Reputation: 1403
I have only found this blog with a relevant answer http://seant23.wordpress.com/2010/11/12/offset-bezier-curves/ ,but unfortunately i don't know the language and can't understand the maths behind it. What i need is to know how to make a bezier curve parallel to the one that i have.
I have a Point, Segment and Path class, but i don't understand how to divide the path into segments. The Point class has the CGPoint location public variable, the Segment class has as properties 4 points, Point *control1, *control2, *point2 and*point1; the Path class contains an NSMutableArray of segments and a Point startPoint.
I am new to objective c and i would really appreciate some help, if not for my specific class construction, at least for a more general method.
Upvotes: 2
Views: 4369
Reputation: 437682
I don't know about the specific problem you're solving, but one cute (and very easy) solution is to just render the outline outline of a bezier curve, e.g.:
This is easily done using Core Graphics (in this case, a drawRect
of a UIView
subclass):
- (void)drawRect:(CGRect)rect {
CGPathRef path = [self newBezierPath];
CGPathRef outlinePath = CGPathCreateCopyByStrokingPath(path, NULL, 10, kCGLineCapButt, kCGLineJoinBevel, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 3.0);
CGContextAddPath(context, outlinePath);
CGContextSetStrokeColorWithColor(context, [[UIColor redColor] CGColor]);
CGContextDrawPath(context, kCGPathStroke);
CGPathRelease(path);
CGPathRelease(outlinePath);
}
- (CGPathRef)newBezierPath {
CGPoint point1 = CGPointMake(10.0, 50.0);
CGPoint point2 = CGPointMake(self.bounds.size.width - 10.0, point1.y + 150.0);
CGPoint controlPoint1 = CGPointMake(point1.x + 400.0, point1.y);
CGPoint controlPoint2 = CGPointMake(point2.x - 400.0, point2.y);
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, point1.x, point1.y);
CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, point2.x, point2.y);
return path;
}
Or in Swift 3:
override func draw(_ rect: CGRect) {
let path = bezierPath().cgPath
let outlinePath = path.copy(strokingWithWidth: 10, lineCap: .butt, lineJoin: .bevel, miterLimit: 0)
let context = UIGraphicsGetCurrentContext()!
context.setLineWidth(3)
context.addPath(outlinePath)
context.setStrokeColor(UIColor.red.cgColor)
context.strokePath()
}
private func bezierPath() -> UIBezierPath {
let point1 = CGPoint(x: 10.0, y: 50.0)
let point2 = CGPoint(x: bounds.size.width - 10.0, y: point1.y + 150.0)
let controlPoint1 = CGPoint(x: point1.x + 400.0, y: point1.y)
let controlPoint2 = CGPoint(x: point2.x - 400.0, y: point2.y)
let path = UIBezierPath()
path.move(to: point1)
path.addCurve(to: point2, controlPoint1: controlPoint1, controlPoint2: controlPoint2)
return path
}
If you really want to draw a parallel path, that's more complicated. But you can render something like this (original bezier path in red, a "parallel" line in blue).
