iOS 原生地图(MapKit、MKMapView)轨迹渐变

iOS 原生地图(MapKit、MKMapView)轨迹渐变_第1张图片
WechatIMG2.png

项目已接入高德地图,并且大部分功能已经实现好,但BOSS觉得iOS自带的地图效果更好。。。本着面向老板编程的思想,换之。还好,高德地图是在MapKit上封装的,大部分api只要将前缀MA->MK即可,但有一个问题麻烦了,就是处理轨迹的渐变,Mapkit没有相应的方法,高德又不是开源的,而且国内的网站上基本搜不到解决方案,所以在这里把自己的思路和在国外论坛上找到的解决方法分享出来,让其他做运动的同行节省点时间。

如何在iPhone上绘制mapView就不说了,在mapView上绘制轨迹要添加MKPolyline,调用[self.mapView addOverlay:self.polyLine];但这个MKPolyline的构造方法中只接受和坐标相关的值,而轨迹渐变自然要通过速度控制,但传不进去,所以只能重写一个实现协议的类。下面就是我找到的,拿去可以直接用:

GradientPolylineOverlay.h实现

#import 
#import 

@interface GradientPolylineOverlay : NSObject {
    MKMapPoint *points;
    NSUInteger pointCount;
    NSUInteger pointSpace;
    
    MKMapRect boundingMapRect;
    pthread_rwlock_t rwLock;
}

//Initialize the overlay with the starting coordinate.
//The overlay's boundingMapRect will be set to a sufficiently large square
//centered on the starting coordinate.
-(id) initWithCenterCoordinate:(CLLocationCoordinate2D)coord;

-(id) initWithPoints:(CLLocationCoordinate2D*)_points velocity:(float*)_velocity count:(NSUInteger)_count;

//Add a location observation. A MKMapRect containing the newly added point
//and the previously added point is returned so that the view can be updated
//int that rectangle. If the added coordinate has not moved far enough from
//the previously added coordinate it will not be added to the list and
//MKMapRectNULL will be returned.
//
-(MKMapRect)addCoordinate:(CLLocationCoordinate2D)coord;

-(void) lockForReading;

//The following properties must only be accessed when holding the read lock
// via lockForReading. Once you're done accessing the points, release the
// read lock with unlockForReading.
//
@property (assign) MKMapPoint *points;
@property (readonly) NSUInteger pointCount;
@property (assign) float *velocity;

-(void) unlockForReading;


@end

GradientPolylineOverlay.m

#import "GradientPolylineOverlay.h"
#import 

#define INITIAL_POINT_SPACE 1000
#define MINIMUM_DELTA_METERS 10.0

@implementation GradientPolylineOverlay{
}

@synthesize points, pointCount, velocity;

-(id) initWithCenterCoordinate:(CLLocationCoordinate2D)coord{
    self = [super init];
    if (self){
        //initialize point storage and place this first coordinate in it
        pointSpace = INITIAL_POINT_SPACE;
        points = malloc(sizeof(MKMapPoint)*pointSpace);
        points[0] = MKMapPointForCoordinate(coord);
        pointCount = 1;
        
        //bite off up to 1/4 of the world to draw into
        MKMapPoint origin = points[0];
        origin.x -= MKMapSizeWorld.width/8.0;
        origin.y -= MKMapSizeWorld.height/8.0;
        MKMapSize size = MKMapSizeWorld;
        size.width /=4.0;
        size.height /=4.0;
        boundingMapRect = (MKMapRect) {origin, size};
        MKMapRect worldRect = MKMapRectMake(0, 0, MKMapSizeWorld.width, MKMapSizeWorld.height);
        boundingMapRect = MKMapRectIntersection(boundingMapRect, worldRect);
        
        // initialize read-write lock for drawing and updates
        pthread_rwlock_init(&rwLock,NULL);
    }
    return self;
}

