绘图 class 绘制直线而不是曲线
Drawing class drawing straight lines instead of curved lines
我有以下使用 UIBezierPath 绘制线条的代码。
代码使用 addCurveToPoint
应该使用立方贝塞尔路径绘制曲线,但是代码的最终结果是绘制连接的直线,但未使用 addLineToPoint
。
可能是怎么回事,为什么代码没有绘制曲线?
import UIKit
class DrawingView: UIView, UITextFieldDelegate {
// Modifiable values within the code
let lineWidth : CGFloat = 2.0
let lineColor = UIColor.redColor()
let lineColorAlpha : CGFloat = 0.4
let shouldAllowUserChangeLineWidth = true
let maximumUndoRedoChances = 10
var path = UIBezierPath()
var previousImages : [UIImage] = [UIImage]()
// Represents current image index
var currentImageIndex = 0
// Control points for drawing curve smoothly
private var controlPoint1 : CGPoint?
private var controlPoint2 : CGPoint?
private var undoButton : UIButton!
private var redoButton : UIButton!
private var textField : UITextField!
//MARK: Init methods
override init(frame: CGRect) {
super.init(frame: frame)
setDefaultValues()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setDefaultValues()
}
// Draw the path when needed
override func drawRect(rect: CGRect) {
if currentImageIndex > 0 {
previousImages[currentImageIndex - 1].drawInRect(rect)
}
lineColor.setStroke()
path.strokeWithBlendMode(CGBlendMode.Normal, alpha: lineColorAlpha)
}
override func layoutSubviews() {
super.layoutSubviews()
redoButton.frame = CGRectMake(bounds.size.width - 58, 30, 50, 44)
if shouldAllowUserChangeLineWidth {
textField.center = CGPointMake(center.x, 52)
}
}
func setDefaultValues() {
multipleTouchEnabled = false
backgroundColor = UIColor.whiteColor()
path.lineWidth = lineWidth
addButtonsAndField()
}
func addButtonsAndField() {
undoButton = UIButton(frame: CGRectMake(8, 30, 50, 44))
undoButton.setTitle("Undo", forState: UIControlState.Normal)
undoButton.setTitleColor(UIColor.blackColor(), forState: UIControlState.Normal)
undoButton.backgroundColor = UIColor.lightGrayColor()
undoButton.addTarget(self, action: "undoButtonTapped:", forControlEvents: UIControlEvents.TouchUpInside)
addSubview(undoButton)
redoButton = UIButton(frame: CGRectMake(bounds.size.width - 58, 30, 50, 44))
redoButton.setTitle("Redo", forState: UIControlState.Normal)
redoButton.setTitleColor(UIColor.blackColor(), forState: UIControlState.Normal)
redoButton.backgroundColor = UIColor.lightGrayColor()
redoButton.addTarget(self, action: "redoButtonTapped:", forControlEvents: UIControlEvents.TouchUpInside)
addSubview(redoButton)
if shouldAllowUserChangeLineWidth {
textField = UITextField(frame: CGRectMake(0, 0, 50, 40))
textField.backgroundColor = UIColor.lightGrayColor()
textField.center = CGPointMake(center.x, 52)
textField.keyboardType = UIKeyboardType.NumberPad
textField.delegate = self
addSubview(textField)
}
}
//MARK: Touches methods
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Find the start point and move the path there
endEditing(true)
let touchPoint = touches.first?.locationInView(self)
path.moveToPoint(touchPoint!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touchPoint = touches.first?.locationInView(self)
controlPoint1 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
controlPoint2 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
path.addCurveToPoint(touchPoint!, controlPoint1: controlPoint1!, controlPoint2: controlPoint2!)
setNeedsDisplay()
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touchPoint = touches.first?.locationInView(self)
controlPoint1 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
controlPoint2 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
path.addCurveToPoint(touchPoint!, controlPoint1: controlPoint1!, controlPoint2: controlPoint2!)
