Repair Fragments in CGPathes of Cocoa Touch / Core Graphics - objective-c
I have an unusual problem that caused my mind to stuck. I have created a drawing application that uses CGPathes to be created by a pen tool on the fly via the following view controller code.
#implementation WWLGrabManager
- (void) touchesBegan:(NSSet*)touchesIgnore withEvent:(UIEvent*)event {
currentPath = CGPathCreateMutable();
CGPathMoveToPoint(currentPath, NULL, pt.x, pt.y);
}
- (void) touchesMoved:(NSSet*)touchesIgnore withEvent:(UIEvent*)event {
CGPathAddLineToPoint(currentPath, NULL, pt.x, pt.y);
}
- (void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
currentPath = [self newSmoothedPathWithPath:currentPath];
}
#end
After the drawing I iterate once again over the CGPath in order to smooth the drawn edges of the path. This shall make the path to not look so ugly by building the middle of each three points and applying a curve to each point. The code for smoothing edges mainly consists of the following pseudo code:
-(CGMutablePathRef)newSmoothedPathWithPath:(CGPathRef)path {
// This is pseudo code
CGMutablePathRef newPath = CGPathCreateMutable();
foreach (CGPoint point in path)
CGPathAddCurveToPoint(newPath, NULL,
ctrlPt1.x,ctrlPt1.y,ctrlPt2.x,ctrlPt2.y,
((*preLastPoint).x + (*lastPoint).x + (point).x)/3,
((*preLastPoint).y + (*lastPoint).y + (point).y)/3);
}
return newPath;
}
Now, after applying the smoothing function, the new CGPath causes fragments like in the picture here. I have double checked the control points, but I cannot figure out why this is happening.
For debugging reasons I have printed out a log of the CGPathes points and control points below.
MainPoint // ControlPoint1 // ControlPoint2
66.00, 91.00 // 67.00,87.00 // 64.25,95.75
59.00,110.00 // 60.75,105.25 // 58.00,113.75
55.00,125.00 // 56.00,121.25 // 54.00,128.75
51.00,140.00 // 52.00,136.25 // 50.25,144.25
48.00,157.00 // 48.75,152.75 // 47.25,161.00
45.00,173.00 // 45.75,169.00 // 44.75,176.75
44.00,188.00 // 44.25,184.25 // 43.75,191.75
43.00,203.00 // 43.25,199.25 // 43.00,207.00
43.00,219.00 // 43.00,215.00 // 43.00,223.00
43.00,235.00 // 43.00,231.00 // 43.00,239.25
43.00,252.00 // 43.00,247.75 // 43.00,256.00
43.00,268.00 // 43.00,264.00 // 44.25,272.00
48.00,284.00 // 46.75,280.00 // 49.50,287.50
54.00,298.00 // 52.50,294.50 // 56.75,300.75
65.00,309.00 // 62.25,306.25 // 68.75,310.75
80.00,316.00 // 76.25,314.25 // 84.00,316.50
96.00,318.00 // 92.00,317.50 // 101.50,318.25
118.00,319.00 // 112.50,318.75 // 124.75,319.00
145.00,319.00 // 138.25,319.00 // 151.25,319.00
170.00,319.00 // 163.75,319.00 // 175.50,318.25
192.00,316.00 // 186.50,316.75 // 199.50,314.00
222.00,308.00 // 214.50,310.00 // 226.75,306.75
241.00,303.00 // 236.25,304.25 // 245.00,301.75
257.00,298.00 // 253.00,299.25 // 260.50,295.75
271.00,289.00 // 267.50,291.25 // 273.25,285.25
280.00,274.00 // 277.75,277.75 // 280.50,270.25
282.00,259.00 // 281.50,262.75 // 282.00,254.50
282.00,241.00 // 282.00,245.50 // 280.50,237.25
276.00,226.00 // 277.50,229.75 // 273.50,222.75
266.00,213.00 // 268.50,216.25 // 263.00,208.75
254.00,196.00 // 257.00,200.25 // 249.75,192.50
237.00,182.00 // 241.25,185.50 // 234.00,179.75
225.00,173.00 // 228.00,175.25 // 221.75,170.50
212.00,163.00 // 215.25,165.50 // 208.50,160.25
198.00,152.00 // 201.50,154.75 // 194.00,148.75
182.00,139.00 // 186.00,142.25 // 178.00,136.75
166.00,130.00 // 170.00,132.25 // 162.25,128.50
Update: I used the algorithm described in this link, which was translated to Objective-C as follows:
CGPoint ctrl2 = controlPointForPoints(*lastPoint,*preLastPoint,currentPoint);
CGPoint ctrl1 = controlPointForPoints(*lastPoint,currentPoint,*preLastPoint);
static CGPoint controlPointForPoints(CGPoint pt, CGPoint pre, CGPoint post) {
CGPoint ctrlPt = CGPointMake(
middleOfPoints(middleOfPoints(pt.x, pre.x), middleOfPoints(symmetryOfPoints(pt.x, post.x), pt.x)),
middleOfPoints(middleOfPoints(pt.y, pre.y), middleOfPoints(symmetryOfPoints(pt.y, post.y), pt.y))
);
return ctrlPt;
}
static float symmetryOfPoints(float a,float b) {
return a - ((b-a)*smoothingFactor) / 100.0;
}
static float middleOfPoints(float a, float b) {
return (a+b) / 2.0;
}
However, exchanging the two control points does not lead to satisfactory results but increases the number of fragments enourmously. I'd appreciate any further help.