-(id) initWithPoints:(CLLocationCoordinate2D*)_points velocity:(float *)_velocity count:(NSUInteger)_count{
    self = [super init];
    if (self){
        pointCount = _count;
        self.points = malloc(sizeof(MKMapPoint)*pointCount);
        for (int i=0; i<_count; i++){
            self.points[i] = MKMapPointForCoordinate(_points[i]);
        }
        
        self.velocity = malloc(sizeof(float)*pointCount);
        for (int i=0; i<_count;i++){
            self.velocity[i] = _velocity[i];
        }
        
        //bite off up to 1/4 of the world to draw into
        MKMapPoint origin = points[0];
        origin.x -= MKMapSizeWorld.width/8.0;
        origin.y -= MKMapSizeWorld.height/8.0;
        MKMapSize size = MKMapSizeWorld;
        size.width /=4.0;
        size.height /=4.0;
        boundingMapRect = (MKMapRect) {origin, size};
        MKMapRect worldRect = MKMapRectMake(0, 0, MKMapSizeWorld.width, MKMapSizeWorld.height);
        boundingMapRect = MKMapRectIntersection(boundingMapRect, worldRect);
        
        // initialize read-write lock for drawing and updates
        pthread_rwlock_init(&rwLock,NULL);
    }
    return self;
}

-(void)dealloc{
    free(points);
    free(velocity);
    pthread_rwlock_destroy(&rwLock);
}

//center
-(CLLocationCoordinate2D)coordinate{
    return MKCoordinateForMapPoint(points[0]);
}

-(MKMapRect)boundingMapRect{
    return boundingMapRect;
}

-(void) lockForReading{
    pthread_rwlock_rdlock(&rwLock);
}

-(void) unlockForReading{
    pthread_rwlock_unlock(&rwLock);
}


-(MKMapRect)addCoordinate:(CLLocationCoordinate2D)coord{
    //Acquire the write lock because we are going to changing the list of points
    pthread_rwlock_wrlock(&rwLock);
    
    //Convert a CLLocationCoordinate2D to an MKMapPoint
    MKMapPoint newPoint = MKMapPointForCoordinate(coord);
    MKMapPoint prevPoint = points[pointCount-1];
    
    //Get the distance between this new point and previous point
    CLLocationDistance metersApart = MKMetersBetweenMapPoints(newPoint, prevPoint);
    MKMapRect updateRect = MKMapRectNull;
    
    if (metersApart > MINIMUM_DELTA_METERS){
        //Grow the points array if necessary
        if (pointSpace == pointCount){
            pointSpace *= 2;
            points = realloc(points, sizeof(MKMapPoint) * pointSpace);
        }
        
        //Add the new point to points array
        points[pointCount] = newPoint;
        pointCount++;
        
        //Compute MKMapRect bounding prevPoint and newPoint
        double minX = MIN(newPoint.x,prevPoint.x);
        double minY = MIN(newPoint.y,prevPoint.y);
        double maxX = MAX(newPoint.x, prevPoint.x);
        double maxY = MAX(newPoint.y, prevPoint.y);
        
        updateRect = MKMapRectMake(minX, minY, maxX - minX, maxY - minY);
    }
    
    pthread_rwlock_unlock(&rwLock);
    
    return updateRect;
}

@end

下面是在mapview上添加PolyLine的方法:([self smoothTrack] 是我针对项目需求做速度平滑渐变的算法,可以忽略;我绘制轨迹的坐标数据结构是由精度、维度、速度构成的字典;最后添加的方法是调用mapview的分类中的方法,所以有级别,也是根我需求相关,可直接用[self.mapView addOverlay:self.polyline] 代替)

NSMutableArray *smoothTrackArray = [self smoothTrack];
    double count = smoothTrackArray.count;
    CLLocationCoordinate2D *points;
    float *velocity;
    points = malloc(sizeof(CLLocationCoordinate2D)*count);
    velocity = malloc(sizeof(float)*count);
    
    for(int i=0;i

轨迹添加好了,还需要在渲染器上面呈现,会调用Mapkit相应的代理:(GradientPolylineRenderer 则是与之对应的渲染器)

