UIBezierPath removeAllPoints
- (void)removeAllPoints
UIBezierPath removeAllPoints example.
- (void)drawRect:(CGRect)rect
{
if (_uipath == NULL)
_uipath = [[UIBezierPath alloc] init];
else
[_uipath removeAllPoints];
[self drawRect:rect :self.graphPoints :self.drawingType ];
}
Example of [UIBezierPath removeAllPoints].
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[path removeAllPoints];
[self setNeedsDisplay];
ctr = 0;
}
UIBezierPath removeAllPoints example.
- (UIBezierPath*)smoothedPathWithGranularity:(NSInteger)granularity
{
NSMutableArray *points = [(NSMutableArray*)[self pointsOrdered] mutableCopy];
if (points.count < 4) return [self bezierPath];
// Add control points to make the math make sense
[points insertObject:[points objectAtIndex:0] atIndex:0];
[points addObject:[points lastObject]];
UIBezierPath *smoothedPath = [self bezierPath];
[smoothedPath removeAllPoints];
[smoothedPath moveToPoint:POINT(0)];
for (NSUInteger index = 1; index < points.count - 2; index++)
{
CGPoint p0 = POINT(index - 1);
CGPoint p1 = POINT(index);
CGPoint p2 = POINT(index + 1);
CGPoint p3 = POINT(index + 2);
// 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];
}
// Now add p2
[smoothedPath addLineToPoint:p2];
}
// finish by adding the last point
[smoothedPath addLineToPoint:POINT(points.count - 1)];
return smoothedPath;
}
{
NSMutableArray *points = [(NSMutableArray*)[self pointsOrdered] mutableCopy];
if (points.count < 4) return [self bezierPath];
// Add control points to make the math make sense
[points insertObject:[points objectAtIndex:0] atIndex:0];
[points addObject:[points lastObject]];
UIBezierPath *smoothedPath = [self bezierPath];
[smoothedPath removeAllPoints];
[smoothedPath moveToPoint:POINT(0)];
for (NSUInteger index = 1; index < points.count - 2; index++)
{
CGPoint p0 = POINT(index - 1);
CGPoint p1 = POINT(index);
CGPoint p2 = POINT(index + 1);
CGPoint p3 = POINT(index + 2);
// 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];
}
// Now add p2
[smoothedPath addLineToPoint:p2];
}
// finish by adding the last point
[smoothedPath addLineToPoint:POINT(points.count - 1)];
return smoothedPath;
}