Ios 如何使用六边形遮罩圆角UIImage

Ios 如何使用六边形遮罩圆角UIImage,ios,objective-c,uiimage,Ios,Objective C,Uiimage,我正在尝试将一个六边形遮罩添加到我已经成功制作的UIImage中。然而,我无法圆的六边形面具的双方。我想添加cell.profilePic.layer.cornerRadius=10;我想这样做,但事实并非如此 这是我的密码: CGRect rect = cell.profilePic.frame; CAShapeLayer *hexagonMask = [CAShapeLayer layer]; CAShapeLayer *hexagonBorder = [CAShapeLayer

我正在尝试将一个六边形遮罩添加到我已经成功制作的UIImage中。然而,我无法圆的六边形面具的双方。我想添加cell.profilePic.layer.cornerRadius=10;我想这样做,但事实并非如此

这是我的密码:

    CGRect rect = cell.profilePic.frame;

CAShapeLayer *hexagonMask = [CAShapeLayer layer];
CAShapeLayer *hexagonBorder = [CAShapeLayer layer];
hexagonBorder.frame = cell.profilePic.layer.bounds;
UIBezierPath *hexagonPath = [UIBezierPath bezierPath];
CGFloat sideWidth = 2 * ( 0.5 * rect.size.width / 2 );
CGFloat lcolumn = ( rect.size.width - sideWidth ) / 2;
CGFloat rcolumn = rect.size.width - lcolumn;
CGFloat height = 0.866025 * rect.size.height;
CGFloat y = (rect.size.height - height) / 2;
CGFloat by = rect.size.height - y;
CGFloat midy = rect.size.height / 2;
CGFloat rightmost = rect.size.width;
[hexagonPath moveToPoint:CGPointMake(lcolumn, y)];
[hexagonPath addLineToPoint:CGPointMake(rcolumn, y)];
[hexagonPath addLineToPoint:CGPointMake(rightmost, midy)];
[hexagonPath addLineToPoint:CGPointMake(rcolumn, by)];
[hexagonPath addLineToPoint:CGPointMake(lcolumn, by)];
[hexagonPath addLineToPoint:CGPointMake(0, midy)];
[hexagonPath addLineToPoint:CGPointMake(lcolumn, y)];

hexagonMask.path = hexagonPath.CGPath;
hexagonBorder.path = hexagonPath.CGPath;
hexagonBorder.fillColor = [UIColor clearColor].CGColor;
hexagonBorder.strokeColor = [UIColor blackColor].CGColor;
hexagonBorder.lineWidth = 5;
cell.profilePic.layer.mask = hexagonMask;
cell.profilePic.layer.cornerRadius = 10;
cell.profilePic.layer.masksToBounds = YES;
[cell.profilePic.layer addSublayer:hexagonBorder];
有什么想法吗


谢谢

也许您必须绕过边框和遮罩的角,而不是图像视图的角

hexagonMask.cornerRadius = hexagonBorder.cornerRadius = 10.0;

可以定义具有圆角的六边形路径(手动定义该路径),然后将其应用为遮罩和边框子层:

CGFloat lineWidth    = 5.0;
UIBezierPath *path   = [UIBezierPath polygonInRect:self.imageView.bounds
                                             sides:6
                                         lineWidth:lineWidth
                                      cornerRadius:30];

// mask for the image view

CAShapeLayer *mask   = [CAShapeLayer layer];
mask.path            = path.CGPath;
mask.lineWidth       = lineWidth;
mask.strokeColor     = [UIColor clearColor].CGColor;
mask.fillColor       = [UIColor whiteColor].CGColor;
self.imageView.layer.mask = mask;

// if you also want a border, add that as a separate layer

CAShapeLayer *border = [CAShapeLayer layer];
border.path          = path.CGPath;
border.lineWidth     = lineWidth;
border.strokeColor   = [UIColor blackColor].CGColor;
border.fillColor     = [UIColor clearColor].CGColor;
[self.imageView.layer addSublayer:border];
其中,具有圆角的正多边形的路径可以在如下类别中实现:

@interface UIBezierPath (Polygon)

/** Create UIBezierPath for regular polygon with rounded corners
 *
 * @param rect          The CGRect of the square in which the path should be created.
 * @param sides         How many sides to the polygon (e.g. 6=hexagon; 8=octagon, etc.).
 * @param lineWidth     The width of the stroke around the polygon. The polygon will be inset such that the stroke stays within the above square.
 * @param cornerRadius  The radius to be applied when rounding the corners.
 *
 * @return              UIBezierPath of the resulting rounded polygon path.
 */

+ (instancetype)polygonInRect:(CGRect)rect sides:(NSInteger)sides lineWidth:(CGFloat)lineWidth cornerRadius:(CGFloat)cornerRadius;

