I am developing a face recognition application of Vision library, and I am having trouble drawing lines with CAShapeLayer
here is the code after getting camera output:
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
guard let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else {
return
}
let imageRequestHandler = VNImageRequestHandler(cvPixelBuffer: imageBuffer, orientation: .leftMirrored, options: [:])
let faceDetectionRequest = VNDetectFaceLandmarksRequest(completionHandler: { (request: VNRequest, error: Error?) in
DispatchQueue.main.async {
self.faceLayers.forEach({ drawing in drawing.removeFromSuperlayer() })
if let observations = request.results as? [VNFaceObservation] {
for observation in observations {
let faceRectConverted = self.videoPreviewLayer.layerRectConverted(fromMetadataOutputRect: observation.boundingBox)
let faceRectanglePath = CGPath(rect: faceRectConverted, transform: nil)
let faceLayer = CAShapeLayer()
faceLayer.path = faceRectanglePath
faceLayer.fillColor = UIColor.clear.cgColor
faceLayer.strokeColor = UIColor.systemPink.cgColor
self.faceLayers.append(faceLayer)
self.cameraView.layer.addSublayer(faceLayer)
}
}
}
})
do {
try imageRequestHandler.perform([faceDetectionRequest])
} catch {
print(error.localizedDescription)
}
}
result
the problem I am facing when I want to draw a short line at the corner of the square
Thanks for all the support!
You can use this:
let thinLayer = CAShapeLayer()
thinLayer.path = CGPath(rect: rect, transform: nil)
thinLayer.strokeColor = UIColor.purple.cgColor
thinLayer.fillColor = UIColor.clear.cgColor
thinLayer.lineWidth = 1.0
view.layer.addSublayer(thinLayer)
let cornerWidth: CGFloat = 20.0
let topLeftBezierPath = UIBezierPath()
topLeftBezierPath.move(to: CGPoint(x: rect.origin.x, y: rect.origin.y + cornerWidth))
topLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x, y: rect.origin.y))
topLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x + cornerWidth, y: rect.origin.y))
let topRightBezierPath = UIBezierPath()
topRightBezierPath.move(to: CGPoint(x: rect.maxX, y: rect.origin.y + cornerWidth))
topRightBezierPath.addLine(to: CGPoint(x: rect.maxX, y: rect.origin.y))
topRightBezierPath.addLine(to: CGPoint(x: rect.maxX - cornerWidth, y: rect.origin.y))
let bottomRightBezierPath = UIBezierPath()
bottomRightBezierPath.move(to: CGPoint(x: rect.maxX, y: rect.maxY - cornerWidth))
bottomRightBezierPath.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
bottomRightBezierPath.addLine(to: CGPoint(x: rect.maxX - cornerWidth, y: rect.maxY))
let bottomLeftBezierPath = UIBezierPath()
bottomLeftBezierPath.move(to: CGPoint(x: rect.origin.x, y: rect.maxY - cornerWidth))
bottomLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x, y: rect.maxY))
bottomLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x + cornerWidth, y: rect.maxY))
func cornerLayer(with bezierPath: UIBezierPath) -> CAShapeLayer {
let shape = CAShapeLayer()
shape.path = bezierPath.cgPath
shape.lineWidth = 4.0
shape.strokeColor = UIColor.purple.cgColor
shape.fillColor = UIColor.clear.cgColor
shape.lineCap = .round
return shape
}
let topLeftShape = cornerLayer(with: topLeftBezierPath)
view.layer.addSublayer(topLeftShape)
let topRightShape = cornerLayer(with: topRightBezierPath)
view.layer.addSublayer(topRightShape)
let bottomRightShape = cornerLayer(with: bottomRightBezierPath)
view.layer.addSublayer(bottomRightShape)
let bottomLeftShape = cornerLayer(with: bottomLeftBezierPath)
view.layer.addSublayer(bottomLeftShape)
Where:
view
is the UIView
on which to add the layer, in your case it's cameraView
. rect
is the full rect of the face, in your case it's faceRectConverted
lineWidh
, strokeColor
, cornerWidth
which might me proportional to the size of the rect?)Sample in Playground:
func drawing() -> UIView {
let view = UIView(frame: CGRect(x: 0, y: 0, width: 300, height: 300))
view.backgroundColor = .orange
let rect = CGRect(x: 50, y: 50, width: 200, height: 200)
let thinLayer = CAShapeLayer()
thinLayer.path = CGPath(rect: rect, transform: nil)
thinLayer.strokeColor = UIColor.purple.cgColor
thinLayer.fillColor = UIColor.clear.cgColor
thinLayer.lineWidth = 1.0
view.layer.addSublayer(thinLayer)
let cornerWidth: CGFloat = 20.0
let topLeftBezierPath = UIBezierPath()
topLeftBezierPath.move(to: CGPoint(x: rect.origin.x, y: rect.origin.y + cornerWidth))
topLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x, y: rect.origin.y))
topLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x + cornerWidth, y: rect.origin.y))
let topRightBezierPath = UIBezierPath()
topRightBezierPath.move(to: CGPoint(x: rect.maxX, y: rect.origin.y + cornerWidth))
topRightBezierPath.addLine(to: CGPoint(x: rect.maxX, y: rect.origin.y))
topRightBezierPath.addLine(to: CGPoint(x: rect.maxX - cornerWidth, y: rect.origin.y))
let bottomRightBezierPath = UIBezierPath()
bottomRightBezierPath.move(to: CGPoint(x: rect.maxX, y: rect.maxY - cornerWidth))
bottomRightBezierPath.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
bottomRightBezierPath.addLine(to: CGPoint(x: rect.maxX - cornerWidth, y: rect.maxY))
let bottomLeftBezierPath = UIBezierPath()
bottomLeftBezierPath.move(to: CGPoint(x: rect.origin.x, y: rect.maxY - cornerWidth))
bottomLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x, y: rect.maxY))
bottomLeftBezierPath.addLine(to: CGPoint(x: rect.origin.x + cornerWidth, y: rect.maxY))
func cornerLayer(with bezierPath: UIBezierPath) -> CAShapeLayer {
let shape = CAShapeLayer()
shape.path = bezierPath.cgPath
shape.lineWidth = 4.0
shape.strokeColor = UIColor.purple.cgColor
shape.fillColor = UIColor.clear.cgColor
shape.lineCap = .round
return shape
}
let topLeftShape = cornerLayer(with: topLeftBezierPath)
view.layer.addSublayer(topLeftShape)
let topRightShape = cornerLayer(with: topRightBezierPath)
view.layer.addSublayer(topRightShape)
let bottomRightShape = cornerLayer(with: bottomRightBezierPath)
view.layer.addSublayer(bottomRightShape)
let bottomLeftShape = cornerLayer(with: bottomLeftBezierPath)
view.layer.addSublayer(bottomLeftShape)
return view
}
let drawn = drawing()
drawn
Output:
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