I'm looking for a way to add another layer of hexagon bezier path like the ones below.
I have been able to create Hexagon using bezier path and animate accordingly but I am trying to add another grey colour layer of bezier path. I tried adding multiple bezier paths but it doesn't work.
This is the output I achieved.
Here is my LoaderView
class
class LoaderView: UIView {
private let lineWidth : CGFloat = 5
internal var backgroundMask = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
setUpLayers()
createAnimation()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setUpLayers()
createAnimation()
}
func setUpLayers()
{
backgroundMask.lineWidth = lineWidth
backgroundMask.fillColor = nil
backgroundMask.strokeColor = UIColor.blue.cgColor
layer.mask = backgroundMask
layer.addSublayer(backgroundMask)
}
func createAnimation()
{
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.duration = 1
animation.repeatCount = .infinity
backgroundMask.add(animation, forKey: "MyAnimation")
}
override func draw(_ rect: CGRect) {
let sides = 6
let rect = self.bounds
let path = UIBezierPath()
let cornerRadius : CGFloat = 10
let rotationOffset = CGFloat(.pi / 2.0)
let theta: CGFloat = CGFloat(2.0 * .pi) / CGFloat(sides) // How much to turn at every corner
let width = min(rect.size.width, rect.size.height) // Width of the square
let center = CGPoint(x: rect.origin.x + width / 2.0, y: rect.origin.y + width / 2.0)
// Radius of the circle that encircles the polygon
// Notice that the radius is adjusted for the corners, that way the largest outer
// dimension of the resulting shape is always exactly the width - linewidth
let radius = (width - lineWidth + cornerRadius - (cos(theta) * cornerRadius)) / 2.0
// Start drawing at a point, which by default is at the right hand edge
// but can be offset
var angle = CGFloat(rotationOffset)
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle), y: center.y + (radius - cornerRadius) * sin(angle))
path.move(to: CGPoint(x: corner.x + cornerRadius * cos(angle + theta), y: corner.y + cornerRadius * sin(angle + theta)))
for _ in 0..<sides {
angle += theta
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle), y: center.y + (radius - cornerRadius) * sin(angle))
let tip = CGPoint(x: center.x + radius * cos(angle), y: center.y + radius * sin(angle))
let start = CGPoint(x: corner.x + cornerRadius * cos(angle - theta), y: corner.y + cornerRadius * sin(angle - theta))
let end = CGPoint(x: corner.x + cornerRadius * cos(angle + theta), y: corner.y + cornerRadius * sin(angle + theta))
path.addLine(to: start)
path.addQuadCurve(to: end, controlPoint: tip)
}
path.close()
backgroundMask.path = path.cgPath
}}
To add the gray hexagon under the blue animating path, you can add another CAShapeLayer
:
var grayLayer = CAShapeLayer()
Set it up in a similar way to backgroundMask
:
grayLayer.lineWidth = lineWidth
grayLayer.fillColor = nil
grayLayer.strokeColor = UIColor.gray.cgColor
Set its path to be the same path as backgroundMask
:
backgroundMask.path = path.cgPath
grayLayer.path = path.cgPath
Finally, add the gray layer before you add backgroundMask
. This makes it go at the bottom:
layer.addSublayer(grayLayer)
layer.addSublayer(backgroundMask)
Also note that your path drawing code doesn't need to go in draw
. It could just go in init
.
Here's what one frame of the animation looks like: