Created
November 22, 2020 08:25
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Spline Interpolation In Swift
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extension UIBezierPath { | |
/// https://github.com/jnfisher/ios-curve-interpolation/blob/master/Curve%20Interpolation/UIBezierPath%2BInterpolation.m | |
func catmullRomInterpolate(with points: [CGPoint], alpha: CGFloat = 0.3) { | |
guard points.count >= 4 else { return self.hermiteInterpolate(with: points, alpha: alpha) } | |
let startIndex = 1 | |
let endIndex = points.count - 2 | |
for currentIndex in 1..<endIndex { | |
let prevIndex = currentIndex - 1 | |
let nextIndex = currentIndex + 1 | |
let nextNextIndex = currentIndex + 2 | |
let p0 = points[prevIndex] | |
let p1 = points[currentIndex] | |
let p2 = points[nextIndex] | |
let p3 = points[nextNextIndex] | |
func distance(_ p0: CGPoint, _ p1: CGPoint) -> CGFloat { | |
let dx = p0.x - p1.x | |
let dy = p0.y - p0.y | |
return sqrt(dx * dx + dy * dy) | |
} | |
let d1 = distance(p1, p0) | |
let d2 = distance(p2, p1) | |
let d3 = distance(p3, p2) | |
var b1: CGPoint | |
if abs(d1) < 1.0e-5 { | |
b1 = p1 | |
} else { | |
b1 = CGPoint( | |
x: p2.x * pow(d1, 2 * alpha), | |
y: p2.y * pow(d1, 2 * alpha) | |
) | |
b1 = CGPoint( | |
x: b1.x - p0.x * pow(d2, 2 * alpha), | |
y: b1.y - p0.y * pow(d2, 2 * alpha) | |
) | |
b1 = CGPoint( | |
x: b1.x + p1.x * (2 * pow(d1, 2 * alpha) + 3 * pow(d1, alpha) * pow(d2, alpha) + pow(d2, 2 * alpha)), | |
y: b1.y + p1.y * (2 * pow(d1, 2 * alpha) + 3 * pow(d1, alpha) * pow(d2, alpha) + pow(d2, 2 * alpha)) | |
) | |
b1 = CGPoint( | |
x: b1.x * 1.0 / (3 * pow(d1, alpha) * (pow(d1, alpha) + pow(d2, alpha))), | |
y: b1.y * 1.0 / (3 * pow(d1, alpha) * (pow(d1, alpha) + pow(d2, alpha))) | |
) | |
} | |
var b2: CGPoint | |
if abs(d3) < 1.0e-5 { | |
b2 = p2 | |
} else { | |
b2 = CGPoint( | |
x: p1.x * pow(d3, 2 * alpha), | |
y: p1.y * pow(d3, 2 * alpha) | |
) | |
b2 = CGPoint( | |
x: b2.x - p3.x * pow(d2, 2 * alpha), | |
y: b2.y - p3.y * pow(d2, 2 * alpha) | |
) | |
b2 = CGPoint( | |
x: b2.x + p2.x * (2 * pow(d3, 2 * alpha) + 3 * pow(d3, alpha) * pow(d2, alpha) + pow(d2, 2 * alpha)), | |
y: b2.y + p2.y * (2 * pow(d3, 2 * alpha) + 3 * pow(d3, alpha) * pow(d2, alpha) + pow(d2, 2 * alpha)) | |
) | |
b2 = CGPoint( | |
x: b2.x * 1.0 / (3 * pow(d3, alpha) * (pow(d3, alpha) + pow(d2, alpha))), | |
y: b2.y * 1.0 / (3 * pow(d3, alpha) * (pow(d3, alpha) + pow(d2, alpha))) | |
) | |
} | |
if currentIndex == startIndex { | |
self.move(to: p1) | |
} | |
self.addCurve(to: p2, controlPoint1: b1, controlPoint2: b2) | |
} | |
} | |
} |
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extension UIBezierPath { | |
/// https://github.com/FlexMonkey/SmoothScribble/blob/master/SmoothScribble/extensions/UIBezierPathExtension.swift | |
func hermiteInterpolate(with points: [CGPoint], alpha: CGFloat = 1 / 3) { | |
guard !points.isEmpty else { return } | |
self.move(to: points[0]) | |
let n = points.count - 1 | |
for index in 0..<n { | |
var currentPoint = points[index] | |
var nextIndex = (index + 1) % points.count | |
var prevIndex = index == 0 ? points.count - 1 : index - 1 | |
var previousPoint = points[prevIndex] | |
var nextPoint = points[nextIndex] | |
let endPoint = nextPoint | |
var mx: CGFloat | |
var my: CGFloat | |
if index > 0 { | |
mx = (nextPoint.x - previousPoint.x) / 2 | |
my = (nextPoint.y - previousPoint.y) / 2 | |
} else { | |
mx = (nextPoint.x - currentPoint.x) / 2 | |
my = (nextPoint.y - currentPoint.y) / 2 | |
} | |
let controlPoint1 = CGPoint(x: currentPoint.x + mx * alpha, y: currentPoint.y + my * alpha) | |
currentPoint = points[nextIndex] | |
nextIndex = (nextIndex + 1) % points.count | |
prevIndex = index | |
previousPoint = points[prevIndex] | |
nextPoint = points[nextIndex] | |
if index < n - 1 { | |
mx = (nextPoint.x - previousPoint.x) / 2 | |
my = (nextPoint.y - previousPoint.y) / 2 | |
} else { | |
mx = (currentPoint.x - previousPoint.x) / 2 | |
my = (currentPoint.y - previousPoint.y) / 2 | |
} | |
let controlPoint2 = CGPoint(x: currentPoint.x - mx * alpha, y: currentPoint.y - my * alpha) | |
self.addCurve(to: endPoint, controlPoint1: controlPoint1, controlPoint2: controlPoint2) | |
} | |
} | |
} |
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