@end

扩展UIBezierPath{ ///为具有圆角的正多边形创建UIBezierPath /// ///-参数rect:应在其中创建路径的正方形的CGRect。 ///-参数边:多边形的边数(例如6=六边形;8=八角形等)。 ///-参数lineWidth:多边形周围笔划的宽度。多边形将被插入,以便笔划保持在上面的正方形内。默认值1。 ///-参数cornerRadius:圆角时应用的半径。默认值为0。 便利初始化(polygonIn rect:CGRect,sides:Int,线宽:CGFloat=1,拐角半径:CGFloat=0){ self.init() 设θ=2*.pi/CGFloat(边)//在每个拐角处转弯多少 let offset=cornerRadius*tan(θ/2)//开始圆角的偏移量 设squareWidth=min(rect.width,rect.height)//正方形的宽度 //计算多边形边的长度 变量长度=平方宽度-线宽 如果边%4!=0{//如果不处理所有边都是正方形的多边形。。。 长度=长度*cos(θ/2)+偏移/2/…在正方形内的圆内偏移 } 设边长=长度*tan(θ/2) //如果要开始旋转90度,请使用这些线,而不是以下两条线: // //变量点=CGPoint(x:rect.midX-长度/2,y:rect.midY+边长/2-偏移) //变量角度=-CGFloat.pi/2.0 //如果要开始旋转180度,请使用这些线,而不是以下两条线: // //var point=CGPoint(x:rect.midX-sideLength/2+偏移量,y:rect.midY-length/2) //变量角度=CGFloat(0) var point=CGPoint(x:rect.midX+sideLength/2-偏移,y:rect.midY+length/2) 变量角度=CGFloat.pi 移动(到:点) //绘制多边形的边和圆角 对于0..<边中的uu{ 点=CGPoint(x:point.x+(边长-偏移*2)*cos(角度),y:point.y+(边长-偏移*2)*sin(角度)) 添加线(到:点) 设中心=CGPoint(x:point.x+拐角半径*cos(角度+.pi/2),y:point.y+拐角半径*sin(角度+.pi/2)) 添加弧(带中心:中心,半径:角半径,起始角:角度-.pi/2,终止角:角度+θ-.pi/2,顺时针:真) 点=当前点 角度+=θ } 关闭() self.lineWidth=lineWidth//如果我们要使用CoreGraphics来绘制路径,而不是CAShapeLayer lineJoinStyle=.round } }
有关Swift 2格式副本,请参见。

这里是Swift的roundedPolygon方法的转换

func roundedPolygonPathWithRect(square: CGRect, lineWidth: Float, sides: Int, cornerRadius: Float) -> UIBezierPath {
    var path = UIBezierPath()

    let theta = Float(2.0 * M_PI) / Float(sides)
    let offset = cornerRadius * tanf(theta / 2.0)
    let squareWidth = Float(min(square.size.width, square.size.height))

    var length = squareWidth - lineWidth

    if sides % 4 != 0 {
        length = length * cosf(theta / 2.0) + offset / 2.0
    }

    var sideLength = length * tanf(theta / 2.0)

    var point = CGPointMake(CGFloat((squareWidth / 2.0) + (sideLength / 2.0) - offset), CGFloat(squareWidth - (squareWidth - length) / 2.0))
    var angle = Float(M_PI)
    path.moveToPoint(point)

    for var side = 0; side < sides; side++ {

        let x = Float(point.x) + (sideLength - offset * 2.0) * cosf(angle)
        let y = Float(point.y) + (sideLength - offset * 2.0) * sinf(angle)

        point = CGPointMake(CGFloat(x), CGFloat(y))
        path.addLineToPoint(point)

        let centerX = Float(point.x) + cornerRadius * cosf(angle + Float(M_PI_2))
        let centerY = Float(point.y) + cornerRadius * sinf(angle + Float(M_PI_2))

        var center = CGPointMake(CGFloat(centerX), CGFloat(centerY))

        let startAngle = CGFloat(angle) - CGFloat(M_PI_2)
        let endAngle = CGFloat(angle) + CGFloat(theta) - CGFloat(M_PI_2)

        path.addArcWithCenter(center, radius: CGFloat(cornerRadius), startAngle: startAngle, endAngle: endAngle, clockwise: true)

        point = path.currentPoint
        angle += theta
    }

    path.closePath()