Unfortunately, your code doesn't show how the control points of the smoothed path are calculated. But they are the problem. Most of them are on the wrong side of the start or end point of a curve segment. As a consequence, your path makes a very tight loop or S curve at many main points.
Another indication of this is that while the path generally turns left, many path segments are to the right.
I don't quite understand why you have these white half circles. It seems the even-odd rule is used to draw the path instead of the non-zero winding rule, which probably cannot be changed. Anyway, the problem will disappear if you fix the above problem.
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Complete with the "snapping" effect. 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Doesn nothing if there's no page for such number. */ void removePageWithNumber(unsigned int pageNumber); /* Moves scrollLayer to page with given number & invokes delegate * method scrollLayer:scrolledToPageNumber: at the end of CCMoveTo action. * Does nothing if number >= totalScreens or < 0. */ void moveToPage(unsigned int pageNumber); /* Immedeatly moves scrollLayer to page with given number without running CCMoveTo. * Does nothing if number >= totalScreens or < 0. */ void selectPage(unsigned int pageNumber); CC_SYNTHESIZE(CCScrollLayerDelegate*, m_pDelegate, Delegate); /** Calibration property. Minimum moving touch length that is enough * to cancel menu items and start scrolling a layer. */ CC_SYNTHESIZE(CGFloat, m_fMinimumTouchLengthToSlide, MinimumTouchLengthToSlide); /** Calibration property. Minimum moving touch length that is enough to change * the page, without snapping back to the previous selected page. */ CC_SYNTHESIZE(CGFloat, m_fMinimumTouchLengthToChangePage, MinimumTouchLengthToChangePage); /** If YES - when starting scrolling CCScrollLayer will claim touches, that are * already claimed by others targetedTouchDelegates by calling CCTouchDispatcher#touchesCancelled * Usefull to have ability to scroll with touch above menus in pages. * If NO - scrolling will start, but no touches will be cancelled. * Default is YES. */ CC_SYNTHESIZE(bool, m_bStealTouches, StealTouches); /** Whenever show or not white/grey dots under the scroll layer. * If yes - dots will be rendered in parents transform (rendered after scroller visit). */ CC_SYNTHESIZE(bool, m_bShowPagesIndicator, ShowPagesIndicator); /** Position of dots center in parent coordinates. * (Default value is screenWidth/2, screenHeight/4) */ CC_SYNTHESIZE_PASS_BY_REF(CCPoint, m_tPagesIndicatorPosition, PagesIndicatorPosition); /** Total pages available in scrollLayer. */ unsigned int getTotalScreens() const; /** Current page number, that is shown. Belongs to the [0, totalScreen] interval. */ CC_SYNTHESIZE_READONLY(unsigned int, m_uCurrentScreen, CurrentScreen); /** Offset, that can be used to let user see next/previous page. */ CC_SYNTHESIZE(CGFloat, m_fPagesWidthOffset, PagesWidthOffset); /** Offset that can be used to let user see empty space over first or last page. */ CC_SYNTHESIZE(CGFloat, m_fMarginOffset, MarginOffset); /** Array of pages CCLayer's */ CC_SYNTHESIZE_READONLY(CCArray*, m_pLayers, Pages); protected: // The x coord of initial point the user starts their swipe. CGFloat m_fStartSwipe; // Internal state of scrollLayer (scrolling or idle). int m_iState; bool m_bStealingTouchInProgress; // Holds the touch that started the scroll CCTouch* m_pScrollTouch; //void visit(); //void moveToPageEnded(); unsigned int pageNumberForPosition(const CCPoint& position); CCPoint positionForPageWithNumber(unsigned int pageNumber); void claimTouch(CCTouch* pTouch); void cancelAndStoleTouch(CCTouch* pTouch, CCEvent* pEvent); //void registerWithTouchDispatcher(); bool ccTouchBegan(CCTouch* pTouch, CCEvent* pEvent); void