我正在做一个书法应用程序并希望修改下面的代码,因此当用户结束画笔笔划时,线条逐渐变细,并像真正的书法笔一样变薄(轻弹效果)。我知道touchesEnded可能是一个更好的方法来做到这一点,但我只是想知道在Xcode中使用CGRect或GraphicsContext在目标C的Xcode中以编程方式在笔画结束时进行这一轻弹的最佳方法。
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(CGSizeMake(320, 568));
[drawImage.image drawInRect:CGRectMake(0, 0, 320, 568)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 0, 0, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
[drawImage setFrame:CGRectMake(0, 0, 320, 568)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
//what code do I put here to get the flick effect - what CGGetContext Parameter
//may be applicable or what programming technique may help with this.
}
答案 0 :(得分:3)
这可能过度简化,但它应该引导你走向正确的方向。我要制作一个三角形,但你最终可以添加贝塞尔曲线以使效果更逼真。
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
//what code do I put here to get the flick effect - what CGGetContext Parameter
//may be applicable or what programming technique may help with this.
UIGraphicsBeginImageContext(CGSizeMake(320, 568));
[drawImage.image drawInRect:CGRectMake(0, 0, 320, 568)];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 5.0);
CGContextSetRGBFillColor(context, 0, 0, 0, 1);
CGContextBeginPath(context);
CGContextBeginPath(context);
CGContextMoveToPoint(context, lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(context, currentPoint.x, currentPoint.y);
CGContextClosePath(context);
CGContextStrokePath(context);
//Normalized directionality
float lineLength = sqrt((currentPoint.x - lastPoint.x)*(currentPoint.x - lastPoint.x) + (currentPoint.y - lastPoint.y)*(currentPoint.y - lastPoint.y));
float dx = (currentPoint.x - lastPoint.x)/lineLength;
float dy = (currentPoint.y - lastPoint.y)/lineLength;
//Now make a triangle
CGContextBeginPath(context);
//2.5 is from 1/2 of your line width (5)
CGContextMoveToPoint(context, currentPoint.x + 2.5*dy, currentPoint.y - 2.5*dx);
//This 10 is completely arbitrary, the length your taper is going to be.
//Ideally this will be proportional to your last line segment length, longer if their finger is moving faster...
CGContextAddLineToPoint(context, currentPoint.x + 10*dx, currentPoint.y + 10*dy);
//Now the last tip of the triangle
CGContextMoveToPoint(context, currentPoint.x - 2.5*dy, currentPoint.y + 2.5*dx);
CGContextClosePath(context);
CGContextFillPath(context);
[drawImage setFrame:CGRectMake(0, 0, 320, 568)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
现在为了制作这个散热器,您可以添加人物绘制曲线的计算,并在弯曲的方向上创建具有贝塞尔曲线的“三角形”锥形。这实际上可能非常有趣。