绘制平滑曲线 - 需要的方法

BDG*_*pps 55 iphone bezier objective-c ipad ios

在移动的过程中,如何在iOS绘图应用程序中平滑一组点?我尝试过UIBezier路径,但是当我只移动1,2,3,4 - 2,3,4,5点时,我得到的是它们相交的锯齿状末端.我听说过样条曲线和所有其他类型.我对iPhone编程很新,不懂如何在我的石英绘图应用程序中编程.一个坚实的例子将非常感激,我花了几个星期的圈子运行,我似乎永远不会找到任何iOS代码来完成这项任务.大多数帖子只链接到维基百科上的java模拟或页面关于曲线拟合,这对我没有任何作用.另外我不想切换到openGL ES.我希望有人能够最终提供代码来回答这个流传的问题.


这是我在UIBezierPath的代码,它在交叉点处留下了边缘///

更新到下面的答案

#define VALUE(_INDEX_) [NSValue valueWithCGPoint:points[_INDEX_]]
#define POINT(_INDEX_) [(NSValue *)[points objectAtIndex:_INDEX_] CGPointValue]

- (UIBezierPath*)smoothedPathWithGranularity:(NSInteger)granularity
{
    NSMutableArray *points = [(NSMutableArray*)[self pointsOrdered] mutableCopy];

    if (points.count < 4) return [self bezierPath];

    // Add control points to make the math make sense
    [points insertObject:[points objectAtIndex:0] atIndex:0];
    [points addObject:[points lastObject]];

    UIBezierPath *smoothedPath = [self bezierPath];
    [smoothedPath removeAllPoints];

    [smoothedPath moveToPoint:POINT(0)];

    for (NSUInteger index = 1; index < points.count - 2; index++)
    {
        CGPoint p0 = POINT(index - 1);
        CGPoint p1 = POINT(index);
        CGPoint p2 = POINT(index + 1);
        CGPoint p3 = POINT(index + 2);

        // now add n points starting at p1 + dx/dy up until p2 using Catmull-Rom splines
        for (int i = 1; i < granularity; i++)
        {
            float t = (float) i * (1.0f / (float) granularity);
            float tt = t * t;
            float ttt = tt * t;

            CGPoint pi; // intermediate point
            pi.x = 0.5 * (2*p1.x+(p2.x-p0.x)*t + (2*p0.x-5*p1.x+4*p2.x-p3.x)*tt + (3*p1.x-p0.x-3*p2.x+p3.x)*ttt);
            pi.y = 0.5 * (2*p1.y+(p2.y-p0.y)*t + (2*p0.y-5*p1.y+4*p2.y-p3.y)*tt + (3*p1.y-p0.y-3*p2.y+p3.y)*ttt);
            [smoothedPath addLineToPoint:pi];
        }

        // Now add p2
        [smoothedPath addLineToPoint:p2];
    }

    // finish by adding the last point
    [smoothedPath addLineToPoint:POINT(points.count - 1)];

    return smoothedPath;
}
- (PVPoint *)pointAppendingCGPoint:(CGPoint)CGPoint
{
    PVPoint *newPoint = [[PVPoint alloc] initInsertingIntoManagedObjectContext:[self managedObjectContext]];
    [newPoint setCGPoint:CGPoint];
    [newPoint setOrder:[NSNumber numberWithUnsignedInteger:[[self points] count]]];
    [[self mutableSetValueForKey:@"points"] addObject:newPoint];
    [(NSMutableArray *)[self pointsOrdered] addObject:newPoint];
    [[self bezierPath] addLineToPoint:CGPoint];
    return [newPoint autorelease];

    if ([self bezierPath] && [pointsOrdered count] > 3)
    {
        PVPoint *control1 = [pointsOrdered objectAtIndex:[pointsOrdered count] - 2];
        PVPoint *control2 = [pointsOrdered objectAtIndex:[pointsOrdered count] - 1];
        [bezierPath moveToPoint:[[pointsOrdered objectAtIndex:[pointsOrdered count] - 3] CGPoint]];
        [[self bezierPath] addCurveToPoint:CGPoint controlPoint1:[control1 CGPoint] controlPoint2:[control2 CGPoint]];

    }

}

- (BOOL)isComplete { return [[self points] count] > 1; }

- (UIBezierPath *)bezierPath
{
    if (!bezierPath)
    {
        bezierPath = [UIBezierPath bezierPath];
        for (NSUInteger p = 0; p < [[self points] count]; p++)
        {
            if (!p) [bezierPath moveToPoint:[(PVPoint *)[[self pointsOrdered] objectAtIndex:p] CGPoint]];
            else [bezierPath addLineToPoint:[(PVPoint *)[[self pointsOrdered] objectAtIndex:p] CGPoint]];
        }
        [bezierPath retain];
    }

    return bezierPath;
}

- (CGPathRef)CGPath
{
    return [[self bezierPath] CGPath];
}
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手机屏幕

Jos*_*erg 62

我刚刚在我正在进行的项目中实现了类似的东西.我的解决方案是使用Catmull-Rom样条而不是使用Bezier样条.这些提供了非常平滑的曲线,通过设置点而不是'围绕'点的贝塞尔样条.