    return path
}
func roundedPolygonPathWithRect(正方形:CGRect,线宽:Float,边:Int,角半径:Float)->UIBezierPath{
var path=UIBezierPath()
设θ=浮动(2.0*M_π)/浮动(侧面)
let offset=转角半径*tanf(θ/2.0)
让squareWidth=浮动(最小值(square.size.width,square.size.height))
变量长度=平方宽度-线宽
如果边%4!=0{
长度=长度*余弦(θ/2.0)+偏移量/2.0
}
var边长=长度*tanf(θ/2.0)
var point=CGPointMake(CGFloat((平方宽度/2.0)+(边长/2.0)-偏移),CGFloat(平方宽度-(平方宽度-长度)/2.0))
可变角度=浮动(M_PI)
路径.移动点(点)
对于var侧=0;侧<侧;侧++{
设x=浮点(点x)+(边长-偏移*2.0)*余弦(角度)
设y=浮点(点y)+(边长-偏移*2.0)*sinf(角度)
点=CGPointMake(CGFloat(x)、CGFloat(y))
path.addLineToPoint(点)
设centerX=浮动(点x)+转角半径*cosf(角度+浮动(M_PI_2))
设中心y=浮动(点y)+转角半径*sinf(角度+浮动(M_PI_2))
var center=CGPointMake(CGFloat(centerX)、CGFloat(centerY))
设startAngle=CGFloat(角度)-CGFloat(M_PI_2)
设endAngle=CGFloat(角度)+CGFloat(θ)-CGFloat(M_PI_2)
path.addArcWithCenter(中心,半径:CGFloat(拐角半径),星形缠结:星形缠结,端角:端角,顺时针:true)
点=路径。当前点
角度+=θ
}
path.closePath()
返回路径
}

这是的swift 3版本

let线宽:CGFloat=5.0
let path=UIBezierPath(roundedPolygonPathWithRect:self.bounds,线宽:线宽,边数:6,角半径:12)
let mask=CAShapeLayer()
mask.path=path.cgPath
mask.lineWidth=线宽
mask.strokeColor=UIColor.clear.cgColor
mask.fillColor=UIColor.white.cgColor
self.layer.mask=掩码
let border=CAShapeLayer()
border.path=path.cgPath
border.lineWidth=线宽
border.strokeColor=UIColor.black.cgColor
border.fillColor=UIColor.clear.cgColor
self.layer.addSublayer(边框)
扩展UIBezierPath{
便利初始化(roundedPolygonPathWithRect:CGRect,线宽:cGloat,
let lineWidth: CGFloat = 5
let path = UIBezierPath(polygonIn: imageView.bounds, sides: 6, lineWidth: lineWidth, cornerRadius: 30)

let mask = CAShapeLayer()
mask.path            = path.cgPath
mask.lineWidth       = lineWidth
mask.strokeColor     = UIColor.clear.cgColor
mask.fillColor       = UIColor.white.cgColor
imageView.layer.mask = mask

let border = CAShapeLayer()
border.path          = path.cgPath
border.lineWidth     = lineWidth
border.strokeColor   = UIColor.black.cgColor
border.fillColor     = UIColor.clear.cgColor
imageView.layer.addSublayer(border)
extension UIBezierPath {

    /// Create UIBezierPath for regular polygon with rounded corners
    ///
    /// - parameter rect:            The CGRect of the square in which the path should be created.
    /// - parameter sides:           How many sides to the polygon (e.g. 6=hexagon; 8=octagon, etc.).
    /// - parameter lineWidth:       The width of the stroke around the polygon. The polygon will be inset such that the stroke stays within the above square. Default value 1.
    /// - parameter cornerRadius:    The radius to be applied when rounding the corners. Default value 0.

    convenience init(polygonIn rect: CGRect, sides: Int, lineWidth: CGFloat = 1, cornerRadius: CGFloat = 0) {
        self.init()

        let theta = 2 * .pi / CGFloat(sides)                 // how much to turn at every corner
        let offset = cornerRadius * tan(theta / 2)           // offset from which to start rounding corners
        let squareWidth = min(rect.width, rect.height)       // width of the square

        // calculate the length of the sides of the polygon

        var length = squareWidth - lineWidth
        if sides % 4 != 0 {                                  // if not dealing with polygon which will be square with all sides ...
            length = length * cos(theta / 2) + offset / 2    // ... offset it inside a circle inside the square
        }
        let sideLength = length * tan(theta / 2)

        // if you'd like to start rotated 90 degrees, use these lines instead of the following two:
        //
        // var point = CGPoint(x: rect.midX - length / 2, y: rect.midY + sideLength / 2 - offset)
        // var angle = -CGFloat.pi / 2.0

        // if you'd like to start rotated 180 degrees, use these lines instead of the following two:
        //
        // var point = CGPoint(x: rect.midX - sideLength / 2 + offset, y: rect.midY - length / 2)
        // var angle = CGFloat(0)

        var point = CGPoint(x: rect.midX + sideLength / 2 - offset, y: rect.midY + length / 2)
        var angle = CGFloat.pi

        move(to: point)

