公司最近引入了 Flutter 技術棧,Flutter 是谷歌的移動 UI 框架,能夠快速在 iOS 和 Android 上構建高質量的原生用戶界面。然而因爲 Flutter 還在早期發展階段沒有,生態建設還不夠完善。好比項目中須要用到圖表 UI 組件,通過一番調研,Google/charts 功能最強大,樣式最豐富(詳見 online gallery),因而引入到項目中。可是 charts 只實現了直線折線圖,因此只能 fork charts 項目本身實現平滑曲線效果。html
return Container( height: 150.0, child: charts.LineChart( _createChartData(), // 折線圖的點的數據列表 animate: true, // 動畫 defaultRenderer: charts.LineRendererConfig( // 折線圖繪製的配置 includeArea: true, includePoints: true, includeLine: true, stacked: false, ), domainAxis: charts.NumericAxisSpec( // 主軸的配置 tickFormatterSpec: DomainFormatterSpec(widget.dateRange), // tick 值的格式化,這裏把 num 轉換成 String renderSpec: charts.SmallTickRendererSpec( // 主軸繪製的配置 tickLengthPx: 0, // 刻度標識突出的長度 labelOffsetFromAxisPx: 12, // 刻度文字距離軸線的位移 labelStyle: charts.TextStyleSpec( // 刻度文字的樣式 color: ChartUtil.getChartColor(HColors.lightGrey), fontSize: HFontSizes.smaller.toInt(), ), axisLineStyle: charts.LineStyleSpec( // 軸線的樣式 color: ChartUtil.getChartColor(ChartUtil.lightBlue), ), ), tickProviderSpec: charts.BasicNumericTickProviderSpec( // 軸線刻度配置 dataIsInWholeNumbers: false, desiredTickCount: widget.data.length, // 指望顯示幾個刻度 ), ), primaryMeasureAxis: charts.NumericAxisSpec( // 交叉軸的配置,參數參考主軸配置 showAxisLine: false, // 顯示軸線 tickFormatterSpec: MeasureFormatterSpec(), tickProviderSpec: charts.BasicNumericTickProviderSpec( dataIsInWholeNumbers: false, desiredTickCount: 4, ), renderSpec: charts.GridlineRendererSpec( // 交叉軸刻度水平線 tickLengthPx: 0, labelOffsetFromAxisPx: 12, labelStyle: charts.TextStyleSpec( color: ChartUtil.getChartColor(HColors.lightGrey), fontSize: HFontSizes.smaller.toInt(), ), lineStyle: charts.LineStyleSpec( color: ChartUtil.getChartColor(ChartUtil.lightBlue), ), axisLineStyle: charts.LineStyleSpec( color: ChartUtil.getChartColor(ChartUtil.lightBlue), ), ), ), selectionModels: [ // 設置點擊選中事件 charts.SelectionModelConfig( type: charts.SelectionModelType.info, listener: _onSelectionChanged, ) ], behaviors: [ charts.InitialSelection(selectedDataConfig: [ // 設置默認選中 charts.SeriesDatumConfig<num>('LineChart', _index) ]), ], ), ); 複製代碼
雖然基礎使用實現的折線圖效果已經很不錯了,但 UI 設計是平滑曲線效果,工程師也贊同曲線效果更優雅的觀點,因此決定挑戰自我,本身實現平滑曲線效果。 經過一層層源碼分析,最終發現繪製折線圖折線的實現位置,改寫該實現便可實現平滑曲線效果html5
line_chart.dartgit
defaultRenderer: charts.LineRendererConfig( // 折線圖繪製的配置 includeArea: true, includePoints: true, includeLine: true, stacked: false, ), 複製代碼
line_renderer.dartgithub
if (config.includeLine) { ... canvas.drawLine( clipBounds: _getClipBoundsForExtent(line.positionExtent), dashPattern: line.dashPattern, points: line.points, stroke: line.color, strokeWidthPx: line.strokeWidthPx, roundEndCaps: line.roundEndCaps); } }); } }); 複製代碼
chart_canvas.dart算法
@override void drawLine( ... _linePainter.draw( canvas: canvas, paint: _paint, points: points, clipBounds: clipBounds, fill: fill, stroke: stroke, roundEndCaps: roundEndCaps, strokeWidthPx: strokeWidthPx, dashPattern: dashPattern); } 複製代碼
既然找到了具體繪製折線的入口,剩下的就是如何根據給出的數據集合,繪製出平滑的曲線,並且曲線的範圍不能超出數據集合的範圍。前先後後嘗試了三種繪製曲線的算法,前兩種都因爲超出數據集合範圍而棄用了,最後的曲線效果採用的第三種算法繪製的。canvas
樣條插值是一種工業設計中經常使用的、獲得平滑曲線的一種插值方法,三次樣條又是其中用的較爲普遍的一種。算法參考 Java 三次樣條插值,代碼實現以下: interpolation.dartmarkdown
class Interpolation { int n; List<num> xs; List<num> ys; bool spInitialized; List<num> spY2s; Interpolation(List<num> _xs, List<num> _ys) { this.n = _xs.length; this.xs = _xs; this.ys = _ys; this.spInitialized = false; } num spline(num x) { if (!this.spInitialized) { // Assume Natural Spline Interpolation num p, qn, sig, un; List<num> us; us = new List<num>(n - 1); spY2s = new List<num>(n); us[0] = spY2s[0] = 0.0; for (int i = 1; i <= n - 2; i++) { sig = (xs[i] - xs[i - 1]) / (xs[i + 1] - xs[i - 1]); p = sig * spY2s[i - 1] + 2.0; spY2s[i] = (sig - 1.0) / p; us[i] = (ys[i + 1] - ys[i]) / (xs[i + 1] - xs[i]) - (ys[i] - ys[i - 1]) / (xs[i] - xs[i - 1]); us[i] = (6.0 * us[i] / (xs[i + 1] - xs[i - 1]) - sig * us[i - 1]) / p; } qn = un = 0.0; spY2s[n - 1] = (un - qn * us[n - 2]) / (qn * spY2s[n - 2] + 1.0); for (int k = n - 2; k >= 0; k--) { spY2s[k] = spY2s[k] * spY2s[k + 1] + us[k]; } this.spInitialized = true; } int klo, khi, k; num h, b, a; klo = 0; khi = n - 1; while (khi - klo > 1) { k = (khi + klo) >> 1; if (xs[k] > x) khi = k; else klo = k; } h = xs[khi] - xs[klo]; if (h == 0.0) { throw new Exception('h==0.0'); } a = (xs[khi] - x) / h; b = (x - xs[klo]) / h; return a * ys[klo] + b * ys[khi] + ((a * a * a - a) * spY2s[klo] + (b * b * b - b) * spY2s[khi]) * (h * h) / 6.0; } } 複製代碼