I'm not entirely sure about the algorithm you've identified, but I rendered this by
Thus, in Objective-C, that might look like:
- (void)drawRect:(CGRect)rect {
CGPoint point1 = CGPointMake(10.0, 50.0);
CGPoint point2 = CGPointMake(self.bounds.size.width - 10.0, point1.y + 150.0);
CGPoint controlPoint1 = CGPointMake(point1.x + 400.0, point1.y);
CGPoint controlPoint2 = CGPointMake(point2.x - 400.0, point2.y);
// draw original bezier path in red
[[UIColor redColor] setStroke];
[[self bezierPathFromPoint1:point1
point2:point2
controlPoint1:controlPoint1
controlPoint2:controlPoint2] stroke];
// calculate and draw offset bezier curve in blue
[[UIColor blueColor] setStroke];
[[self offsetBezierPathBy:10.0
point1:point1
point2:point2
controlPoint1:controlPoint1
controlPoint2:controlPoint2] stroke];
}
- (UIBezierPath *)bezierPathFromPoint1:(CGPoint)point1
point2:(CGPoint)point2
controlPoint1:(CGPoint)controlPoint1
controlPoint2:(CGPoint)controlPoint2 {
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:point1];
[path addCurveToPoint:point2 controlPoint1:controlPoint1 controlPoint2:controlPoint2];
return path;
}
- (UIBezierPath *)offsetBezierPathBy:(CGFloat)offset
point1:(CGPoint)point1
point2:(CGPoint)point2
controlPoint1:(CGPoint)controlPoint1
controlPoint2:(CGPoint)controlPoint2 {
UIBezierPath *path = [UIBezierPath bezierPath];
static NSInteger numberOfPoints = 100;
CGPoint previousPoint = [self cubicBezierAtTime:0.0
point1:point1
point2:point2
controlPoint1:controlPoint1
controlPoint2:controlPoint2];
CGPoint point;
double angle;
for (NSInteger i = 1; i <= numberOfPoints; i++) {
double t = (double) i / numberOfPoints;
point = [self cubicBezierAtTime:t
point1:point1
point2:point2
controlPoint1:controlPoint1
controlPoint2:controlPoint2];
// calculate the angle to the offset point
// this is the angle between the two points, plus 90 degrees (pi / 2.0)
angle = atan2(point.y - previousPoint.y, point.x - previousPoint.x) + M_PI_2;
if (i == 1)
[path moveToPoint:[self offsetPoint:previousPoint by:offset angle:angle]];
previousPoint = point;
[path addLineToPoint:[self offsetPoint:previousPoint by:offset angle:angle]];
}
return path;
}
// return point offset by particular distance and particular angle
- (CGPoint)offsetPoint:(CGPoint)point by:(CGFloat)offset angle:(double)angle {
return CGPointMake(point.x + cos(angle) * offset, point.y + sin(angle) * offset);
}
// Manually calculate cubic bezier curve
//
// B(t) = (1-t)^3 * point1 + 3 * (1-t)^2 * t controlPoint1 + 3 * (1-t) * t^2 * pointPoint2 + t^3 * point2
- (CGPoint)cubicBezierAtTime:(double)t
point1:(CGPoint)point1
point2:(CGPoint)point2
controlPoint1:(CGPoint)controlPoint1
controlPoint2:(CGPoint)controlPoint2 {
double oneMinusT = 1.0 - t;
double oneMinusTSquared = oneMinusT * oneMinusT;
double oneMinusTCubed = oneMinusTSquared * oneMinusT;
double tSquared = t * t;
double tCubed = tSquared * t;
CGFloat x = point1.x * oneMinusTCubed +
3.0 * oneMinusTSquared * t * controlPoint1.x +
3.0 * oneMinusT * tSquared * controlPoint2.x +
tCubed * point2.x;
CGFloat y = point1.y * oneMinusTCubed +
3.0 * oneMinusTSquared * t * controlPoint1.y +
3.0 * oneMinusT * tSquared * controlPoint2.y +
tCubed * point2.y;
return CGPointMake(x, y);
}
Or, in Swift 3:
override func draw(_ rect: CGRect) {
let point1 = CGPoint(x: 10.0, y: 50.0)
let point2 = CGPoint(x: bounds.size.width - 10.0, y: point1.y + 150.0)
let controlPoint1 = CGPoint(x: point1.x + 400.0, y: point1.y)
let controlPoint2 = CGPoint(x: point2.x - 400.0, y: point2.y)
UIColor.red.setStroke()
bezierPath(from: point1, to: point2, withControl: controlPoint1, and: controlPoint2).stroke()