savePreviousImage()
setNeedsDisplay()
// Remove all points to optimize the drawing speed
path.removeAllPoints()
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
touchesEnded(touches!, withEvent: event)
}
//MARK: Selector methods
func undoButtonTapped(sender : UIButton) {
if currentImageIndex > 0 {
setNeedsDisplay()
currentImageIndex--
}
}
func redoButtonTapped(sender : UIButton) {
if currentImageIndex != previousImages.count {
setNeedsDisplay()
currentImageIndex++
}
}
//MARK: UITextFieldDelegate
func textFieldDidEndEditing(textField: UITextField) {
if let n = NSNumberFormatter().numberFromString(textField.text!) {
if n.integerValue > 0 {
path.lineWidth = CGFloat(n)
}
}
}
//MARK: Saving images for reloading when undo or redo called
private func savePreviousImage() {
UIGraphicsBeginImageContextWithOptions(bounds.size, true, UIScreen.mainScreen().scale)
lineColor.setStroke()
// Create a image with white color
let rectPath = UIBezierPath(rect: bounds)
backgroundColor?.setFill()
rectPath.fill()
if currentImageIndex > 0 {
previousImages[currentImageIndex - 1].drawInRect(bounds)
}
path.strokeWithBlendMode(CGBlendMode.Normal, alpha: lineColorAlpha)
if previousImages.count >= currentImageIndex {
previousImages.removeRange(currentImageIndex..<previousImages.count)
}
if previousImages.count >= maximumUndoRedoChances {
previousImages.removeFirst()
}
else {
currentImageIndex++
}
previousImages.append(UIGraphicsGetImageFromCurrentImageContext())
UIGraphicsEndImageContext()
}
}
有几个问题:
您正在使用位于两点之间的中点的控制点,从而产生线段。您可能想要选择平滑曲线的控制点。参见 http://spin.atomicobject.com/2014/05/28/ios-interpolating-points/。
这是一个 Swift 3 简单平滑算法的实现,以及上述 Hermite 和 Catmull-Rom 样条方法的 Swift 再现:
extension UIBezierPath {
/// Simple smoothing algorithm
///
/// This iterates through the points in the array, drawing cubic bezier
/// from the first to the fourth points, using the second and third as
/// control points.
///
/// This takes every third point and moves it so that it is exactly inbetween
/// the points before and after it, which ensures that there is no discontinuity
/// in the first derivative as you join these cubic beziers together.
///
/// Note, if, at the end, there are not enough points for a cubic bezier, it
/// will perform a quadratic bezier, or if not enough points for that, a line.
///
/// - parameter points: The array of `CGPoint`.
convenience init?(simpleSmooth points: [CGPoint]) {
guard points.count > 1 else { return nil }
self.init()
move(to: points[0])
var index = 0
while index < (points.count - 1) {
switch (points.count - index) {
case 2:
index += 1
addLine(to: points[index])
case 3:
index += 2
addQuadCurve(to: points[index], controlPoint: points[index-1])
case 4:
index += 3
addCurve(to: points[index], controlPoint1: points[index-2], controlPoint2: points[index-1])
default:
index += 3
let point = CGPoint(x: (points[index-1].x + points[index+1].x) / 2,
y: (points[index-1].y + points[index+1].y) / 2)
addCurve(to: point, controlPoint1: points[index-2], controlPoint2: points[index-1])
}
}
}
/// Create smooth UIBezierPath using Hermite Spline
///
/// This requires at least two points.
///
/// Adapted from https://github.com/jnfisher/ios-curve-interpolation
/// See http://spin.atomicobject.com/2014/05/28/ios-interpolating-points/
///
/// - parameter hermiteInterpolatedPoints: The array of CGPoint values.
