Beveling a path/shape in Core Graphics - objective-c

I'm trying to bevel paths in core graphics. Has anyone done this already for arbitrary shapes and if so are they willing to share code?
I've included my implementation below. I use three variables to determine the bevel: CGFloat bevelSize, UIColor highlightColor, UIColor shadow. Note that the angle of the light source is always 135 degrees. I haven't finished implementing this yet, but here's essentially what I'm trying to do, split into two parts. Part one, generate focal points:
I find the bisectors for the angles between each adjacent lines in the path.
For arcs, the bisector is the line perpendicular to the line created by the two end points of the arc, originating from the mid-point. This should take care of the majority of situations in which an arc is used. I do not take the bisector of an arc and a line. The arc bisector should work fine in those cases.
I then calculate focal points based on the intersection of each adjacent bisectors.
If a focal point is within the shape it's used, otherwise it's discarded.
The purpose of generating the focal points is to 'shrink' the shape proportionally.
The second part is a little more complicated. I essential create each side/segment of the bevelled shape. I do this by drawing 'in' (by the bevelSize) each point of the original shape along radius of the line that extends from the nearest focal point to the point in question. When I have two consecutive 'bevelPoints', I create a UIBezierPath that extends along from the bevelPoints to the original points and back to the bevelPoints (note, this includes arcs). This creates a 'side/segment' I can use to fill. On straight sides, I simply fill with either the shadow or highlight color, depending on the angle of the side. For arcs, I determine the radian 'arc'. If that arc contains a transition angle (M_PI_4 or M_PI + M_PI_4) I fill it with a gradient (from shadow to highlight or highlight to shadow, which ever is appropriate). Otherwise I fill it with a solid color.
Update
I've split out my answer (see below) into a separate blog post. I'm not longer using the implementation details you see above but I'm keeping it all there for reference. I hope this helps anybody else looking to use Core Graphics.

So I did finally manage to write a routine to bevel arbitrary shapes in core graphics. It ended up being a lot of work, a lot more than I originally anticipated, but it's been a fun project. I've posted an explanation and the code to perform the bevel on my blog. Just note that I didn't create a full class (or set of classes) for this. This code was integrated into a much larger class I use to do all my core graphics drawing. However, all the code you need to bevel most arbitrary shapes is there.
UPDATE
I've rewritten the code as straight c and moved it into a separate file. It no longer depends on any other instance variables so that the beveling function can be called from within any context.
I explain the code and process I used to bevel here: Beveling Shapes In Core Graphics
Here is the code: Github : CGPathBevel.
The code isn't perfect: I'm open to suggestions/corrections/better ways of doing things.

Related

UIBezierPath subtraction from another UIBezierPath

I am making an app that allows the user to draw on the screen with his finger in different colors. The drawings are drawn with UIBezierPaths but I need an eraser. I did have an eraser that was just a path with the background image as the color but this method causes memory issues. I would like to delete the points from any path that is drawn on when eraser is selected.
Unfortunately UIBezierPath doesn't have a subtraction function so I want to make my own. So if eraser is selected, it will look at all the points that should be erased and see if any of the existing paths contain those points, then subdivide the path leaving a blank spot. But it should be able to see how many points in a row to delete not do it one at a time. In theory it makes sense but I'm having trouble getting started on the implementation.
Anyone have any guidance to set me on the right 'path'?
Upon first glance, it appears that you could do hit detection on a UIBezierPath by simply using containsPoint:. That works fine if you want to determine whether the point is contained in the fill of a UIBezierPath, but it does not work for determining whether only the stroke of the UIBezierPath intersects the point. Detecting whether or not a given point is in the stroke of a UIBezierPath can be done as described in the "Doing Hit-Detection on a Path" section at the bottom of this page. Actually, the code sample they give could be used either way. The basic idea is that you have to use the Core Graphics method CGContextPathContainsPoint.
Depending on how large the eraser brush is, you will probably want to check several different points on the edge of the brush circle to see if they intersect the curve, and you'll probably have to iterate through your UIBezierPaths until you get a hit. You should be able to optimize the search by using the bounds of the UIBezierPath.
After you detect that a point intersects a UIBezierPath, you must do the actual split of the path. There appears to be a good outline of the algorithm in this post. The main idea there is to use De Casteljau's algorithm to perform the subdivision of the curve. There are various implementations of the algorithm that you should be able to find with a quick search, including some in C++.

What is the benefit of using CGPath?

