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使用一組點畫出平滑的曲線

今天在專案中需要人臉上的點來勾勒出人臉的輪廓,我的想法是將要畫的點存入一個數組,使用了UIBezierPath來連線每一個點。但是這樣畫出來的圖是折線,顯得過於生硬。查了若干資料,後來終於在stackoverflow上找到了一個很好的解決辦法

這個做法的原理其實是在每兩個點之間加入一些點,來使得兩個點可以平滑的過度。這其實就是Centripetal Catmull–Rom spline的思想。


看效果:


於是便照葫蘆畫瓢,寫出了我的程式碼

#define POINT(_INDEX_) [(NSValue *)[points objectAtIndex:_INDEX_] CGPointValue]
- (void)smoothedPathWithPoints:(NSArray *) pointsArray andGranularity:(NSInteger)granularity 
{ NSMutableArray *points = [pointsArray mutableCopy]; CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetAllowsAntialiasing(context, YES); CGContextSetStrokeColorWithColor(context, [UIColor greenColor].CGColor); CGContextSetLineWidth(context, 0.6); UIBezierPath *smoothedPath = [UIBezierPath bezierPath];
// Add control points to make the math make sense [points insertObject:[points objectAtIndex:0] atIndex:0]; [points addObject:[points lastObject]]; [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)]; CGContextAddPath(context, smoothedPath.CGPath); CGContextDrawPath(context, kCGPathStroke); }