/// - parameter closed: Whether the path should be closed or not
///
/// - returns: An initialized `UIBezierPath`, or `nil` if an object could not be created for some reason (e.g. not enough points).
convenience init?(hermiteInterpolatedPoints points: [CGPoint], closed: Bool) {
self.init()
guard points.count > 1 else { return nil }
let numberOfCurves = closed ? points.count : points.count - 1
var previousPoint: CGPoint? = closed ? points.last : nil
var currentPoint: CGPoint = points[0]
var nextPoint: CGPoint? = points[1]
move(to: currentPoint)
for index in 0 ..< numberOfCurves {
let endPt = nextPoint!
var mx: CGFloat
var my: CGFloat
if previousPoint != nil {
mx = (nextPoint!.x - currentPoint.x) * 0.5 + (currentPoint.x - previousPoint!.x)*0.5
my = (nextPoint!.y - currentPoint.y) * 0.5 + (currentPoint.y - previousPoint!.y)*0.5
} else {
mx = (nextPoint!.x - currentPoint.x) * 0.5
my = (nextPoint!.y - currentPoint.y) * 0.5
}
let ctrlPt1 = CGPoint(x: currentPoint.x + mx / 3.0, y: currentPoint.y + my / 3.0)
previousPoint = currentPoint
currentPoint = nextPoint!
let nextIndex = index + 2
if closed {
nextPoint = points[nextIndex % points.count]
} else {
nextPoint = nextIndex < points.count ? points[nextIndex % points.count] : nil
}
if nextPoint != nil {
mx = (nextPoint!.x - currentPoint.x) * 0.5 + (currentPoint.x - previousPoint!.x) * 0.5
my = (nextPoint!.y - currentPoint.y) * 0.5 + (currentPoint.y - previousPoint!.y) * 0.5
}
else {
mx = (currentPoint.x - previousPoint!.x) * 0.5
my = (currentPoint.y - previousPoint!.y) * 0.5
}
let ctrlPt2 = CGPoint(x: currentPoint.x - mx / 3.0, y: currentPoint.y - my / 3.0)
addCurve(to: endPt, controlPoint1: ctrlPt1, controlPoint2: ctrlPt2)
}
if closed { close() }
}
/// Create smooth UIBezierPath using Catmull-Rom Splines
///
/// This requires at least four points.
///
/// Adapted from https://github.com/jnfisher/ios-curve-interpolation
/// See http://spin.atomicobject.com/2014/05/28/ios-interpolating-points/
///
/// - parameter catmullRomInterpolatedPoints: The array of CGPoint values.
/// - parameter closed: Whether the path should be closed or not
/// - parameter alpha: The alpha factor to be applied to Catmull-Rom spline.
///
/// - returns: An initialized `UIBezierPath`, or `nil` if an object could not be created for some reason (e.g. not enough points).
convenience init?(catmullRomInterpolatedPoints points: [CGPoint], closed: Bool, alpha: CGFloat) {
self.init()
guard points.count > 3 else { return nil }
assert(alpha >= 0 && alpha <= 1.0, "Alpha must be between 0 and 1")
let endIndex = closed ? points.count : points.count - 2
let startIndex = closed ? 0 : 1
let kEPSILON: CGFloat = 1.0e-5
move(to: points[startIndex])
for index in startIndex ..< endIndex {
let nextIndex = (index + 1) % points.count
let nextNextIndex = (nextIndex + 1) % points.count
let previousIndex = index < 1 ? points.count - 1 : index - 1
let point0 = points[previousIndex]
let point1 = points[index]
let point2 = points[nextIndex]
let point3 = points[nextNextIndex]
let d1 = hypot(CGFloat(point1.x - point0.x), CGFloat(point1.y - point0.y))
let d2 = hypot(CGFloat(point2.x - point1.x), CGFloat(point2.y - point1.y))
let d3 = hypot(CGFloat(point3.x - point2.x), CGFloat(point3.y - point2.y))
let d1a2 = pow(d1, alpha * 2)
let d1a = pow(d1, alpha)
let d2a2 = pow(d2, alpha * 2)
let d2a = pow(d2, alpha)
let d3a2 = pow(d3, alpha * 2)
let d3a = pow(d3, alpha)
var controlPoint1: CGPoint, controlPoint2: CGPoint
if abs(d1) < kEPSILON {
controlPoint1 = point2
} else {
controlPoint1 = (point2 * d1a2 - point0 * d2a2 + point1 * (2 * d1a2 + 3 * d1a * d2a + d2a2)) / (3 * d1a * (d1a + d2a))
}
if abs(d3) < kEPSILON {
controlPoint2 = point2
} else {
controlPoint2 = (point1 * d3a2 - point3 * d2a2 + point2 * (2 * d3a2 + 3 * d3a * d2a + d2a2)) / (3 * d3a * (d3a + d2a))
}
addCurve(to: point2, controlPoint1: controlPoint1, controlPoint2: controlPoint2)
}
if closed { close() }
}
}
// Some functions to make the Catmull-Rom splice code a little more readable.
