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在一组给定点之间绘制贝塞尔曲线

[英]Drawing a bezier curve between a set of given points

在iOS应用程序中绘制贝塞尔曲线的最佳方法是什么,它通过一组给定的点

例如,通过查看BEMSimpleLineGraph GitHub项目可以实现更通用的方法(请参阅此处了解更多信息: )。 在这里,我提取了一种方法,通过给定的点列表绘制贝塞尔曲线。

头文件(BezierLine.h):

#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#import <CoreGraphics/CoreGraphics.h>

@interface BezierLine : NSObject

/*
 Draws a bezier curved line on the given context
 with points: Array of CGPoint values
 */
-(void) drawBezierCurveInContext:(CGContextRef)context withPoints:(NSArray*)points lineColor:(UIColor*)color lineWidth:(CGFloat)lineWidth;

@end

实施(BezierLine.m):

#import "BezierLine.h"

@implementation BezierLine

-(void) drawBezierCurveInContext:(CGContextRef)context withPoints:(NSArray*)points lineColor:(UIColor*)color lineWidth:(CGFloat)lineWidth {
    if (points.count < 2) return;

    CGPoint CP1;
    CGPoint CP2;

    // LINE
    UIBezierPath *line = [UIBezierPath bezierPath];

    CGPoint p0;
    CGPoint p1;
    CGPoint p2;
    CGPoint p3;
    CGFloat tensionBezier1 = 0.3;
    CGFloat tensionBezier2 = 0.3;

    CGPoint previousPoint1;
    CGPoint previousPoint2;

    [line moveToPoint:[[points objectAtIndex:0] CGPointValue]];

    for (int i = 0; i < points.count - 1; i++) {
        p1 = [[points objectAtIndex:i] CGPointValue];
        p2 = [[points objectAtIndex:i + 1] CGPointValue];

        const CGFloat maxTension = 1.0f / 3.0f;
        tensionBezier1 = maxTension;
        tensionBezier2 = maxTension;

        if (i > 0) { // Exception for first line because there is no previous point
            p0 = previousPoint1;
            if (p2.y - p1.y == p1.y - p0.y) tensionBezier1 = 0;
        } else {
            tensionBezier1 = 0;
            p0 = p1;
        }

        if (i < points.count - 2) { // Exception for last line because there is no next point
            p3 = [[points objectAtIndex:i + 2] CGPointValue];
            if (p3.y - p2.y == p2.y - p1.y) tensionBezier2 = 0;
        } else {
            p3 = p2;
            tensionBezier2 = 0;
        }

        // The tension should never exceed 0.3
        if (tensionBezier1 > maxTension) tensionBezier1 = maxTension;
        if (tensionBezier2 > maxTension) tensionBezier2 = maxTension;

        // First control point
        CP1 = CGPointMake(p1.x + (p2.x - p1.x)/3,
                          p1.y - (p1.y - p2.y)/3 - (p0.y - p1.y)*tensionBezier1);

        // Second control point
        CP2 = CGPointMake(p1.x + 2*(p2.x - p1.x)/3,
                          (p1.y - 2*(p1.y - p2.y)/3) + (p2.y - p3.y)*tensionBezier2);


        [line addCurveToPoint:p2 controlPoint1:CP1 controlPoint2:CP2];

        previousPoint1 = p1;
        previousPoint2 = p2;
    }

    CGContextSetAllowsAntialiasing(context, YES);
    CGContextSetStrokeColorWithColor(context, color.CGColor);
    CGContextSetLineWidth(context, lineWidth);
    CGContextAddPath(context, line.CGPath);
    CGContextDrawPath(context, kCGPathStroke);
}


@end

您可以通过使用UIGraphicsBeginImageContext创建图像上下文并使用UIGraphicsGetCurrentContext()检索上下文来使用它。

否则,您可能需要更改代码并将结果路径分配给CALayer并将其添加到UIView。

希望这可以帮助。

我知道这可能会迟到,但对于那些正在寻找正确答案的人来说。 而不是使用addLineToPoint绘制直线。 您可以使用addCurveToPoint绘制曲线。 例如

[bezierPath moveToPoint:CGPointMake(0, 0)];
[bezierPath addCurveToPoint:CGPointMake(40, 100) 
              controlPoint1:CGPointMake(20, 0) 
              controlPoint2:CGPointMake(20, 100)];
[bezierPath addCurveToPoint:CGPointMake(80, 50) 
              controlPoint1:CGPointMake(60, 100) 
              controlPoint2:CGPointMake(60, 50)];

// and you may don't want to close the path
// [bezierPath closePath];

选择曲线的控制点真的取决于你。 我只使用x = last_point_x + 20; 对于控制点1,y = last_point_y,x = current_point_x - 20; y = current_point_y;

并且您可能希望使用其他值而不是20,因为您可能具有不同的曲线段宽度。

您可以轻松地谷歌一些如何在网络上创建贝塞尔曲线的示例。 我发现这个短暂的啧啧是一个例子。

您可以创建一个紧密的贝塞尔曲线,例如使用以下代码片段:

UIBezierPath* path = [UIBezierPath bezierPath];

[path moveToPoint:pt1];
[path addLineToPoint:pt2];
[path addLineToPoint:pt3];

[path closePath];

我希望它有助于作为一个起点。

请试试这个。

UIImageView *waterLevel = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,200,200)];
UIGraphicsBeginImageContext(waterLevel.frame.size);
[waterLevel.image drawAtPoint:CGPointZero];
//define BezierPath
UIBezierPath *bezierPath = [UIBezierPath bezierPath];


// Set the starting point of the shape.
[bezierPath moveToPoint:CGPointMake(0, 0)];

[bezierPath addLineToPoint:CGPointMake(waterLevel.frame.size.width, 0)];
[bezierPath addLineToPoint:CGPointMake(waterLevel.frame.size.width, waterLevel.frame.size.height)];
[bezierPath addLineToPoint:CGPointMake(0, waterLevel.frame.size.height)];
[bezierPath closePath];

bezierPath.lineWidth = 15;
//set the stoke color
[[UIColor blackColor] setStroke];
//draw the path
[bezierPath stroke];

// Add to the current Graphic context
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context,bezierPath.CGPath);
waterLevel.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

[self.view addSubview:waterLevel];

使用CGPointFromString方法可以提高效率:

 NSArray *pointArray = @[@"{3.0,2.5}",@"{100.0,30.2}", @"{100.0,200.0}", @"{3.0,200.0}"];

// draw the path
UIBezierPath *aPath = [UIBezierPath bezierPath];
for (NSString *pointString in pointArray) {
    if ([pointArray indexOfObject:pointString] == 0)
        [aPath moveToPoint:CGPointFromString(pointString)];
    else
        [aPath addLineToPoint:CGPointFromString(pointString)];
}
[aPath closePath];
UIBezierPath *aPath = [UIBezierPath bezierPath];

// Set the starting point of the shape.
[aPath moveToPoint:CGPointMake(100.0, 0.0)];

// Draw the lines.
[aPath addLineToPoint:CGPointMake(200.0, 40.0)];
[aPath addLineToPoint:CGPointMake(160, 140)];
[aPath addLineToPoint:CGPointMake(40.0, 140)];
[aPath addLineToPoint:CGPointMake(0.0, 40.0)];
[aPath closePath];

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