#pragma mark -
#pragma mark - MKMap Delegate
- (MKOverlayRenderer *)mapView:(MKMapView *)mapView rendererForOverlay:(id )overlay{
    if([overlay isKindOfClass:[GradientPolylineOverlay class]]){
        //轨迹
        GradientPolylineRenderer *polylineRenderer = [[GradientPolylineRenderer alloc] initWithOverlay:overlay];
        polylineRenderer.lineWidth = 8.f;
        return polylineRenderer;
    }
    return nil;
}

GradientPolylineRenderer.h实现:

#import 

@interface GradientPolylineRenderer : MKOverlayPathRenderer

@end

GradientPolylineRenderer.m实现:(上面的几个宏定义,是速度的边界值,以及对应的颜色边界值;另外我这里会对hues[i]是否为0做判断,项目需求要区分暂停点和速度过快点,已防作弊,此种情况会用虚线代替,如果只绘制渐变实线,不用管这)

#import "GradientPolylineRenderer.h"
#import 
#import "GradientPolylineOverlay.h"
#import "Constant.h"

#define V_MAX 4.5
#define V_MIN 1.0
#define H_MAX 0.33
#define H_MIN 0.03

@implementation GradientPolylineRenderer{
    float* hues;
    pthread_rwlock_t rwLock;
    GradientPolylineOverlay* polyline;
}

- (id) initWithOverlay:(id)overlay{
    self = [super initWithOverlay:overlay];
    if (self){
        pthread_rwlock_init(&rwLock,NULL);
        polyline = ((GradientPolylineOverlay*)self.overlay);
        float *velocity = polyline.velocity;
        int count = (int)polyline.pointCount;
        [self velocity:velocity ToHue:&hues count:count];
        [self createPath];
    }
    return self;
}
/**
 *  Convert velocity to Hue using specific formular.
 *
 *  H(v) = Hmax, (v > Vmax)
 *       = Hmin + ((v-Vmin)*(Hmax-Hmin))/(Vmax-Vmin), (Vmin <= v <= Vmax)
 *       = Hmin, (v < Vmin)
 *
 *  @param velocity Velocity list.
 *  @param count    count of velocity list.
 *
 *  @return An array of hues mapping each velocity.
 */
- (void) velocity:(float*)velocity ToHue:(float**)_hue count:(int)count{
    *_hue = malloc(sizeof(float)*count);
    for (int i=0;i V_MAX) ? V_MAX : curVelo);
//        (*_hue)[i] = H_MIN + ((curVelo-V_MIN)*(H_MAX-H_MIN))/(V_MAX-V_MIN);
        
        if(curVelo>0.){
            curVelo = ((curVelo < V_MIN) ? V_MIN : (curVelo  > V_MAX) ? V_MAX : curVelo);
            (*_hue)[i] = H_MIN + ((curVelo-V_MIN)*(H_MAX-H_MIN))/(V_MAX-V_MIN);
        }else{
            //暂停颜色
            (*_hue)[i] = 0.;
        }
    }
}

-(void) createPath{
    CGMutablePathRef path = CGPathCreateMutable();
    BOOL pathIsEmpty = YES;
    for (int i=0;i< polyline.pointCount;i++){
        CGPoint point = [self pointForMapPoint:polyline.points[i]];
        if (pathIsEmpty){
            CGPathMoveToPoint(path, nil, point.x, point.y);
            pathIsEmpty = NO;
        } else {
            CGPathAddLineToPoint(path, nil, point.x, point.y);
        }
    }
    
    pthread_rwlock_wrlock(&rwLock);
    self.path = path; //<—— don't forget this line.
    pthread_rwlock_unlock(&rwLock);
}

//-(BOOL)canDrawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale{
//    CGRect pointsRect = CGPathGetBoundingBox(self.path);
//    CGRect mapRectCG = [self rectForMapRect:mapRect];
//    return CGRectIntersectsRect(pointsRect, mapRectCG);
//}