// These multiply/divide a `CGPoint` by a scalar and add/subtract one `CGPoint`
// from another.
func * (lhs: CGPoint, rhs: CGFloat) -> CGPoint {
return CGPoint(x: lhs.x * rhs, y: lhs.y * CGFloat(rhs))
}
func / (lhs: CGPoint, rhs: CGFloat) -> CGPoint {
return CGPoint(x: lhs.x / rhs, y: lhs.y / CGFloat(rhs))
}
func + (lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x + rhs.x, y: lhs.y + rhs.y)
}
func - (lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x - rhs.x, y: lhs.y - rhs.y)
}
这里是 "simple" 平滑算法,"Hermite" 样条曲线,和 "Catmull Rom" 样条曲线分别为红色、蓝色和绿色。如您所见,"simple" 平滑算法在计算上更简单,但通常不会通过许多点(但提供了更显着的平滑,消除了笔划中的任何不稳定性)。像这样跳跃的点夸大了行为,而在标准 "gesture" 中,它提供了相当不错的平滑效果。另一方面,样条曲线在穿过数组中的点时使曲线平滑。
如果针对 iOS 9 及更高版本,它会引入一些不错的功能,特别是:
合并触摸,以防用户使用具有此功能的设备,尤其是较新的 iPad。最重要的是,这些设备(但不是它们的模拟器)每秒能够产生超过 60 次触摸,因此您可以获得每次调用 touchesMoved
.
[=60 时报告的多次触摸=]
预测触摸,设备可以向您显示它预计用户触摸的位置(从而减少绘图中的延迟)。
将它们放在一起,您可能会做类似的事情:
var points: [CGPoint]?
var path: UIBezierPath?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
points = [touch.location(in: view)]
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
if #available(iOS 9.0, *) {
if let coalescedTouches = event?.coalescedTouches(for: touch) {
points? += coalescedTouches.map { [=11=].location(in: view) }
} else {
points?.append(touch.location(in: view))
}
if let predictedTouches = event?.predictedTouches(for: touch) {
let predictedPoints = predictedTouches.map { [=11=].location(in: view) }
pathLayer.path = UIBezierPath(catmullRomInterpolatedPoints: points! + predictedPoints, closed: false, alpha: 0.5)?.cgPath
} else {
pathLayer.path = UIBezierPath(catmullRomInterpolatedPoints: points!, closed: false, alpha: 0.5)?.cgPath
}
} else {
points?.append(touch.location(in: view))
pathLayer.path = UIBezierPath(catmullRomInterpolatedPoints: points!, closed: false, alpha: 0.5)?.cgPath
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
path = UIBezierPath(catmullRomInterpolatedPoints: points!, closed: false, alpha: 0.5)
pathLayer.path = path?.cgPath
}
在此代码片段中,我通过更新 CAShapeLayer
来呈现路径,但如果您想以其他方式呈现它,请随意。例如,使用 drawRect
方法,您将更新 path
,然后调用 setNeedsDisplay()
.
