前面介紹過在Path中添加基本圖形:線段、矩形、圓、貝塞爾曲線,其實Path還可以進行運算,多個Path進行圖形運算,得到更加復雜和不規則的圖形.
一、運算方法
Path類中關于運算的方法
public boolean op(Path path, Op op) {
return op(this, path, op);
}
將當前的Path對象和傳入的path對象做運算:path.op(path1,op),運算結果保存到當前path對象中
public boolean op(Path path1, Path path2, Op op)
將path1、path2對象做運算:path.op(path1,path2,op),運算結果保存到當前path對象中
Op :運算規則,是Path類中的枚舉類,可選值:
Path.Op.DIFFERENCE
Path.Op.INTERSECT
Path.Op.UNION
Path.Op.XOR
Path.Op.REVERSE_DIFFERENCE
這兩個運算方法需要在API>=19(4.4)以上
二、運算規則
這些運算規則和數學中集合的交集、并集、補集運算類似.
下圖中左邊圓代表PathA,右邊圓代表PathB
PathA、PathB做運算:pathA.op(pathB, Op op)
Path.Op.DIFFERENCE
差集:PathA減去與PathB相交的區域后剩下的區域(1)
Path.Op.REVERSE_DIFFERENCE
反差集:PathB減去與PathA相交的區域后剩下的區域(2)
Path.Op.INTERSECT
交集:PathA與PathB相交的區域(3)
Path.Op.UNION
并集:PathA與PathB包含的所有區域(4)
Path.Op.XOR
補集:PathA與PathB包含的所有區域減去它們相交的區域后剩下的區域(5)
測試
private void gogogo(Canvas canvas) {
mPaint.setStyle(Paint.Style.FILL);
// mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeWidth(5);
mPaint.setColor(Color.BLUE);
Path path = new Path();
Path path1 = new Path();
path.addCircle(200, 200, 100, Path.Direction.CW);
path1.addCircle(280, 200, 100, Path.Direction.CW);
// path.op(path1, Path.Op.DIFFERENCE);
// path.op(path1, Path.Op.REVERSE_DIFFERENCE);
// path.op(path1, Path.Op.INTERSECT);
// path.op(path1, Path.Op.UNION);
// path.op(path1, Path.Op.XOR);
canvas.drawPath(path, mPaint);
}
三、計算邊界
public void computeBounds(RectF bounds, boolean exact)
bounds:測量結果放入矩形bounds中
exact:已經不再使用,直接傳入true即可
測試
private void gogogo(Canvas canvas) {
mPaint.setStyle(Paint.Style.FILL);
mPaint.setStrokeWidth(5);
mPaint.setColor(Color.BLUE);
RectF rectF = new RectF();// 存放測量結果的矩形
Path path = new Path();
Path path1 = new Path();
path.addCircle(200, 200, 100, Path.Direction.CW);
path1.addCircle(280, 200, 100, Path.Direction.CW);
path.op(path1, Path.Op.UNION);// path、path1并集運算
path.computeBounds(rectF, true);// 測量運算后的path邊界
canvas.drawPath(path, mPaint);// 繪制path
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setColor(Color.GRAY);
canvas.drawRect(rectF, mPaint);// 繪制邊界
}