Ios 平滑手绘贝塞尔曲线

Ios 平滑手绘贝塞尔曲线,ios,cocoa-touch,core-graphics,bezier,Ios,Cocoa Touch,Core Graphics,Bezier,我正在尝试平滑我的手绘贝塞尔曲线,但无法实现,它,我从erica Sundan编写的书中获得了平滑曲线的代码,我试图实现,但不知道为什么我无法生成平滑曲线,下面是我的代码,我请大家仔细阅读 - (void)drawRect:(CGRect)rect { myPath.pathColor = [UIColor redColor]; for (BezeirPath *_path in m_pathArray) { [_path.

我正在尝试平滑我的手绘贝塞尔曲线,但无法实现,它,我从erica Sundan编写的书中获得了平滑曲线的代码,我试图实现,但不知道为什么我无法生成平滑曲线,下面是我的代码,我请大家仔细阅读

- (void)drawRect:(CGRect)rect
{    
     myPath.pathColor = [UIColor redColor];         

    for (BezeirPath *_path in m_pathArray) 
    {
        [_path.pathColor setStroke];
        [_path.bezeirPath strokeWithBlendMode:kCGBlendModeNormal alpha:1.0];         

    }   
}   

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{

     UITouch *mytouch=[[touches allObjects] objectAtIndex:0];

    m_previousPoint1 = [mytouch previousLocationInView:self];
    m_previousPoint2 = [mytouch previousLocationInView:self];
    m_currentPoint   =  [mytouch locationInView:self];


    CGPoint controlPoint = CGPointMake(m_previousPoint1.x+(m_previousPoint1.x - m_previousPoint2.x), m_previousPoint1.y +(m_previousPoint1.y - m_previousPoint2.y));
    [myPath.bezeirPath addQuadCurveToPoint:m_currentPoint controlPoint:controlPoint];    
    self.previousPoint3 = controlPoint; 

    [myPath.bezeirPath smoothedPath:myPath.bezeirPath :40];//Called the smoothing function.

   [self setNeedsDisplay];
}
//平滑函数

-(UIBezierPath*)smoothedPath:(UIBezierPath*)bpath: (NSInteger) granularity
{
    NSArray *points = pointsFromBezierPath(bpath);
    if (points.count < 4) return bpath;
    // This only copies lineWidth. You may want to copy more
    UIBezierPath *smoothedPath = [UIBezierPath bezierPath];
    smoothedPath.lineWidth = bpath.lineWidth;
    // Draw out the first 3 points (0..2)
    [smoothedPath moveToPoint:POINT(0)];
    for (int index = 1; index < 3; index++)
        [smoothedPath addLineToPoint:POINT(index)];
    // Points are interpolated between p1 and p2,
    // starting with 2..3, and moving from there
    for (int index = 4; index < points.count; index++)
    {
        CGPoint p0 = POINT(index - 3);
        CGPoint p1 = POINT(index - 2);
        CGPoint p2 = POINT(index - 1);
        CGPoint p3 = POINT(index);
        // 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];
        }

        [smoothedPath addLineToPoint:p2];
    }
    // finish by adding the last point
    [smoothedPath addLineToPoint:POINT(points.count - 1)];
    return smoothedPath;
}
-(UIBezierPath*)平滑路径:(UIBezierPath*)bpath:(NSInteger)粒度
{
NSArray*points=点从BezierPath(bpath)开始;
如果(points.count<4)返回bpath;
//这仅复制线宽。您可能需要复制更多
UIBezierPath*平滑路径=[UIBezierPath bezierPath];
平滑路径.lineWidth=bpath.lineWidth;
//画出前3个点(0..2)
[平滑路径移动点:点(0)];
对于(int-index=1;index<3;index++)
[平滑路径addLineToPoint:点(索引)];
//点在p1和p2之间插值,
//从2..3开始,然后从那里开始
对于(int index=4;index
我建议观看WWDC 2012中的“构建高级手势识别器”。您可以跳过开头-您最感兴趣的部分是38:23。

不,我必须将bezeirPath对象传递给此函数。如果我错了,请纠正我。你好,朋友,有人能在这方面建议我吗?谢谢@Lenny K的回复,因为性能问题,我跳过了使用BezeirPath的方法?你对我的决定有什么看法?请回答您决定使用什么替代?我正在使用CgContex及其相关函数和Cglayer来缓存drawingOK。不幸的是,我对这个话题知道的不多,所以我不能给你一个好的建议。不,不幸的是,关于这个话题,我唯一知道的是我上面提到的视频。