而且,如果你需要支持 9.0 之前的 iOS 版本,上面说明了 if #available(iOS 9, *) { ... } else { ... }
语法,但显然,如果你只支持 iOS 9 及更高版本,你可以删除该检查并丢失 else
子句。
有关详细信息,请参阅 WWDC 2015 视频 Advanced Touch Input on iOS。
无论如何,这会产生类似的东西:
(对于上述的 Swift 2.3 版本,请参阅此答案的 previous version。)
我有以下使用 UIBezierPath 绘制线条的代码。
代码使用 addCurveToPoint
应该使用立方贝塞尔路径绘制曲线,但是代码的最终结果是绘制连接的直线,但未使用 addLineToPoint
。
可能是怎么回事,为什么代码没有绘制曲线?
import UIKit
class DrawingView: UIView, UITextFieldDelegate {
// Modifiable values within the code
let lineWidth : CGFloat = 2.0
let lineColor = UIColor.redColor()
let lineColorAlpha : CGFloat = 0.4
let shouldAllowUserChangeLineWidth = true
let maximumUndoRedoChances = 10
var path = UIBezierPath()
var previousImages : [UIImage] = [UIImage]()
// Represents current image index
var currentImageIndex = 0
// Control points for drawing curve smoothly
private var controlPoint1 : CGPoint?
private var controlPoint2 : CGPoint?
private var undoButton : UIButton!
private var redoButton : UIButton!
private var textField : UITextField!
//MARK: Init methods
override init(frame: CGRect) {
super.init(frame: frame)
setDefaultValues()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setDefaultValues()
}
// Draw the path when needed
override func drawRect(rect: CGRect) {
if currentImageIndex > 0 {
previousImages[currentImageIndex - 1].drawInRect(rect)
}
lineColor.setStroke()
path.strokeWithBlendMode(CGBlendMode.Normal, alpha: lineColorAlpha)
}
override func layoutSubviews() {
super.layoutSubviews()
redoButton.frame = CGRectMake(bounds.size.width - 58, 30, 50, 44)
if shouldAllowUserChangeLineWidth {
textField.center = CGPointMake(center.x, 52)
}
}
func setDefaultValues() {
multipleTouchEnabled = false
backgroundColor = UIColor.whiteColor()
path.lineWidth = lineWidth
addButtonsAndField()
}
func addButtonsAndField() {
undoButton = UIButton(frame: CGRectMake(8, 30, 50, 44))
undoButton.setTitle("Undo", forState: UIControlState.Normal)
undoButton.setTitleColor(UIColor.blackColor(), forState: UIControlState.Normal)
undoButton.backgroundColor = UIColor.lightGrayColor()
undoButton.addTarget(self, action: "undoButtonTapped:", forControlEvents: UIControlEvents.TouchUpInside)
addSubview(undoButton)
redoButton = UIButton(frame: CGRectMake(bounds.size.width - 58, 30, 50, 44))
redoButton.setTitle("Redo", forState: UIControlState.Normal)
redoButton.setTitleColor(UIColor.blackColor(), forState: UIControlState.Normal)
redoButton.backgroundColor = UIColor.lightGrayColor()
redoButton.addTarget(self, action: "redoButtonTapped:", forControlEvents: UIControlEvents.TouchUpInside)
addSubview(redoButton)
if shouldAllowUserChangeLineWidth {
textField = UITextField(frame: CGRectMake(0, 0, 50, 40))
textField.backgroundColor = UIColor.lightGrayColor()
textField.center = CGPointMake(center.x, 52)
textField.keyboardType = UIKeyboardType.NumberPad
textField.delegate = self
addSubview(textField)
}
}
//MARK: Touches methods
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Find the start point and move the path there
endEditing(true)
let touchPoint = touches.first?.locationInView(self)
path.moveToPoint(touchPoint!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touchPoint = touches.first?.locationInView(self)
controlPoint1 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
controlPoint2 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
path.addCurveToPoint(touchPoint!, controlPoint1: controlPoint1!, controlPoint2: controlPoint2!)
setNeedsDisplay()
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touchPoint = touches.first?.locationInView(self)
controlPoint1 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
controlPoint2 = CGPointMake((path.currentPoint.x + touchPoint!.x) / 2, (path.currentPoint.y + touchPoint!.y) / 2)
path.addCurveToPoint(touchPoint!, controlPoint1: controlPoint1!, controlPoint2: controlPoint2!)
