Swift 将 CGMutablePath 另存为 JSON 的最佳方式

Swift Best Way to Save CGMutablePath as JSON

将 CGMutablePath 保存为 JSON 可以上传到后端的数据的最佳方法是什么?

我知道可以使用符合 NSCoding 的 UIBezierPath 将其转换为 Data 对象,然后数据可以再次转换为字符串并保存到后端,但是似乎不是一个好方法。有没有更好的方法将这个对象保存到后端?

也许您可以提取构成路径的大量点,将其转换为字符串并保存。这样最好吗?

一个CGPathCGMutablePath是一个非常简单的数据结构。它是一组路径元素。每个路径元素是 movelinecubicCurvecurvecloseSubpath 操作与 0 到 3 个点。就这样。没有其他属性或变体。

因此,将路径转换为路径元素数组 (struct PathElement) 然后将其编码为 JSON 非常简单。它导致 JSON 可以使用任何编程语言轻松阅读,并适用于许多图形系统(包括 iOS/macOS Quartz、Postscript、PDF、Windows GDI+)。

下面示例代码的输出包括打印的CGMutablePath、生成的JSON和从JSON恢复的路径:

Path 0x10100d960:
  moveto (10, 10)
    lineto (30, 30)
    quadto (100, 100) (200, 200)
    curveto (150, 120) (100, 350) (20, 400)
    closepath
  moveto (200, 200)
    lineto (230, 230)
    lineto (260, 210)
    closepath

[
  {
    "type" : 0,
    "points" : [
      [
        10,
        10
      ]
    ]
  },
  {
    "type" : 1,
    "points" : [
      [
        30,
        30
      ]
    ]
  },
  {
    "type" : 2,
    "points" : [
      [
        100,
        100
      ],
      [
        200,
        200
      ]
    ]
  },
  {
    "type" : 3,
    "points" : [
      [
        150,
        120
      ],
      [
        100,
        350
      ],
      [
        20,
        400
      ]
    ]
  },
  {
    "type" : 4
  },
  {
    "type" : 0,
    "points" : [
      [
        200,
        200
      ]
    ]
  },
  {
    "type" : 1,
    "points" : [
      [
        230,
        230
      ]
    ]
  },
  {
    "type" : 1,
    "points" : [
      [
        260,
        210
      ]
    ]
  },
  {
    "type" : 4
  }
]

Path 0x10100bd20:
  moveto (10, 10)
    lineto (30, 30)
    quadto (100, 100) (200, 200)
    curveto (150, 120) (100, 350) (20, 400)
    closepath
  moveto (200, 200)
    lineto (230, 230)
    lineto (260, 210)
    closepath

示例代码:

import Foundation

var path = CGMutablePath()
path.move(to: CGPoint(x: 10, y: 10))
path.addLine(to: CGPoint(x: 30, y: 30))
path.addQuadCurve(to: CGPoint(x: 200, y: 200), control: CGPoint(x: 100, y: 100))
path.addCurve(to: CGPoint(x: 20, y: 400), control1: CGPoint(x: 150, y: 120), control2: CGPoint(x: 100, y: 350))
path.closeSubpath()
path.move(to: CGPoint(x: 200, y: 200))
path.addLine(to: CGPoint(x: 230, y: 230))
path.addLine(to: CGPoint(x: 260, y: 210))
path.closeSubpath()
print(path)

let jsonData = encode(path: path)
let jsonString = String(data: jsonData, encoding: .utf8)!
print(jsonString)
print("")

let restoredPath = try! decode(data: jsonData)
print(restoredPath)


func encode(path: CGPath) -> Data {
    var elements = [PathElement]()
    
    path.applyWithBlock() { elem in
        let elementType = elem.pointee.type
        let n = numPoints(forType: elementType)
        var points: Array<CGPoint>?
        if n > 0 {
            points = Array(UnsafeBufferPointer(start: elem.pointee.points, count: n))
        }
        elements.append(PathElement(type: Int(elementType.rawValue), points: points))
    }
    
    do {
        let encoder = JSONEncoder()
        encoder.outputFormatting = .prettyPrinted
        return try encoder.encode(elements)
    } catch {
        return Data()
    }
}

func decode(data: Data) throws -> CGPath {
    let decoder = JSONDecoder()
    let elements = try decoder.decode([PathElement].self, from: data)

    let path = CGMutablePath()
    
    for elem in elements {
        switch elem.type {
        case 0:
            path.move(to: elem.points![0])
        case 1:
            path.addLine(to: elem.points![0])
        case 2:
            path.addQuadCurve(to: elem.points![1], control: elem.points![0])
        case 3:
            path.addCurve(to: elem.points![2], control1: elem.points![0], control2: elem.points![1])
        case 4:
            path.closeSubpath()
        default:
            break
        }
    }
    return path
}

func numPoints(forType type: CGPathElementType) -> Int
{
    var n = 0
    
    switch type {
    case .moveToPoint:
        n = 1
    case .addLineToPoint:
        n = 1
    case .addQuadCurveToPoint:
        n = 2
    case .addCurveToPoint:
        n = 3
    case .closeSubpath:
        n = 0
    default:
        n = 0
    }
    
    return n
}


struct PathElement: Codable {
    var type: Int
    var points: Array<CGPoint>?
}

