Alexandre
Alexandre

Reputation: 817

How to get a list of points from a UIBezierPath?

I have a UIBezierPath that I need to take a list of points from.

In Qt there is a function called pointAtPercent that would fit my needs but I can't find anything equivalent in Objective-C.

Does anyone know how to do this?

Upvotes: 46

Views: 29648

Answers (7)

FBente
FBente

Reputation: 2180

@Moritz Great answer! To find a Swift like solution I strumbled across an approach in this post and implemented a CGPath extension like this to get the points from the path:

extension CGPath {
    func points() -> [CGPoint]
    {
        var bezierPoints = [CGPoint]()
        forEach(body: { (element: CGPathElement) in
            let numberOfPoints: Int = {
                switch element.type {
                case .moveToPoint, .addLineToPoint: // contains 1 point
                    return 1
                case .addQuadCurveToPoint: // contains 2 points
                    return 2
                case .addCurveToPoint: // contains 3 points
                    return 3
                case .closeSubpath:
                    return 0
                }
            }()
            for index in 0..<numberOfPoints {
                let point = element.points[index]
                bezierPoints.append(point)
            }
        })
        return bezierPoints
    }
    
    func forEach(body: @escaping @convention(block) (CGPathElement) -> Void) {
        typealias Body = @convention(block) (CGPathElement) -> Void
        
        func callback(info: UnsafeMutableRawPointer?, element: UnsafePointer<CGPathElement>) {
            let body = unsafeBitCast(info, to: Body.self)
            body(element.pointee)
        }
        
        let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
        apply(info: unsafeBody, function: callback)
    }
}

Upvotes: 19

Moritz
Moritz

Reputation: 3363

You might try this:

UIBezierPath *yourPath; // Assume this has some points in it
CGPath yourCGPath = yourPath.CGPath;
NSMutableArray *bezierPoints = [NSMutableArray array];
CGPathApply(yourCGPath, bezierPoints, MyCGPathApplierFunc);

The path applier function will be handed each of the path's path elements in turn.
Check out CGPathApplierFunction and CGPathApply.

The path applier function might look something like this

void MyCGPathApplierFunc (void *info, const CGPathElement *element) {
    NSMutableArray *bezierPoints = (NSMutableArray *)info;

    CGPoint *points = element->points;
    CGPathElementType type = element->type;

    switch(type) {
        case kCGPathElementMoveToPoint: // contains 1 point
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];
            break;
        
        case kCGPathElementAddLineToPoint: // contains 1 point
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];            
            break;
        
        case kCGPathElementAddQuadCurveToPoint: // contains 2 points
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[1]]];            
            break;
        
        case kCGPathElementAddCurveToPoint: // contains 3 points
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[1]]];
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[2]]];
            break;
        
        case kCGPathElementCloseSubpath: // contains no point
            break;
    }
}

Upvotes: 69

Andrey Gordeev
Andrey Gordeev

Reputation: 32449

I wrote an article about finding the closest point on UIBezierPath, which is very similar to what the OP is looking for. I've also created a demo project on Swift: https://github.com/agordeev/BezierPathClosestPoint

Upvotes: 4

Rodrigo Fava
Rodrigo Fava

Reputation: 338

swift 4.0:

    var bezierPoints = NSMutableArray()
    yourPath.apply(info: &bezierPoints, function: { info, element in

        guard let resultingPoints = info?.assumingMemoryBound(to: NSMutableArray.self) else {
            return
        }

        let points = element.pointee.points
        let type = element.pointee.type

        switch type {
        case .moveToPoint:
            resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])

        case .addLineToPoint:
            resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])

        case .addQuadCurveToPoint:
            resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])
            resultingPoints.pointee.add([NSNumber(value: Float(points[1].x)), NSNumber(value: Float(points[1].y))])

        case .addCurveToPoint:
            resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])
            resultingPoints.pointee.add([NSNumber(value: Float(points[1].x)), NSNumber(value: Float(points[1].y))])
            resultingPoints.pointee.add([NSNumber(value: Float(points[2].x)), NSNumber(value: Float(points[2].y))])

        case .closeSubpath:
            break
        }
    })

