Abi*_*ain 15 iphone core-graphics objective-c ios uibezierpath
我正在申请中绘制图表.我的问题是我想画线连接顶点作为曲线.目前我正在绘制它们UIBezierPath的功能addLineToPoint:.我想把它们画成曲线.我很清楚,UIBezierPath有以下两个功能来支持此功能.
立方曲线:addCurveToPoint:controlPoint1:controlPoint2:
二次曲线:addQuadCurveToPoint:controlPoint:
但问题是我没有控制点.我只有两个终点.我都没有找到确定控制点的方法/公式.有人能帮我一下吗?如果有人能提出一些替代方案我会很感激......
use*_*109 22
在12月5日的12月5日扩展Abid Hussain的回答.
我实现了代码,它工作但结果看起来像这样:

经过很少的调整,我能够得到我想要的东西:

我所做的就是将addQuadCurveToPoint添加到中点,使用中中点作为控制点.以下是基于Abid样本的代码; 希望它可以帮到某人.
+ (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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Rom*_*pov 14
使用@ user1244109的答案我在Swift 3中实现了一个更好的算法.

class GraphView: UIView {
var data: [CGFloat] = [2, 6, 12, 4, 5, 7, 5, 6, 6, 3] {
didSet {
setNeedsDisplay()
}
}
func coordYFor(index: Int) -> CGFloat {
return bounds.height - bounds.height * data[index] / (data.max() ?? 0)
}
override func draw(_ rect: CGRect) {
let path = quadCurvedPath()
UIColor.black.setStroke()
path.lineWidth = 1
path.stroke()
}
func quadCurvedPath() -> UIBezierPath {
let path = UIBezierPath()
let step = bounds.width / CGFloat(data.count - 1)
var p1 = CGPoint(x: 0, y: coordYFor(index: 0))
path.move(to: p1)
drawPoint(point: p1, color: UIColor.red, radius: 3)
if (data.count == 2) {
path.addLine(to: CGPoint(x: step, y: coordYFor(index: 1)))
return path
}
var oldControlP: CGPoint?
for i in 1..<data.count {
let p2 = CGPoint(x: step * CGFloat(i), y: coordYFor(index: i))
drawPoint(point: p2, color: UIColor.red, radius: 3)
var p3: CGPoint?
if i < data.count - 1 {
p3 = CGPoint(x: step * CGFloat(i + 1), y: coordYFor(index: i + 1))
}
let newControlP = controlPointForPoints(p1: p1, p2: p2, next: p3)
path.addCurve(to: p2, controlPoint1: oldControlP ?? p1, controlPoint2: newControlP ?? p2)
p1 = p2
oldControlP = antipodalFor(point: newControlP, center: p2)
}
return path;
}
/// located on the opposite side from the center point
func antipodalFor(point: CGPoint?, center: CGPoint?) -> CGPoint? {
guard let p1 = point, let center = center else {
return nil
}
let newX = 2 * center.x - p1.x
let diffY = abs(p1.y - center.y)
let newY = center.y + diffY * (p1.y < center.y ? 1 : -1)
return CGPoint(x: newX, y: newY)
}
/// halfway of two points
func midPointForPoints(p1: CGPoint, p2: CGPoint) -> CGPoint {
return CGPoint(x: (p1.x + p2.x) / 2, y: (p1.y + p2.y) / 2);
}
/// Find controlPoint2 for addCurve
/// - Parameters:
/// - p1: first point of curve
/// - p2: second point of curve whose control point we are looking for
/// - next: predicted next point which will use antipodal control point for finded
func controlPointForPoints(p1: CGPoint, p2: CGPoint, next p3: CGPoint?) -> CGPoint? {
guard let p3 = p3 else {
return nil
}
let leftMidPoint = midPointForPoints(p1: p1, p2: p2)
let rightMidPoint = midPointForPoints(p1: p2, p2: p3)
var controlPoint = midPointForPoints(p1: leftMidPoint, p2: antipodalFor(point: rightMidPoint, center: p2)!)
if p1.y.between(a: p2.y, b: controlPoint.y) {
controlPoint.y = p1.y
} else if p2.y.between(a: p1.y, b: controlPoint.y) {
controlPoint.y = p2.y
}
let imaginContol = antipodalFor(point: controlPoint, center: p2)!
if p2.y.between(a: p3.y, b: imaginContol.y) {
controlPoint.y = p2.y
}
if p3.y.between(a: p2.y, b: imaginContol.y) {
let diffY = abs(p2.y - p3.y)
controlPoint.y = p2.y + diffY * (p3.y < p2.y ? 1 : -1)
}
// make lines easier
controlPoint.x += (p2.x - p1.x) * 0.1
return controlPoint
}
func drawPoint(point: CGPoint, color: UIColor, radius: CGFloat) {