        // draw the sides and rounded corners of the polygon

        for _ in 0 ..< sides {
            point = CGPoint(x: point.x + (sideLength - offset * 2) * cos(angle), y: point.y + (sideLength - offset * 2) * sin(angle))
            addLine(to: point)

            let center = CGPoint(x: point.x + cornerRadius * cos(angle + .pi / 2), y: point.y + cornerRadius * sin(angle + .pi / 2))
            addArc(withCenter: center, radius: cornerRadius, startAngle: angle - .pi / 2, endAngle: angle + theta - .pi / 2, clockwise: true)

            point = currentPoint
            angle += theta
        }

        close()

        self.lineWidth = lineWidth           // in case we're going to use CoreGraphics to stroke path, rather than CAShapeLayer
        lineJoinStyle = .round
    }

}
func roundedPolygonPathWithRect(square: CGRect, lineWidth: Float, sides: Int, cornerRadius: Float) -> UIBezierPath {
    var path = UIBezierPath()

    let theta = Float(2.0 * M_PI) / Float(sides)
    let offset = cornerRadius * tanf(theta / 2.0)
    let squareWidth = Float(min(square.size.width, square.size.height))

    var length = squareWidth - lineWidth

    if sides % 4 != 0 {
        length = length * cosf(theta / 2.0) + offset / 2.0
    }

    var sideLength = length * tanf(theta / 2.0)

    var point = CGPointMake(CGFloat((squareWidth / 2.0) + (sideLength / 2.0) - offset), CGFloat(squareWidth - (squareWidth - length) / 2.0))
    var angle = Float(M_PI)
    path.moveToPoint(point)

    for var side = 0; side < sides; side++ {

        let x = Float(point.x) + (sideLength - offset * 2.0) * cosf(angle)
        let y = Float(point.y) + (sideLength - offset * 2.0) * sinf(angle)

        point = CGPointMake(CGFloat(x), CGFloat(y))
        path.addLineToPoint(point)

        let centerX = Float(point.x) + cornerRadius * cosf(angle + Float(M_PI_2))
        let centerY = Float(point.y) + cornerRadius * sinf(angle + Float(M_PI_2))

        var center = CGPointMake(CGFloat(centerX), CGFloat(centerY))

        let startAngle = CGFloat(angle) - CGFloat(M_PI_2)
        let endAngle = CGFloat(angle) + CGFloat(theta) - CGFloat(M_PI_2)

        path.addArcWithCenter(center, radius: CGFloat(cornerRadius), startAngle: startAngle, endAngle: endAngle, clockwise: true)

        point = path.currentPoint
        angle += theta
    }

    path.closePath()

    return path
}
    let lineWidth: CGFloat = 5.0
    let path = UIBezierPath(roundedPolygonPathWithRect: self.bounds, lineWidth: lineWidth, sides: 6, cornerRadius: 12)

    let mask = CAShapeLayer()
    mask.path = path.cgPath
    mask.lineWidth = lineWidth
    mask.strokeColor = UIColor.clear.cgColor
    mask.fillColor = UIColor.white.cgColor
    self.layer.mask = mask

    let border = CAShapeLayer()
    border.path = path.cgPath
    border.lineWidth = lineWidth
    border.strokeColor = UIColor.black.cgColor
    border.fillColor = UIColor.clear.cgColor
    self.layer.addSublayer(border)

extension UIBezierPath {

    convenience init(roundedPolygonPathWithRect rect: CGRect, lineWidth: CGFloat, sides: NSInteger, cornerRadius: CGFloat) {

        self.init()

        let theta = CGFloat(2.0 * M_PI) / CGFloat(sides)
        let offSet = CGFloat(cornerRadius) / CGFloat(tan(theta/2.0))
        let squareWidth = min(rect.size.width, rect.size.height)

        var length = squareWidth - lineWidth

        if sides%4 != 0 {
            length = length * CGFloat(cos(theta / 2.0)) + offSet/2.0
        }
        let sideLength = length * CGFloat(tan(theta / 2.0))

        var point = CGPoint(x: squareWidth / 2.0 + sideLength / 2.0 - offSet, y: squareWidth - (squareWidth - length) / 2.0)
        var angle = CGFloat(M_PI)
        move(to: point)

        for _ in 0 ..< sides {
            point = CGPoint(x: point.x + CGFloat(sideLength - offSet * 2.0) * CGFloat(cos(angle)), y: point.y + CGFloat(sideLength - offSet * 2.0) * CGFloat(sin(angle)))
            addLine(to: point)

            let center = CGPoint(x: point.x + cornerRadius * CGFloat(cos(angle + CGFloat(M_PI_2))), y: point.y + cornerRadius * CGFloat(sin(angle + CGFloat(M_PI_2))))
            addArc(withCenter: center, radius:CGFloat(cornerRadius), startAngle:angle - CGFloat(M_PI_2), endAngle:angle + theta - CGFloat(M_PI_2), clockwise:true)

            point = currentPoint // we don't have to calculate where the arc ended ... UIBezierPath did that for us
            angle += theta
        }

        close()
    }
}