// Based on code from Erica Sadun

#import "UIBezierPath+Smoothing.h"

void getPointsFromBezier(void *info, const CGPathElement *element);
NSArray *pointsFromBezierPath(UIBezierPath *bpath);


#define VALUE(_INDEX_) [NSValue valueWithCGPoint:points[_INDEX_]]
#define POINT(_INDEX_) [(NSValue *)[points objectAtIndex:_INDEX_] CGPointValue]

@implementation UIBezierPath (Smoothing)

// Get points from Bezier Curve
void getPointsFromBezier(void *info, const CGPathElement *element) 
{
    NSMutableArray *bezierPoints = (__bridge NSMutableArray *)info;    

    // Retrieve the path element type and its points
    CGPathElementType type = element->type;
    CGPoint *points = element->points;

    // Add the points if they're available (per type)
    if (type != kCGPathElementCloseSubpath)
    {
        [bezierPoints addObject:VALUE(0)];
        if ((type != kCGPathElementAddLineToPoint) &&
            (type != kCGPathElementMoveToPoint))
            [bezierPoints addObject:VALUE(1)];
    }    
    if (type == kCGPathElementAddCurveToPoint)
        [bezierPoints addObject:VALUE(2)];
}

NSArray *pointsFromBezierPath(UIBezierPath *bpath)
{
    NSMutableArray *points = [NSMutableArray array];
    CGPathApply(bpath.CGPath, (__bridge void *)points, getPointsFromBezier);
    return points;
}

- (UIBezierPath*)smoothedPathWithGranularity:(NSInteger)granularity;
{
    NSMutableArray *points = [pointsFromBezierPath(self) mutableCopy];

    if (points.count < 4) return [self copy];

    // Add control points to make the math make sense
    [points insertObject:[points objectAtIndex:0] atIndex:0];
    [points addObject:[points lastObject]];

    UIBezierPath *smoothedPath = [self copy];
    [smoothedPath removeAllPoints];

    [smoothedPath moveToPoint:POINT(0)];

    for (NSUInteger index = 1; index < points.count - 2; index++)
    {
        CGPoint p0 = POINT(index - 1);
        CGPoint p1 = POINT(index);
        CGPoint p2 = POINT(index + 1);
        CGPoint p3 = POINT(index + 2);

        // now add n points starting at p1 + dx/dy up until p2 using Catmull-Rom splines
        for (int i = 1; i < granularity; i++)
        {
            float t = (float) i * (1.0f / (float) granularity);
            float tt = t * t;
            float ttt = tt * t;

            CGPoint pi; // intermediate point
            pi.x = 0.5 * (2*p1.x+(p2.x-p0.x)*t + (2*p0.x-5*p1.x+4*p2.x-p3.x)*tt + (3*p1.x-p0.x-3*p2.x+p3.x)*ttt);
            pi.y = 0.5 * (2*p1.y+(p2.y-p0.y)*t + (2*p0.y-5*p1.y+4*p2.y-p3.y)*tt + (3*p1.y-p0.y-3*p2.y+p3.y)*ttt);
            [smoothedPath addLineToPoint:pi];
        }

        // Now add p2
        [smoothedPath addLineToPoint:p2];
    }

    // finish by adding the last point
    [smoothedPath addLineToPoint:POINT(points.count - 1)];

    return smoothedPath;
}


@end
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最初的Catmull-Rom实现基于Erica Sadun在她的一本书中的一些代码,我稍微修改了它以允许完整的平滑曲线.这是作为UIBezierPath上的类别实现的,并且对我来说非常好.

原始路径为红色,平滑路径为绿色.

  • 你错误地实现了'UIBezierCurve + Smoothing.h`.要定义一个类别,它应该是`@interface UIBezierCurve(Smoothing)`,你还需要声明该方法.如果您需要更具体的帮助,我们应该将其移至聊天室. (2认同)
  • 这比quadCurvedPathWithPoints解决方案好得多. (2认同)

use*_*109 28

@Rakesh是绝对正确的 - 如果你只想要一条曲线,你不需要使用Catmull-Rom算法.他建议的链接确实很有用.所以这是他的答案的补充.