ccTouchMoved(CCTouch* pTouch, CCEvent* pEvent); void ccTouchEnded(CCTouch* pTouch, CCEvent* pEvent); //void ccTouchCancelled(CCTouch* pTouch, CCEvent* pEvent); }; } //end namespace #endif CPP // CCScrollLayer.cpp // Museum // // Created by GParvaneh on 29/12/2010. // Copyright 2010. All rights reserved. // Ported to C++ by Lior Tamam on 03/04/2011 #include "CCScrollLayer.h" using namespace cocos2d; CCScrollLayer* CCScrollLayer::nodeWithLayers(CCArray* layers, int widthOffset) { CCScrollLayer *pRet = new CCScrollLayer(); if (pRet && pRet->initWithLayers(layers, widthOffset)) { pRet->autorelease(); return pRet; } CCX_SAFE_DELETE(pRet); return NULL; } bool CCScrollLayer::initWithLayers(CCArray* layers, int widthOffset) { if (CCLayer::init()) { // Make sure the layer accepts touches CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,0,true); // Set up the starting variables //if(!widthOffset) { // widthOffset = 0; } currentScreen = 1; // offset added to show preview of next/previous screens scrollWidth = (int)CCDirector::sharedDirector()->getWinSize().width - widthOffset; scrollHeight = (int)CCDirector::sharedDirector()->getWinSize().height; startWidth = scrollWidth; startHeight = scrollHeight; // Loop through the array and add the screens unsigned int i; for (i=0; i<layers->count(); i++) { CCLayer* l = (CCLayer*)layers->objectAtIndex(i); //l->setAnchorPoint(ccp(0,0)); //l->setPosition(ccp((i*scrollWidth),0)); addChild(l); } // Setup a count of the available screens totalScreens = layers->count(); return true; } else { return false; } } void CCScrollLayer::setMaximumScrollHeight(float maxHeight) { //Make the offset match expected pixels (include the current screen if at ccp(0,0) maxHeight -= CCDirector::sharedDirector()->getWinSize().height; maximumScrollHeight = maxHeight; } CCScrollLayer::~CCScrollLayer() { CCTouchDispatcher::sharedDispatcher()->removeDelegate(this); CCLayer::onExit(); } bool CCScrollLayer::ccTouchBegan(CCTouch *touch, CCEvent *withEvent) { // // CCPoint touchPoint = touch->locationInView(); // touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint); // // startSwipe = (int)touchPoint.y; return true; } void CCScrollLayer::ccTouchMoved(CCTouch *touch, CCEvent *withEvent) { CCPoint touchPoint = touch->locationInView(); CCPoint prevPoint = touch->previousLocationInView(); touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint); prevPoint = CCDirector::sharedDirector()->convertToGL(prevPoint); CCPoint difference = ccp( touchPoint.x - prevPoint.x , touchPoint.y - prevPoint.y); CCPoint currentPos = this->getPosition(); currentPos = ccp( currentPos.x, currentPos.y+difference.y); if (currentPos.y > maximumScrollHeight) { currentPos.y = maximumScrollHeight; //this->setPositionY(maximumScrollHeight); } else if (currentPos.y < 0) { currentPos.y = 0; // this->setPositionY(0); } this->setPosition(currentPos); } /* void CCScrollLayer::ccTouchEnded(CCTouch *touch, CCEvent *withEvent) { //CCPoint touchPoint = touch->locationInView(); //touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint); int newX = (int)touchPoint.x; if ( (newX - startSwipe) < -scrollWidth / 3 && (currentScreen+1) <= totalScreens ) { // this->moveToNextPage(); } else if ( (newX - startSwipe) > scrollWidth / 3 && (currentScreen-1) > 0 ) { // this->moveToPreviousPage(); } else { // this->moveToPage(currentScreen); } } */
Reviving an old thread to add new information, for anyone who found this through a search engine: CCScrollView is now part of the GUI extension and seems to work fairly well. There should be no more need for the implementations referenced above.
Check out the forums on Cocos2d-x's site for the latest one. They're being reworked right now by the author based on this. http://www.cocos2d-x.org/boards/18/topics/1090?r=10835#message-10835