UIColor.blue.setStroke()
offSetBezierPath(by: 5, from: point1, to: point2, withControl: controlPoint1, and: controlPoint2).stroke()
}
private func bezierPath(from point1: CGPoint, to point2: CGPoint, withControl controlPoint1: CGPoint, and controlPoint2:CGPoint) -> UIBezierPath {
let path = UIBezierPath()
path.move(to: point1)
path.addCurve(to: point2, controlPoint1: controlPoint1, controlPoint2: controlPoint2)
return path
}
private func offSetBezierPath(by offset: CGFloat, from point1: CGPoint, to point2: CGPoint, withControl controlPoint1: CGPoint, and controlPoint2:CGPoint) -> UIBezierPath {
let path = UIBezierPath()
let numberOfPoints = 100
var previousPoint = cubicBezier(at: 0, point1: point1, point2: point2, controlPoint1: controlPoint1, controlPoint2: controlPoint2)
for i in 1 ... numberOfPoints {
let time = CGFloat(i) / CGFloat(numberOfPoints)
let point = cubicBezier(at: time, point1: point1, point2: point2, controlPoint1: controlPoint1, controlPoint2: controlPoint2)
// calculate the angle to the offset point
// this is the angle between the two points, plus 90 degrees (pi / 2.0)
let angle = atan2(point.y - previousPoint.y, point.x - previousPoint.x) + .pi / 2;
if i == 1 {
path.move(to: calculateOffset(of: previousPoint, by: offset, angle: angle))
}
previousPoint = point
path.addLine(to: calculateOffset(of: previousPoint, by: offset, angle: angle))
}
return path
}
/// Return point offset by particular distance and particular angle
///
/// - Parameters:
/// - point: Point to offset.
/// - offset: How much to offset by.
/// - angle: At what angle.
///
/// - Returns: New `CGPoint`.
private func calculateOffset(of point: CGPoint, by offset: CGFloat, angle: CGFloat) -> CGPoint {
return CGPoint(x: point.x + cos(angle) * offset, y: point.y + sin(angle) * offset)
}
/// Manually calculate cubic bezier curve
///
/// B(t) = (1-t)^3 * point1 + 3 * (1-t)^2 * t controlPoint1 + 3 * (1-t) * t^2 * pointPoint2 + t^3 * point2
///
/// - Parameters:
/// - time: Time, a value between zero and one.
/// - point1: Starting point.
/// - point2: Ending point.
/// - controlPoint1: First control point.
/// - controlPoint2: Second control point.
///
/// - Returns: Point on bezier curve.
private func cubicBezier(at time: CGFloat, point1: CGPoint, point2: CGPoint, controlPoint1: CGPoint, controlPoint2: CGPoint) -> CGPoint {
let oneMinusT = 1.0 - time
let oneMinusTSquared = oneMinusT * oneMinusT
let oneMinusTCubed = oneMinusTSquared * oneMinusT
let tSquared = time * time
let tCubed = tSquared * time
var x = point1.x * oneMinusTCubed
x += 3.0 * oneMinusTSquared * time * controlPoint1.x
x += 3.0 * oneMinusT * tSquared * controlPoint2.x
x += tCubed * point2.x
var y = point1.y * oneMinusTCubed
y += 3.0 * oneMinusTSquared * time * controlPoint1.y
y += 3.0 * oneMinusT * tSquared * controlPoint2.y
y += tCubed * point2.y
return CGPoint(x: x, y: y)
}
Upvotes: 11
Reputation: 53597
You might have seen the link to my article on Sean's blog, if not: http://pomax.github.io/bezierinfo/#offsetting covers offset curves in detail. It refers to some subjects covered higher up in the article, like splitting curves at inflection points, but the takehome message is:
If there is no prebuilt offsetting function in your codebase, then you're going to have to implement it yourself, in which case you're going to have to take a day or two out of your dev and dedicate it to understanding how this works (for which I'd pretty much recommend running through the bezier article. writing the offsetting algorithm requires having the functions it depends on available).
Upvotes: 3