPointTo: mapView)
            }
            let allPixels = getAllPoints(from: fromPoint!, to: toPoint!)
            var i = 0
            while i < (allPixels?.count)! {
                let pointVal = allPixels![i] as? NSValue
                ret.append(point(toLocation: mapView, from: (pointVal?.cgPointValue)!)!)
                i += NUMBER_OF_PIXELS_TO_SKIP
            }
            ret.append(point(toLocation: mapView, from: toPoint!)!)
            return ret as? [CLLocation]
        }

/**convert a CGPoint to a CLLocation according to a mapView*/
    func point(toLocation mapView: MKMapView?, from fromPoint: CGPoint) -> CLLocation? {
        let coord: CLLocationCoordinate2D? = mapView?.convert(fromPoint, toCoordinateFrom: mapView)
        return CLLocation(latitude: coord?.latitude ?? 0, longitude: coord?.longitude ?? 0)
    }

    func getAllPoints(from fPoint: CGPoint, to tPoint: CGPoint) -> [Any]? {
        /*Simplyfied implementation of Bresenham's line algoritme */
        var ret = [AnyHashable]()
        let deltaX: Float = fabsf(Float(tPoint.x - fPoint.x))
        let deltaY: Float = fabsf(Float(tPoint.y - fPoint.y))
        var x: Float = Float(fPoint.x)
        var y: Float = Float(fPoint.y)
        var err: Float = deltaX - deltaY
        var sx: Float = -0.5
        var sy: Float = -0.5
        if fPoint.x < tPoint.x {
            sx = 0.5
        }
        if fPoint.y < tPoint.y {
            sy = 0.5
        }
        repeat {
            ret.append(NSValue(cgPoint: CGPoint(x: CGFloat(x), y: CGFloat(y))))
            let e: Float = 2 * err
            if e > -deltaY {
                err -= deltaY
                x += sx
            }
            if e < deltaX {
                err += deltaX
                y += sy
            }
        } while round(Float(x)) != round(Float(tPoint.x)) && round(Float(y)) != round(Float(tPoint.y))
        ret.append(NSValue(cgPoint: tPoint))
        //add final point
        return ret
    }

This will give the following effect (without animation)

The project can be found here

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