savePreviousImage()
setNeedsDisplay()
// Remove all points to optimize the drawing speed
path.removeAllPoints()
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
touchesEnded(touches!, withEvent: event)
}
//MARK: Selector methods
func undoButtonTapped(sender : UIButton) {
if currentImageIndex > 0 {
setNeedsDisplay()
currentImageIndex--
}
}
func redoButtonTapped(sender : UIButton) {
if currentImageIndex != previousImages.count {
setNeedsDisplay()
currentImageIndex++
}
}
//MARK: UITextFieldDelegate
func textFieldDidEndEditing(textField: UITextField) {
if let n = NSNumberFormatter().numberFromString(textField.text!) {
if n.integerValue > 0 {
path.lineWidth = CGFloat(n)
}
}
}
//MARK: Saving images for reloading when undo or redo called
private func savePreviousImage() {
UIGraphicsBeginImageContextWithOptions(bounds.size, true, UIScreen.mainScreen().scale)
lineColor.setStroke()
// Create a image with white color
let rectPath = UIBezierPath(rect: bounds)
backgroundColor?.setFill()
rectPath.fill()
if currentImageIndex > 0 {
previousImages[currentImageIndex - 1].drawInRect(bounds)
}
path.strokeWithBlendMode(CGBlendMode.Normal, alpha: lineColorAlpha)
if previousImages.count >= currentImageIndex {
previousImages.removeRange(currentImageIndex..<previousImages.count)
}
if previousImages.count >= maximumUndoRedoChances {
previousImages.removeFirst()
}
else {
currentImageIndex++
}
previousImages.append(UIGraphicsGetImageFromCurrentImageContext())
UIGraphicsEndImageContext()
}
}
有几个问题:
您正在使用位于两点之间的中点的控制点,从而产生线段。您可能想要选择平滑曲线的控制点。参见 http://spin.atomicobject.com/2014/05/28/ios-interpolating-points/。
这是一个 Swift 3 简单平滑算法的实现,以及上述 Hermite 和 Catmull-Rom 样条方法的 Swift 再现:
extension UIBezierPath { /// Simple smoothing algorithm /// /// This iterates through the points in the array, drawing cubic bezier /// from the first to the fourth points, using the second and third as /// control points. /// /// This takes every third point and moves it so that it is exactly inbetween /// the points before and after it, which ensures that there is no discontinuity /// in the first derivative as you join these cubic beziers together. /// /// Note, if, at the end, there are not enough points for a cubic bezier, it /// will perform a quadratic bezier, or if not enough points for that, a line. /// /// - parameter points: The array of `CGPoint`. convenience init?(simpleSmooth points: [CGPoint]) { guard points.count > 1 else { return nil } self.init() move(to: points[0]) var index = 0 while index < (points.count - 1) { switch (points.count - index) { case 2: index += 1 addLine(to: points[index]) case 3: index += 2 addQuadCurve(to: points[index], controlPoint: points[index-1]) case 4: index += 3 addCurve(to: points[index], controlPoint1: points[index-2], controlPoint2: points[index-1]) default: index += 3 let point = CGPoint(x: (points[index-1].x + points[index+1].x) / 2, y: (points[index-1].y + points[index+1].y) / 2) addCurve(to: point, controlPoint1: points[index-2], controlPoint2: points[index-1]) } } } /// Create smooth UIBezierPath using Hermite Spline /// /// This requires at least two points. /// /// Adapted from https://github.com/jnfisher/ios-curve-interpolation /// See http://spin.atomicobject.com/2014/05/28/ios-interpolating-points/ /// /// - parameter hermiteInterpolatedPoints: The array of CGPoint values. /// - parameter closed: Whether the path should be closed or not /// /// - returns: An initialized `UIBezierPath`, or `nil` if an object could not be created for some reason (e.g. not enough points). convenience init?