let ovalPath = UIBezierPath(ovalIn: CGRect(x: point.x - radius, y: point.y - radius, width: radius * 2, height: radius * 2))
color.setFill()
ovalPath.fill()
}
}
extension CGFloat {
func between(a: CGFloat, b: CGFloat) -> Bool {
return self >= Swift.min(a, b) && self <= Swift.max(a, b)
}
}
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Fog*_*ter 12
如果你只有两个点,那么你无法将它们真正推断成曲线.
如果您有两个以上的点(即曲线上的几个点),那么您可以大致绘制一条曲线来跟随它们.
如果你做以下......
好吧,说你有5分.p1,p2,p3,p4和p5.你需要弄清楚每对点之间的中点.m1 = p1和p2的中点(依此类推)......
所以你有m1,m2,m3和m4.
现在,您可以使用中点作为曲线截面的终点,将点作为四边形曲线的控制点...
所以...
移至m1点.将四边形曲线添加到点m2,以p2作为控制点.
将四边形曲线添加到m3点,以p3作为控制点.
将四边形曲线添加到点m4,将p4作为控制点.
等等...
这将使你们从曲线的两端分开(不记得此刻如何获得它们,对不起).
所以我找到了一个基于@Fogmeister答案的工作.
UIBezierPath *path = [UIBezierPath bezierPath];
[path setLineWidth:3.0];
[path setLineCapStyle:kCGLineCapRound];
[path setLineJoinStyle:kCGLineJoinRound];
// actualPoints are my points array stored as NSValue
NSValue *value = [actualPoints objectAtIndex:0];
CGPoint p1 = [value CGPointValue];
[path moveToPoint:p1];
for (int k=1; k<[actualPoints count];k++) {
NSValue *value = [actualPoints objectAtIndex:k];
CGPoint p2 = [value CGPointValue];
CGPoint centerPoint = CGPointMake((p1.x+p2.x)/2, (p1.y+p2.y)/2);
// See if your curve is decreasing or increasing
// You can optimize it further by finding point on normal of line passing through midpoint
if (p1.y<p2.y) {
centerPoint = CGPointMake(centerPoint.x, centerPoint.y+(abs(p2.y-centerPoint.y)));
}else if(p1.y>p2.y){
centerPoint = CGPointMake(centerPoint.x, centerPoint.y-(abs(p2.y-centerPoint.y)));
}
[path addQuadCurveToPoint:p2 controlPoint:centerPoint];
p1 = p2;
}
[path stroke];
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小智 5
我已经做了一些工作,并从Catmull-Rom样条曲线得到了相当不错的结果.这是一个采用CGPoints数组(存储为NSValues)并将该行添加到给定视图的方法.
- (void)addBezierPathBetweenPoints:(NSArray *)points
toView:(UIView *)view
withColor:(UIColor *)color
andStrokeWidth:(NSUInteger)strokeWidth
{
UIBezierPath *path = [UIBezierPath bezierPath];
float granularity = 100;
[path moveToPoint:[[points firstObject] CGPointValue]];
for (int index = 1; index < points.count - 2 ; index++) {
CGPoint point0 = [[points objectAtIndex:index - 1] CGPointValue];
CGPoint point1 = [[points objectAtIndex:index] CGPointValue];
CGPoint point2 = [[points objectAtIndex:index + 1] CGPointValue];
CGPoint point3 = [[points objectAtIndex:index + 2] CGPointValue];
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;
pi.x = 0.5 * (2*point1.x+(point2.x-point0.x)*t + (2*point0.x-5*point1.x+4*point2.x-point3.x)*tt + (3*point1.x-point0.x-3*point2.x+point3.x)*ttt);
pi.y = 0.5 * (2*point1.y+(point2.y-point0.y)*t + (2*point0.y-5*point1.y+4*point2.y-point3.y)*tt + (3*point1.y-point0.y-3*point2.y+point3.y)*ttt);
if (pi.y > view.frame.size.height) {
pi.y = view.frame.size.height;
}
else if (pi.y < 0){
pi.y = 0;
}
if (pi.x > point0.x) {
[path addLineToPoint:pi];
}
}
[path addLineToPoint:point2];
}
[path addLineToPoint:[[points objectAtIndex:[points count] - 1] CGPointValue]];
CAShapeLayer *shapeView = [[CAShapeLayer alloc] init];
shapeView.path = [path CGPath];
shapeView.strokeColor = color.CGColor;
shapeView.fillColor = [UIColor clearColor].CGColor;
shapeView.lineWidth = strokeWidth;
[shapeView setLineCap:kCALineCapRound];
[view.layer addSublayer:shapeView];
}
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我在这里使用https://github.com/johnyorke/JYGraphViewController
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