“最佳”完全是主观的,完全取决于您的需求和优先级。人类可读性重要吗?数据大小重要吗?与某处现有 API 的兼容性?您需要回答这些问题才能确定适合您的用例的内容。

如果数据的人类可读性很重要,那么 JSON 明显优于 NSCoding。如果大小很重要,那么 compressed JSON 通常比 NSKeyedArchiver 数据小,但解压缩后也可以大得多。

用于生成一些随机路径并从中生成数据的小型(非生产就绪)测试工具:

import Foundation
import GameplayKit
import UIKit

extension GKRandom {
    func nextCGFloat(upperBound: CGFloat) -> CGFloat {
        CGFloat(nextUniform()) * upperBound
    }
    
    func nextCGPoint(scale: CGFloat = 100) -> CGPoint {
        CGPoint(x: nextCGFloat(upperBound: scale),
                y: nextCGFloat(upperBound: scale))
    }
    
    func nextCGRect(widthScale: CGFloat = 100, heightScale: CGFloat = 100) -> CGRect {
        CGRect(origin: nextCGPoint(),
               size: CGSize(width: 4 + nextCGFloat(upperBound: widthScale - 4),
                            height: 4 + nextCGFloat(upperBound: heightScale - 4)))
    }
    
    func nextCGPath() -> CGMutablePath {
        let path = CGMutablePath()
        path.move(to: nextCGPoint())
        
        let minPathElements = 3
        for _ in minPathElements ..< minPathElements + nextInt(upperBound: 10) {
            switch nextInt(upperBound: 6) {
            case 0:
                path.addArc(center: nextCGPoint(),
                            radius: nextCGFloat(upperBound: 20),
                            startAngle: nextCGFloat(upperBound: CGFloat(2 * Double.pi)),
                            endAngle: nextCGFloat(upperBound: CGFloat(2 * Double.pi)),
                            clockwise: nextBool())
                        
            case 1:
                path.addCurve(to: nextCGPoint(),
                              control1: nextCGPoint(),
                              control2: nextCGPoint())
                            
            case 2:
                path.addEllipse(in: nextCGRect())
                
            case 3:
                path.addLine(to: nextCGPoint())
                
            case 4:
                path.addQuadCurve(to: nextCGPoint(),
                                  control: nextCGPoint())
                                
            case 5:
                path.addRect(nextCGRect())
                            
            default:
                continue
            }
        }
        
        path.closeSubpath()
        return path
    }
}

func encodePathWithArchiver(_ path: CGMutablePath) -> Data {
    let bezierPath = UIBezierPath(cgPath: path)
    return try! NSKeyedArchiver.archivedData(withRootObject: bezierPath, requiringSecureCoding: true)
}

extension CGPathElement: Encodable {
    private enum CodingKeys: CodingKey {
        case type
        case points
    }
    
    public func encode(to encoder: Encoder) throws {
        var container = encoder.container(keyedBy: CodingKeys.self)
        try container.encode(type.rawValue, forKey: .type)
        
        let pointCount: Int
        switch type {
        case .moveToPoint, .addLineToPoint, .addQuadCurveToPoint:
            pointCount = 2
        
        case .addCurveToPoint:
            pointCount = 3
            
        case .closeSubpath: fallthrough
        @unknown default:
            pointCount = 0
        }
        
        try container.encode(Array(UnsafeBufferPointer(start: points, count: pointCount)), forKey: .points)
    }
}

func encodePathAsJSON(_ path: CGMutablePath) -> Data {
    var elements = [CGPathElement]()
    path.applyWithBlock { element in
        elements.append(element.pointee)
    }
    
    return try! JSONEncoder().encode(elements)
}

let randomSource = GKMersenneTwisterRandomSource(seed: 0 /* some reproducible seed here, or omit for a random run each time */)
let path = randomSource.nextCGPath()

let keyedArchiverData = encodePathWithArchiver(path)
let jsonData = encodePathAsJSON(path)
print(keyedArchiverData.count, "<=>", jsonData.count)

let compressedArchiverData = try! (keyedArchiverData as NSData).compressed(using: .lzma) as Data
let compressedJSONData = try! (jsonData as NSData).compressed(using: .lzma) as Data
print(compressedArchiverData.count, "<=>", compressedJSONData.count)

以上代码使用 GameplayKit 使用种子实现可重现的随机性:您可以尝试使用它来查看各种结果。例如,0 的种子生成 JSON 数据,在压缩和未压缩时都小于 NSKeyedArchiver 数据,但是 14283523348572255252 的种子生成 JSON压缩前数据大于 NSKeyedArchiver 数据的 2 倍。

这里的要点在很大程度上取决于您的具体用例,以及您的数据存储优先级。


注意:很容易看到这里的小数字并尝试得出什么是“最佳”的结论,但请记住这里的比例:除非你的路径有数千个点长, effective 这些方法之间的差异导致大小差异可以忽略不计。无论您是否努力维护 CGPath 引用的编码接口,或者是否将单行转换为 UIBezierPath 对您来说可能比任何大小节省都更重要。