嘿~~
我正在尝试绘制一个带有矩形 handle 的实心圆点。
(背景色:紫色,前色:黑色)
但是,形状都是正确的,但是当我给它上色时,形状重叠区域有一个间隙,无法用纯色填充。
我应该如何纠正它?谢谢!
var shapeLayer: CAShapeLayer!
func draw() {
let path = UIBezierPath()
// draw a rectangle
path.move(to: CGPoint(x: 90, y: 0))
path.addLine(to: CGPoint(x: 90, y: 100))
path.addLine(to: CGPoint(x: 110, y: 100))
path.addLine(to: CGPoint(x: 110, y: 0))
path.addLine(to: CGPoint(x: 90, y: 0))
// draw a circle
path.move(to: CGPoint(x: 100, y: 100))
path.addArc(withCenter: CGPoint(x: 100, y: 100), radius: 50, startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
// fill colors with purple and black
self.shapeLayer.path = path.cgPath
self.shapeLayer?.fillColor = foreColor.cgColor
self.backgroundColor = backColor
}
最佳答案
以相反的方向绘制矩形:
// draw a rectangle
path.move(to: CGPoint(x: 90, y: 0))
path.addLine(to: CGPoint(x: 110, y: 0))
path.addLine(to: CGPoint(x: 110, y: 100))
path.addLine(to: CGPoint(x: 90, y: 100))
path.addLine(to: CGPoint(x: 90, y: 0))
non-zero winding CoreGraphics 使用的填充使用线条的方向来确定内部/外部。
或者,您可以反转圆圈的方向:
path.addArc(withCenter: CGPoint(x: 100, y: 100), radius: 50,
startAngle: 2 * CGFloat.pi, endAngle: 0, clockwise: false)
关于iOS swift : How to merge two shapes into a solid color shape using UIBezierPath?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59596481/