Upvotes: 2

Joel
Joel

Reputation: 423

Updated FBente's extension for Swift 3:

extension CGPath {
  func points() -> [CGPoint]
  {
    var bezierPoints = [CGPoint]()
    self.forEach({ (element: CGPathElement) in
      let numberOfPoints: Int = {
        switch element.type {
        case .moveToPoint, .addLineToPoint: // contains 1 point
          return 1
        case .addQuadCurveToPoint: // contains 2 points
          return 2
        case .addCurveToPoint: // contains 3 points
          return 3
        case .closeSubpath:
          return 0
        }
      }()
      for index in 0..<numberOfPoints {
        let point = element.points[index]
        bezierPoints.append(point)
      }
    })
    return bezierPoints
  }

  func forEach(_ body: @convention(block) (CGPathElement) -> Void) {
    typealias Body = @convention(block) (CGPathElement) -> Void
    func callback(info: UnsafeMutableRawPointer, element: UnsafePointer<CGPathElement>) {
      let body = unsafeBitCast(info, to: Body.self)
      body(element.pointee)
    }
    let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
    self.apply(info: unsafeBody, function: callback as! CGPathApplierFunction)
  }
}

Upvotes: 0

Chigo Godwin Anyaso
Chigo Godwin Anyaso

Reputation: 209

i have modified @FBente post to work with swift 3

extension CGPath {
func points() -> [CGPoint]
{
    var bezierPoints = [CGPoint]()
    self.forEach(body: { (element: CGPathElement) in
        let numberOfPoints: Int = {
            switch element.type {
            case .moveToPoint, .addLineToPoint: // contains 1 point
                return 1
            case .addQuadCurveToPoint: // contains 2 points
                return 2
            case .addCurveToPoint: // contains 3 points
                return 3
            case .closeSubpath:
                return 0
            }
        }()
        for index in 0..<numberOfPoints {
            let point = element.points[index]
            bezierPoints.append(point)
        }
    })
    return bezierPoints
}

func forEach( body: @convention(block) (CGPathElement) -> Void) {
    typealias Body = @convention(block) (CGPathElement) -> Void
    func callback(info: UnsafeMutableRawPointer, element: UnsafePointer<CGPathElement>) {
        let body = unsafeBitCast(info, to: Body.self)
        body(element.pointee)
    }
    let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
    self.apply(info: unsafeBody, function: callback as! CGPathApplierFunction)
}
}

Upvotes: 3

Adam
Adam

Reputation: 158

I think you were trying to do something like this:

https://math.stackexchange.com/questions/26846/is-there-an-explicit-form-for-cubic-bézier-curves

y=u0(1−x^3)+3u1(1−x^2)x+3u2(1−x)x^2+u3x^3

This is my method for printing all values of that function.

- (void)logXY {

    float u0 = 0;
    float u1 = 0.05;
    float u2 = 0.25;
    float u3 = 1;

    for (float x = 0; x <= 10.0; x = x + 0.1) {
        float y = u0 * (1 - x * x * x) + 3 * u1 * (1 - x * x) * x + 3 * u2 * (1 - x) * x * x + u3 * x * x * x;

        NSLog(@"x: %f\ty: %f", x, y);
    }
}

And output is:

x: 0.000000 y: 0.000000
x: 0.100000 y: 0.022600
x: 0.200000 y: 0.060800
x: 0.300000 y: 0.115200
x: 0.400000 y: 0.186400
x: 0.500000 y: 0.275000
x: 0.600000 y: 0.381600
x: 0.700000 y: 0.506800
x: 0.800000 y: 0.651200
x: 0.900000 y: 0.815400
x: 1.000000 y: 1.000000
x: 1.100000 y: 1.205600
x: 1.200000 y: 1.432800
x: 1.300000 y: 1.682200
x: 1.400000 y: 1.954401
x: 1.500000 y: 2.250001
x: 1.600000 y: 2.569601
x: 1.700000 y: 2.913801
x: 1.800000 y: 3.283201
x: 1.900000 y: 3.678401
x: 2.000000 y: 4.100001
x: 2.100000 y: 4.548601
x: 2.200000 y: 5.024800
x: 2.300000 y: 5.529200
x: 2.400000 y: 6.062399
x: 2.500000 y: 6.625000
x: 2.600000 y: 7.217597
x: 2.700000 y: 7.840797
x: 2.799999 y: 8.495197
x: 2.899999 y: 9.181394
x: 2.999999 y: 9.899996

Upvotes: 8

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