(hermiteInterpolatedPoints points: [CGPoint], closed: Bool) { self.init() guard points.count > 1 else { return nil } let numberOfCurves = closed ? points.count : points.count - 1 var previousPoint: CGPoint? = closed ? points.last : nil var currentPoint: CGPoint = points[0] var nextPoint: CGPoint? = points[1] move(to: currentPoint) for index in 0 ..< numberOfCurves { let endPt = nextPoint! var mx: CGFloat var my: CGFloat if previousPoint != nil { mx = (nextPoint!.x - currentPoint.x) * 0.5 + (currentPoint.x - previousPoint!.x)*0.5 my = (nextPoint!.y - currentPoint.y) * 0.5 + (currentPoint.y - previousPoint!.y)*0.5 } else { mx = (nextPoint!.x - currentPoint.x) * 0.5 my = (nextPoint!.y - currentPoint.y) * 0.5 } let ctrlPt1 = CGPoint(x: currentPoint.x + mx / 3.0, y: currentPoint.y + my / 3.0) previousPoint = currentPoint currentPoint = nextPoint! let nextIndex = index + 2 if closed { nextPoint = points[nextIndex % points.count] } else { nextPoint = nextIndex < points.count ? points[nextIndex % points.count] : nil } if nextPoint != nil { mx = (nextPoint!.x - currentPoint.x) * 0.5 + (currentPoint.x - previousPoint!.x) * 0.5 my = (nextPoint!.y - currentPoint.y) * 0.5 + (currentPoint.y - previousPoint!.y) * 0.5 } else { mx = (currentPoint.x - previousPoint!.x) * 0.5 my = (currentPoint.y - previousPoint!.y) * 0.5 } let ctrlPt2 = CGPoint(x: currentPoint.x - mx / 3.0, y: currentPoint.y - my / 3.0) addCurve(to: endPt, controlPoint1: ctrlPt1, controlPoint2: ctrlPt2) } if closed { close() } } /// Create smooth UIBezierPath using Catmull-Rom Splines /// /// This requires at least four points. /// /// Adapted from https://github.com/jnfisher/ios-curve-interpolation /// See http://spin.atomicobject.com/2014/05/28/ios-interpolating-points/ /// /// - parameter catmullRomInterpolatedPoints: The array of CGPoint values. /// - parameter closed: Whether the path should be closed or not /// - parameter alpha: The alpha factor to be applied to Catmull-Rom spline. /// /// - returns: An initialized `UIBezierPath`, or `nil` if an object could not be created for some reason (e.g. not enough points). convenience init?(catmullRomInterpolatedPoints points: [CGPoint], closed: Bool, alpha: CGFloat) { self.init() guard points.count > 3 else { return nil } assert(alpha >= 0 && alpha <= 1.0, "Alpha must be between 0 and 1") let endIndex = closed ? points.count : points.count - 2 let startIndex = closed ? 0 : 1 let kEPSILON: CGFloat = 1.0e-5 move(to: points[startIndex]) for index in startIndex ..