draw line on MKMapView with pattern image

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时光说笑
时光说笑 2020-12-15 02:21

I try to draw a line on a MKMapView with a pattern image. The drawing is done by adding a custom MKMapOverlay view.

I\'m able to get the l

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  • 2020-12-15 02:42

    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];
        }
    
    }
    
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  • 2020-12-15 02:47

    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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