下面的代码使用Catmull-Rom算法和粒度,而是绘制四条曲线(控制点是为您计算的).这基本上是在Rakesh建议的ios徒手绘图教程中完成的,但是在一个独立的方法中,您可以放在任何地方(或在UIBezierPath类别中)并获得开箱即用的四边形曲线.

你需要有一个数组CGPoint的包裹NSValue

+ (UIBezierPath *)quadCurvedPathWithPoints:(NSArray *)points
{
    UIBezierPath *path = [UIBezierPath bezierPath];

    NSValue *value = points[0];
    CGPoint p1 = [value CGPointValue];
    [path moveToPoint:p1];

    if (points.count == 2) {
        value = points[1];
        CGPoint p2 = [value CGPointValue];
        [path addLineToPoint:p2];
        return path;
    }

    for (NSUInteger i = 1; i < points.count; i++) {
        value = points[i];
        CGPoint p2 = [value CGPointValue];

        CGPoint midPoint = midPointForPoints(p1, p2);
        [path addQuadCurveToPoint:midPoint controlPoint:controlPointForPoints(midPoint, p1)];
        [path addQuadCurveToPoint:p2 controlPoint:controlPointForPoints(midPoint, p2)];

        p1 = p2;
    }
    return path;
}

static CGPoint midPointForPoints(CGPoint p1, CGPoint p2) {
    return CGPointMake((p1.x + p2.x) / 2, (p1.y + p2.y) / 2);
}

static CGPoint controlPointForPoints(CGPoint p1, CGPoint p2) {
    CGPoint controlPoint = midPointForPoints(p1, p2);
    CGFloat diffY = abs(p2.y - controlPoint.y);

    if (p1.y < p2.y)
        controlPoint.y += diffY;
    else if (p1.y > p2.y)
        controlPoint.y -= diffY;

    return controlPoint;
}
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这是结果: 在此输入图像描述

  • 当曲线上的点稳定上升或下降时,切线不正确. (3认同)

col*_*nta 22

这里有一些很好的答案,虽然我认为它们要么是关闭的(user1244109的答案只支持水平切线,对通用曲线没用),或者过于复杂(对不起Catmull-Rom粉丝).

我使用Quad贝塞尔曲线以更简单的方式实现了这一点.这些需要一个起点,一个终点和一个控制点.自然而然的事情可能是使用触摸点作为起点和终点. 不要这样做! 没有合适的控制点可供使用.相反,尝试这个想法:使用触摸点作为控制点,将中点作为起点/终点.你可以保证以这种方式使用正确的切线,而且代码很简单.这是算法:

  1. "触地"点是路径的起点,并存储locationprevPoint.
  2. 对于每一个拖的位置,计算midPoint之间的点currentPointprevPoint.
    1. 如果这是第一个拖动的位置,请添加currentPoint为线段.
    2. 为了在以后的所有点,添加四曲线终止midPoint,并使用prevPoint作为控制点.这将创建一个从前一点到当前点轻轻弯曲的线段.
  3. 存储currentPointprevPoint和重复#2,直到拖动结束.
  4. 将最终点添加为另一个直线段,以完成路径.

这样可以产生非常好看的曲线,因为使用midPoints可以保证曲线在端点处是平滑的切线(参见附图).

Swift代码如下所示:

var bezierPath = UIBezierPath()
var prevPoint: CGPoint?
var isFirst = true

override func touchesBegan(touchesSet: Set<UITouch>, withEvent event: UIEvent?) {
    let location = touchesSet.first!.locationInView(self)
    bezierPath.removeAllPoints()
    bezierPath.moveToPoint(location)
    prevPoint = location
}

override func touchesMoved(touchesSet: Set<UITouch>, withEvent event: UIEvent?) {
    let location = touchesSet.first!.locationInView(self)

    if let prevPoint = prevPoint {
        let midPoint = CGPoint(
            x: (location.x + prevPoint.x) / 2,
            y: (location.y + prevPoint.y) / 2,
        )
        if isFirst {
            bezierPath.addLineToPoint(midPoint)
        else {
            bezierPath.addQuadCurveToPoint(midPoint, controlPoint: prevPoint)
        }
        isFirst = false
    }
    prevPoint = location
}

override func touchesEnded(touchesSet: Set<UITouch>, withEvent event: UIEvent?) {
    let location = touchesSet.first!.locationInView(self)
    bezierPath.addLineToPoint(location)
}
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或者,如果你有一个点数组并想要UIBezierPath一次性构建:

var points: [CGPoint] = [...]
var bezierPath = UIBezierPath()
var prevPoint: CGPoint?
var isFirst = true