< endIndex { let nextIndex = (index + 1) % points.count let nextNextIndex = (nextIndex + 1) % points.count let previousIndex = index < 1 ? points.count - 1 : index - 1 let point0 = points[previousIndex] let point1 = points[index] let point2 = points[nextIndex] let point3 = points[nextNextIndex] let d1 = hypot(CGFloat(point1.x - point0.x), CGFloat(point1.y - point0.y)) let d2 = hypot(CGFloat(point2.x - point1.x), CGFloat(point2.y - point1.y)) let d3 = hypot(CGFloat(point3.x - point2.x), CGFloat(point3.y - point2.y)) let d1a2 = pow(d1, alpha * 2) let d1a = pow(d1, alpha) let d2a2 = pow(d2, alpha * 2) let d2a = pow(d2, alpha) let d3a2 = pow(d3, alpha * 2) let d3a = pow(d3, alpha) var controlPoint1: CGPoint, controlPoint2: CGPoint if abs(d1) < kEPSILON { controlPoint1 = point2 } else { controlPoint1 = (point2 * d1a2 - point0 * d2a2 + point1 * (2 * d1a2 + 3 * d1a * d2a + d2a2)) / (3 * d1a * (d1a + d2a)) } if abs(d3) < kEPSILON { controlPoint2 = point2 } else { controlPoint2 = (point1 * d3a2 - point3 * d2a2 + point2 * (2 * d3a2 + 3 * d3a * d2a + d2a2)) / (3 * d3a * (d3a + d2a)) } addCurve(to: point2, controlPoint1: controlPoint1, controlPoint2: controlPoint2) } if closed { close() } } } // Some functions to make the Catmull-Rom splice code a little more readable. // These multiply/divide a `CGPoint` by a scalar and add/subtract one `CGPoint` // from another. func * (lhs: CGPoint, rhs: CGFloat) -> CGPoint { return CGPoint(x: lhs.x * rhs, y: lhs.y * CGFloat(rhs)) } func / (lhs: CGPoint, rhs: CGFloat) -> CGPoint { return CGPoint(x: lhs.x / rhs, y: lhs.y / CGFloat(rhs)) } func + (lhs: CGPoint, rhs: CGPoint) -> CGPoint { return CGPoint(x: lhs.x + rhs.x, y: lhs.y + rhs.y) } func - (lhs: CGPoint, rhs: CGPoint) -> CGPoint { return CGPoint(x: lhs.x - rhs.x, y: lhs.y - rhs.y) }
这里是 "simple" 平滑算法,"Hermite" 样条曲线,和 "Catmull Rom" 样条曲线分别为红色、蓝色和绿色。如您所见,"simple" 平滑算法在计算上更简单,但通常不会通过许多点(但提供了更显着的平滑,消除了笔划中的任何不稳定性)。像这样跳跃的点夸大了行为,而在标准 "gesture" 中,它提供了相当不错的平滑效果。另一方面,样条曲线在穿过数组中的点时使曲线平滑。
如果针对 iOS 9 及更高版本,它会引入一些不错的功能,特别是:
合并触摸,以防用户使用具有此功能的设备,尤其是较新的 iPad。最重要的是,这些设备(但不是它们的模拟器)每秒能够产生超过 60 次触摸,因此您可以获得每次调用
[=60 时报告的多次触摸=]touchesMoved
.预测触摸,设备可以向您显示它预计用户触摸的位置(从而减少绘图中的延迟)。
将它们放在一起,您可能会做类似的事情:
var points: [CGPoint]? var path: UIBezierPath? override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { if let touch = touches.first { points = [touch.location(in: view)] } } override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) { if let touch = touches.first { if #available(iOS 9.0, *) { if let coalescedTouches = event?.coalescedTouches(for: touch) { points? += coalescedTouches.map { [=11=].location(in: view) } } else { points?.append(touch.location(in: view)) } if let predictedTouches = event?.predictedTouches(for: touch) { let predictedPoints = predictedTouches.map { [=11=].location(in: view) } pathLayer.path = UIBezierPath(catmullRomInterpolatedPoints: points! + predictedPoints, closed: false, alpha: 0.5)?.cgPath } else { pathLayer.path = UIBezierPath(catmullRomInterpolatedPoints: points!, closed: false, alpha: 0.5)?.cgPath } } else { points?.append(touch.location(in: view)) pathLayer.path = UIBezierPath(catmullRomInterpolatedPoints: points!, closed: false, alpha: 0.5)?.cgPath } } } override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) { path = UIBezierPath(catmullRomInterpolatedPoints: points!, closed: false, alpha: 0.5) pathLayer.path = path?.cgPath }
在此代码片段中,我通过更新
CAShapeLayer
来呈现路径,但如果您想以其他方式呈现它,请随意。例如,使用drawRect
方法,您将更新path
,然后调用setNeedsDisplay()
.而且,如果你需要支持 9.0 之前的 iOS 版本,上面说明了
if #available(iOS 9, *) { ... } else { ... }
语法,但显然,如果你只支持 iOS 9 及更高版本,你可以删除该检查并丢失else
子句。有关详细信息,请参阅 WWDC 2015 视频 Advanced Touch Input on iOS。
无论如何,这会产生类似的东西:
(对于上述的 Swift 2.3 版本,请参阅此答案的 previous version。)