I am new to CGPath concept and have a decent idea about Bezier curves.
I am creating a small free hand drawing program using a View.
In drawRect I keep drawing recorded set of lines from an Array.
and while my mouse moves I add a new line to that array and refresh the view.
drawrect is called again and it draws the recorded set of lines again.
I was reading about CGPath, it says that internally it does something similar to what I am doing.
storing a set of lines and Bezier curves.
So is there any performance improvement, if I use CGPath ?
Hope this answer your question about CGPath.
You might not want to lose your path so easily, especially if it
depicts a complex scene you want to use over and over again. For that
reason, Quartz provides two data types for creating reusable
paths CGPathRef and CGMutablePathRef.
Reference in section creating a path.
http://developer.apple.com/library/IOS/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_paths/dq_paths.html#//apple_ref/doc/uid/TP30001066-CH211-SW1

iOS Quartz/CoreGraphics drawing feathered stroke

I am drawing a path into a CGContext following a set of points collected from the user. There seems to be some random input jitter causing some of the line edges to look jagged. I think a slight feather would solve this problem. If I were using OpenGL ES I would simply apply a feather to the sprite I am stroking the path with; however, this project requires me to stay in Quartz/CoreGraphics and I can't seem to find a similar solution.
I have tried drawing 5 lines with each line slightly larger and more transparent to approximate a feather. This produces a bad result and slows performance noticeably.
This is the line drawing code:
CGContextMoveToPoint(UIGraphicsGetCurrentContext(),((int)lastPostionDrawing1.x), (((int)lastPostionDrawing1.y)));
CGContextAddCurveToPoint(UIGraphicsGetCurrentContext(), ctrl1_x, ctrl1_y, ctrl2_x, ctrl2_y, lastPostionDrawing2.x, lastPostionDrawing2.y;
[currentPath addCurveToPoint:CGPointMake(lastPostionDrawing2.x-((int)furthestLeft.x)+((int)penSize), lastPostionDrawing2.y controlPoint1:CGPointMake(ctrl1_x, ctrl1_y) controlPoint2:CGPointMake(ctrl2_x, ctrl2_y)];
I'm going to go ahead and assume that your CGContext still has anti-aliasing turned on, but if not, then that's the obvious first think to try, as #Davyd's comment suggests: CGContextSetShouldAntialias is the function of interest.
Assuming that's not the problem, and the line is being anti-aliased by the context, but you're still wanting something 'softer.' I can think of a couple of ways to do this that should hopefully be faster than stroking 5 times.
First, you can try getting the stroked path (i.e. a path that describes the outline of the stroke of the current path) using CGContextReplacePathWithStrokedPath you can then fill this path with a gradient (or whatever other fill technique gives the desired results.) This will work well for straight lines, but won't be straightforward for curved paths (since the gradient is filling the area of the stroked path, and will be either linear or radial.)
Another perhaps less obvious option, might be to abuse CG's shadow drawing for this purpose. The function you want to look up is: CGContextSetShadowWithColor Here's the method:
Save the GState: CGContextSaveGState
Get the bounding box of the original path
Copy the path, translating it away from itself by 2.0 * bbox.width using CGPathCreateCopyByTransformingPath (note: use the X direction only, that way you don't need to worry about flips in the context)
Clip the context to the original bbox using CGContextClipToRect
Set a shadow on the context with CGContextSetShadowWithColor:
Some minimal blur (Start with 0.5 and go from there. The blur parameter is non-linear, and IME it's sort of a guess and check operation)
An offset equal to -2.0 * bbox width, and 0.0 height, scaled to base space. (Note: these offsets are in base space. This will be maddening to figure out, but assuming you're not adding your own scale transforms, the scale factor will either be 1.0 or 2.0, so practically speaking, you'll be setting an offset.width of either -2.0*bbox.width or -4.0*bbox.width)
A color of your choosing.
Stroke the translated-away path.
Pop the GState CGContextRestoreGState
This should leave you with "just" the shadow, which you can hopefully tweak to achieve the results you want.
All that said, CG's shadow drawing performance is, IME, less than completely awesome, and less than completely deterministic. I would expect it to be faster than stroking the path 5 times with 5 different strokes, but not overwhelmingly so.
It'll come down to how much achieving this effect is worth to you.

In OpenGL ES 2.0, how can I draw a wireframe of triangles except for the lines on adjacent coplanar faces?