// obv, there are lots of ways of doing this. let's
// please refrain from yak shaving in the comments
for point in points {
    if let prevPoint = prevPoint {
        let midPoint = CGPoint(
            x: (point.x + prevPoint.x) / 2,
            y: (point.y + prevPoint.y) / 2,
        )
        if isFirst {
            bezierPath.addLineToPoint(midPoint)
        }
        else {
            bezierPath.addQuadCurveToPoint(midPoint, controlPoint: prevPoint)
        }
        isFirst = false
    }
    else { 
        bezierPath.moveToPoint(point)
    }
    prevPoint = point
}
if let prevPoint = prevPoint {
    bezierPath.addLineToPoint(prevPoint)
}
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这是我的笔记:

算法的例子


Cal*_*leb 21

使两条贝塞尔曲线平滑连接的关键是相关控制点和曲线上的起点/终点必须共线.将控制点和端点视为形成与端点处的曲线相切的线.如果一条曲线在另一条曲线的另一端结束的同一点开始,并且如果它们在该点处具有相同的切线,则曲线将是平滑的.这里有一些代码来说明:

- (void)drawRect:(CGRect)rect
{   
#define commonY 117

    CGPoint point1 = CGPointMake(20, 20);
    CGPoint point2 = CGPointMake(100, commonY);
    CGPoint point3 = CGPointMake(200, 50);
    CGPoint controlPoint1 = CGPointMake(50, 60);
    CGPoint controlPoint2 = CGPointMake(20, commonY);
    CGPoint controlPoint3 = CGPointMake(200, commonY);
    CGPoint controlPoint4 = CGPointMake(250, 75);

    UIBezierPath *path1 = [UIBezierPath bezierPath];
    UIBezierPath *path2 = [UIBezierPath bezierPath];

    [path1 setLineWidth:3.0];
    [path1 moveToPoint:point1];
    [path1 addCurveToPoint:point2 controlPoint1:controlPoint1 controlPoint2:controlPoint2];
    [[UIColor blueColor] set];
    [path1 stroke];

    [path2 setLineWidth:3.0];
    [path2 moveToPoint:point2];
    [path2 addCurveToPoint:point3 controlPoint1:controlPoint3 controlPoint2:controlPoint4];
    [[UIColor orangeColor] set];
    [path2 stroke];
}
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注意,path1在端部point2,path2在开始point2,和控制点2和3共享相同的Y值,commonYpoint2.您可以根据需要更改代码中的任何值; 只要这三个点全部落在同一条线上,两条路径就会顺利连接.(在上面的代码中,线是y = commonY.线不必与X轴平行;更容易看出这些点是共线的.)

这是上面代码绘制的图像:

两条路径顺利连接

查看代码后,曲线锯齿的原因是您将控制点视为曲线上的点.在贝塞尔曲线中,控制点通常不在曲线上.由于您从曲线中获取控制点,因此控制点和交叉点共线,因此路径不能平滑地连接.

  • @BDGapps数学!(抱歉轻率的回答,但评论部分不适合讨论你的非平凡问题.) (2认同)

小智 7

在对捕获的点应用任何算法之前,我们需要观察一些事情.

  1. 通常UIKit不会给出相等距离的点数.
  2. 我们需要计算两个CGPoints之间的中间点[已用Touch移动方法捕获]

现在要获得流畅的线条,有很多方法.

有时我们可以通过应用二次多项式或三次多项式或catmullRomSpline算法来实现

- (float)findDistance:(CGPoint)point lineA:(CGPoint)lineA lineB:(CGPoint)lineB
{
    CGPoint v1 = CGPointMake(lineB.x - lineA.x, lineB.y - lineA.y);
    CGPoint v2 = CGPointMake(point.x - lineA.x, point.y - lineA.y);
    float lenV1 = sqrt(v1.x * v1.x + v1.y * v1.y);
    float lenV2 = sqrt(v2.x * v2.x + v2.y * v2.y);
    float angle = acos((v1.x * v2.x + v1.y * v2.y) / (lenV1 * lenV2));
    return sin(angle) * lenV2;
}

- (NSArray *)douglasPeucker:(NSArray *)points epsilon:(float)epsilon
{
    int count = [points count];
    if(count < 3) {
        return points;
    }

    //Find the point with the maximum distance
    float dmax = 0;
    int index = 0;
    for(int i = 1; i < count - 1; i++) {
        CGPoint point = [[points objectAtIndex:i] CGPointValue];
        CGPoint lineA = [[points objectAtIndex:0] CGPointValue];
        CGPoint lineB = [[points objectAtIndex:count - 1] CGPointValue];
        float d = [self findDistance:point lineA:lineA lineB:lineB];
        if(d > dmax) {
            index = i;
            dmax = d;
        }
    }