line_painter.dart框架
/// Draws smooth lines between each point. void _drawSmoothLine(Canvas canvas, Paint paint, List<Point> points) { var interval = 0.1; var interpolationPoints = List<Point>(); for (int k = 0; k < points.length; k++) { if ((k + 1) < points.length) { num temp = 0; while (temp < points[k + 1].x) { temp = temp + interval; interpolationPoints.add(Point(temp, 0.0)); } } } var tempX = points.map((item) => item.x).toList(); var tempY = points.map((item) => item.y).toList(); var ip = Interpolation(tempX, tempY); for (int j = 0; j < interpolationPoints.length; j++) { interpolationPoints[j] = Point(interpolationPoints[j].x, ip.spline(interpolationPoints[j].x)); } interpolationPoints.addAll(points); interpolationPoints.sort((a, b) { if (a.x == b.x) return 0; else if (a.x < b.x) return -1; else return 1; }); final path = new Path(); path.moveTo(interpolationPoints[0].x.toDouble(), interpolationPoints[0].y.toDouble()); for (int i = 1; i < interpolationPoints.length; i++) { path.lineTo(interpolationPoints[i].x.toDouble(), interpolationPoints[i].y.toDouble()); } canvas.drawPath(path, paint); } 複製代碼
最終效果圖 dom
看起來效果仍是挺完美的,可是其實有個致命問題,曲線的頂點可能會超出折線圖數據的範圍 ide
三次貝塞爾曲線就是這樣的一條曲線,它是依據四個位置任意的點座標繪製出的一條光滑曲線,其難點是兩個控制點的計算,算法參考 貝塞爾曲線平滑擬合折線段,代碼實現以下: line_painter.dart
/// Draws smooth lines between each point. void _drawSmoothLine(Canvas canvas, Paint paint, List<Point> points) { var targetPoints = List<Point>(); targetPoints.add(points[0]); targetPoints.addAll(points); targetPoints.add(points[points.length - 1]); final path = new Path(); for (int i = 1; i < targetPoints.length - 2; i++) { path.moveTo( targetPoints[i].x.toDouble(), targetPoints[i].y.toDouble()); var controllerPoint1 = Point( targetPoints[i].x + (targetPoints[i + 1].x - targetPoints[i - 1].x) / 4, targetPoints[i].y + (targetPoints[i + 1].y - targetPoints[i - 1].y) / 4, ); var controllerPoint2 = Point( targetPoints[i + 1].x - (targetPoints[i + 2].x - targetPoints[i].x) / 4, targetPoints[i + 1].y - (targetPoints[i + 2].y - targetPoints[i].y) / 4, ); path.cubicTo( controllerPoint1.x, controllerPoint1.y, controllerPoint2.x, controllerPoint2.y, targetPoints[i + 1].x, targetPoints[i + 1].y); } canvas.drawPath(path, paint); } 複製代碼
平滑曲線效果也是能夠實現的,可是依然存在頂點越界的問題
由於以前 RN 項目用到了 victory-native / victory-chart,經過源碼和文檔發現它的曲線效果實現是依賴了 d3-shap 的 d3.curveMonotoneX,算法參考 monotone.js,實現代碼以下:
注:因爲算法須要當前點和前兩個點才能畫出一段曲線,因此在折線點數據集合最後人爲添加了一個點,不然畫出來的曲線會缺乏最後一段
line_painter.dart
/// Draws smooth lines between each point. void _drawSmoothLine(Canvas canvas, Paint paint, List<Point> points) { var targetPoints = List<Point>(); targetPoints.addAll(points); targetPoints.add(Point( points[points.length - 1].x * 2, points[points.length - 1].y * 2)); var x0, y0, x1, y1, t0, path = Path(); for (int i = 0; i < targetPoints.length; i++) { var t1; var x = targetPoints[i].x; var y = targetPoints[i].y; if (x == x1 && y == y1) return; switch (i) { case 0: path.moveTo(x, y); break; case 1: break; case 2: t1 = MonotoneX.slope3(x0, y0, x1, y1, x, y); MonotoneX.point( path, x0, y0, x1, y1, MonotoneX.slope2(x0, y0, x1, y1, t1), t1); break; default: t1 = MonotoneX.slope3(x0, y0, x1, y1, x, y); MonotoneX.point( path, x0, y0, x1, y1, t0, t1); } x0 = x1; y0 = y1; x1 = x; y1 = y; t0 = t1; } canvas.drawPath(path, paint); } 複製代碼
最終效果圖,頂點都是折線圖數據集合裏的點,完美!
詳見 GitHub dev 分支 github.com/123lxw123/c…
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