I vaguely remember seeing something in OpenGL (not ES, which was still at v1.0 on the iPhone when I came across this, which is why I never used it) that let me specify which edges of my polygons were considered outlines vs those that made up the interior of faces. As such, this isn't the same as the outline of the entire model (which I know how to do), but rather the outline of a planar face with all its tris basically blended into one poly. For instance, in a cube made up of tri's, each face is actually two tris. I want to render the outline of the square, but not the diagonal across the face. Same thing with a hexagon. That takes four tris, but just one outline for the face.
Now yes, I know I can simply test all the edges to see if they share coplanar faces, but I could have sworn I remember seeing somewhere when you're defining the tri mesh data where you could say 'this line outlines a face whereas this one is inside a face.' That way when rendering, you could set a flag that basically says 'Give me a wireframe, but only the wires around the edges of complete faces, not around the tris that make them up.'
BTW, my target is all platforms that support OpenGL ES 2.0 but my dev platform is iOS. Again, this Im pretty sure was originally in OpenGL and may have been depreciated once shaders came on the scene, but I can't even find a reference to this feature to check if that's the case.
The only way I know now is to have one set of vertices, but two separate sets of indices... one for rendering tris, and another for rendering the wireframes of the faces. It's a real pain since I end up hand-coding a lot of this, which again, I'm 99% sure you can define when rendering the lines.
GL_QUADS, glEdgeFlag and glPolygonMode are not supported in OpenGL ES.
You could use LINES to draw the wireframe: To get hidden lines, first draw black filled triangles (with DEPTH on) and then draw the edges you are interested in with GL_LINES.

how to generate graphs using integer values in iphone

i want to show a grapph/bar chart in iphone how do i do this without custom API;s
You may want to investigate the Core Plot project [code.google.com]. Core Plot was the subject of this year's scientific coding project at WWDC and is pretty useable for some cases already. From its inception, Core Plot was intended for both OS X and iPhone uses. The source distribution (there hasn't been a binary release yet) comes with both OS X and iPhone example applications and there's info on the project wiki for using it as a library in an iPhone app. Here's an example of it's current plotting capabilities.
(source: googlecode.com)
Write your own. It's not easy, I'm in the process of doing the same thing right now. Here's how I'm doing it:
First, ignore any desire you may have to try using a UIScrollView if you want to allow zooming. It's totally not worth it.
Second, create something like a GraphElement protocol. I have a hierarchy that looks something like this:
GraphElement
GraphPathElement
GraphDataElement
GraphDataSupplierElement
GraphElement contains the basic necessary methods for a graph element, including how to draw, a maximum width (for zooming in), whether a point is within that element (for touches) and the standard touchBegan, touchMoved, and touchEnded functions.
GraphPathElement contains a CGPath, a line color and width, a fill color and a drawing mode. Whenever it's prompted to draw, it simply adds the path to the context, sets the colors and line width, and draws the path with the given drawing mode.
GraphDataElement, as a subclass of GraphPathElement, takes in a set of data in x-y coordinates, a graph type (bar or line), a frame, and a bounds. The frame is the actual size of the created output CGPath. The bounds is the size of the data in input coordinates. Essentially, it lets you scale the data to the screen size.
It creates a graph by first calculating an affine transform to transform the bounds to the frame, then it loops through each point and adds it as data to a path, applying that transform to the point before adding it. How it adds data depends on the type.
If it's a bar graph, it creates a rectangle of width 0, origin at (x,frame.size.height-y), and height=y. Then it "insets" the graph by -3 pixels horizontally, and adds that to the path.
If it's a line graph, it's much simpler. It just moves to the first point, then for each other point, it adds a line to that point, adds a circle in a rect around that point, then moves back to that point to go on to the next point.
GraphDataSupplierElement is the interface to my database that actually contains all the data. It determines what kind of graph it should be, formats the data into the required type for GraphDataElement, and passes it on, with the color to use for that particular graph.
For me, the x-axis is time, and is represented as NSTimeIntervals. The GraphDataSupplierElement contains a minDate and maxDate so that a GraphDateElement can draw the x-axis labels as required.
Once all this is done, you need to create the actual graph. You can go about it several ways. One option is to keep all the elements in an NSArray and whenever drawRect: is called, loop through each element and draw it. Another option is to create a CALayer for each element, and use the GraphPathElement as the CALayer's delegate. Or you could make GraphPathElement extend from CALayer directly. It's up to you on this one. I haven't gotten as far as trying CALayers yet, I'm still stuck in the simple NSArray stage. I may move to CALayers at some point, once I'm satisfied with how everything looks.
So, all in all, the idea is that you create the graph as one or many CGPaths beforehand, and just draw that when you need to draw the graph, rather than trying to actually parse data whenever you get a drawRect: call.
Scaling can be done by keeping the source data in your GraphDataElement, and just change the frame so that the scaling of the bounds to the frame creates a CGPath wider than the screen, or whatever your needs are. I basically re-implemented my own pinch-zoom for my Graph UIView subclass that only scales horizontally, by changing its transform, then on completion, get the current frame, reset the transform to identity, set the frame to the saved value, and set the frame of all of the GraphElements to the new frame as well, to make them scale. Then just call [self setNeedsDisplay] to draw.
Anyway, that's a bit ramble-ish, but it's an outline of how I made it happen. If you have more specific questions, feel free to comment.