    //If max distance is greater than epsilon, recursively simplify
    NSArray *resultList;
    if(dmax > epsilon) {
        NSArray *recResults1 = [self douglasPeucker:[points subarrayWithRange:NSMakeRange(0, index + 1)] epsilon:epsilon];

        NSArray *recResults2 = [self douglasPeucker:[points subarrayWithRange:NSMakeRange(index, count - index)] epsilon:epsilon];

        NSMutableArray *tmpList = [NSMutableArray arrayWithArray:recResults1];
        [tmpList removeLastObject];
        [tmpList addObjectsFromArray:recResults2];
        resultList = tmpList;
    } else {
        resultList = [NSArray arrayWithObjects:[points objectAtIndex:0], [points objectAtIndex:count - 1],nil];
    }

    return resultList;
}

- (NSArray *)catmullRomSplineAlgorithmOnPoints:(NSArray *)points segments:(int)segments
{
    int count = [points count];
    if(count < 4) {
        return points;
    }

    float b[segments][4];
    {
        // precompute interpolation parameters
        float t = 0.0f;
        float dt = 1.0f/(float)segments;
        for (int i = 0; i < segments; i++, t+=dt) {
            float tt = t*t;
            float ttt = tt * t;
            b[i][0] = 0.5f * (-ttt + 2.0f*tt - t);
            b[i][1] = 0.5f * (3.0f*ttt -5.0f*tt +2.0f);
            b[i][2] = 0.5f * (-3.0f*ttt + 4.0f*tt + t);
            b[i][3] = 0.5f * (ttt - tt);
        }
    }

    NSMutableArray *resultArray = [NSMutableArray array];

    {
        int i = 0; // first control point
        [resultArray addObject:[points objectAtIndex:0]];
        for (int j = 1; j < segments; j++) {
            CGPoint pointI = [[points objectAtIndex:i] CGPointValue];
            CGPoint pointIp1 = [[points objectAtIndex:(i + 1)] CGPointValue];
            CGPoint pointIp2 = [[points objectAtIndex:(i + 2)] CGPointValue];
            float px = (b[j][0]+b[j][1])*pointI.x + b[j][2]*pointIp1.x + b[j][3]*pointIp2.x;
            float py = (b[j][0]+b[j][1])*pointI.y + b[j][2]*pointIp1.y + b[j][3]*pointIp2.y;
            [resultArray addObject:[NSValue valueWithCGPoint:CGPointMake(px, py)]];
        }
    }

    for (int i = 1; i < count-2; i++) {
        // the first interpolated point is always the original control point
        [resultArray addObject:[points objectAtIndex:i]];
        for (int j = 1; j < segments; j++) {
            CGPoint pointIm1 = [[points objectAtIndex:(i - 1)] CGPointValue];
            CGPoint pointI = [[points objectAtIndex:i] CGPointValue];
            CGPoint pointIp1 = [[points objectAtIndex:(i + 1)] CGPointValue];
            CGPoint pointIp2 = [[points objectAtIndex:(i + 2)] CGPointValue];
            float px = b[j][0]*pointIm1.x + b[j][1]*pointI.x + b[j][2]*pointIp1.x + b[j][3]*pointIp2.x;
            float py = b[j][0]*pointIm1.y + b[j][1]*pointI.y + b[j][2]*pointIp1.y + b[j][3]*pointIp2.y;
            [resultArray addObject:[NSValue valueWithCGPoint:CGPointMake(px, py)]];
        }
    }

    {
        int i = count-2; // second to last control point
        [resultArray addObject:[points objectAtIndex:i]];
        for (int j = 1; j < segments; j++) {
            CGPoint pointIm1 = [[points objectAtIndex:(i - 1)] CGPointValue];
            CGPoint pointI = [[points objectAtIndex:i] CGPointValue];
            CGPoint pointIp1 = [[points objectAtIndex:(i + 1)] CGPointValue];
            float px = b[j][0]*pointIm1.x + b[j][1]*pointI.x + (b[j][2]+b[j][3])*pointIp1.x;
            float py = b[j][0]*pointIm1.y + b[j][1]*pointI.y + (b[j][2]+b[j][3])*pointIp1.y;
            [resultArray addObject:[NSValue valueWithCGPoint:CGPointMake(px, py)]];
        }
    }
    // the very last interpolated point is the last control point
    [resultArray addObject:[points objectAtIndex:(count - 1)]]; 

    return resultArray;
}
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