- (void) drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context{
    
    //put this blok into the canDraw method cause problem
    CGRect pointsRect = CGPathGetBoundingBox(self.path);
    CGRect mapRectCG = [self rectForMapRect:mapRect];
    if (!CGRectIntersectsRect(pointsRect, mapRectCG))return;
    CGContextSetLineCap(context, kCGLineCapRound);
    CGContextSetLineJoin(context, kCGLineJoinRound);
    UIColor* pcolor,*ccolor;
    for (int i=0;i< polyline.pointCount;i++){
        CGPoint point = [self pointForMapPoint:polyline.points[i]];
        CGMutablePathRef path = CGPathCreateMutable();
        
        if(hues[i]==0.){
            //虚线
            if(i==0){
                CGPathMoveToPoint(path, nil, point.x, point.y);
            }else{
                //颜色
                CGContextSetRGBStrokeColor(context, 153.0 / 255.0, 153.0 / 255.0, 153.0 / 255.0, 1.0);
                //线宽
                CGFloat lineWidth = CGContextConvertSizeToUserSpace(context, (CGSize){self.lineWidth,self.lineWidth}).width;
                CGContextSetLineWidth(context, lineWidth);
                
                CGFloat lengths[] = {lineWidth*2,lineWidth*2};//设置虚线
                CGContextSetLineDash(context, lineWidth, lengths, 2);//设置虚线
                
                CGPoint prevPoint = [self pointForMapPoint:polyline.points[i-1]];
                CGPathMoveToPoint(path, nil, prevPoint.x, prevPoint.y);
                CGPathAddLineToPoint(path, nil, point.x, point.y);
                CGContextAddPath(context, path);
                CGContextStrokePath(context);
            }
        }else{
            //跑步渐变
            ccolor = [UIColor colorWithHue:hues[i] saturation:1.0f brightness:1.0f alpha:1.0f];
            if (i==0){
                CGPathMoveToPoint(path, nil, point.x, point.y);
            } else {
                CGPoint prevPoint = [self pointForMapPoint:polyline.points[i-1]];
                CGPathMoveToPoint(path, nil, prevPoint.x, prevPoint.y);
                CGPathAddLineToPoint(path, nil, point.x, point.y);
                
                CGFloat pc_r,pc_g,pc_b,pc_a,
                cc_r,cc_g,cc_b,cc_a;
                
                [pcolor getRed:&pc_r green:&pc_g blue:&pc_b alpha:&pc_a];
                [ccolor getRed:&cc_r green:&cc_g blue:&cc_b alpha:&cc_a];
                
                CGFloat gradientColors[8] = {pc_r,pc_g,pc_b,pc_a,
                    cc_r,cc_g,cc_b,cc_a};
                
                CGFloat gradientLocation[2] = {0,1};
                CGContextSaveGState(context);
                CGFloat lineWidth = CGContextConvertSizeToUserSpace(context, (CGSize){self.lineWidth,self.lineWidth}).width;
                CGPathRef pathToFill = CGPathCreateCopyByStrokingPath(path, NULL, lineWidth, self.lineCap, self.lineJoin, self.miterLimit);
                CGContextAddPath(context, pathToFill);
                CGContextClip(context);
                CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
                CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, gradientColors, gradientLocation, 2);
                CGColorSpaceRelease(colorSpace);
                CGPoint gradientStart = prevPoint;
                CGPoint gradientEnd = point;
                CGContextDrawLinearGradient(context, gradient, gradientStart, gradientEnd, kCGGradientDrawsAfterEndLocation);
                CGGradientRelease(gradient);
                CGContextRestoreGState(context);
                pcolor = [UIColor colorWithCGColor:ccolor.CGColor];
            }
        }
    }
}
@end

以上就是我基于Mapkit绘制渐变轨迹的方式,相比高德的轨迹,圆滑程度还是欠缺些,但这些都是项目日后优化的点。

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