Drawing Smooth Curves – Methods Needed

I just implemented something similar in a project I am working on. My solution was to use a Catmull-Rom spline instead of using Bezier splines. These provide a very smooth curve THROUGH a set a points rather then a bezier spline ‘around’ points.

// Based on code from Erica Sadun

#import "UIBezierPath+Smoothing.h"

void getPointsFromBezier(void *info, const CGPathElement *element);
NSArray *pointsFromBezierPath(UIBezierPath *bpath);


#define VALUE(_INDEX_) [NSValue valueWithCGPoint:points[_INDEX_]]
#define POINT(_INDEX_) [(NSValue *)[points objectAtIndex:_INDEX_] CGPointValue]

@implementation UIBezierPath (Smoothing)

// Get points from Bezier Curve
void getPointsFromBezier(void *info, const CGPathElement *element) 
{
    NSMutableArray *bezierPoints = (__bridge NSMutableArray *)info;    

    // Retrieve the path element type and its points
    CGPathElementType type = element->type;
    CGPoint *points = element->points;

    // Add the points if they're available (per type)
    if (type != kCGPathElementCloseSubpath)
    {
        [bezierPoints addObject:VALUE(0)];
        if ((type != kCGPathElementAddLineToPoint) &&
            (type != kCGPathElementMoveToPoint))
            [bezierPoints addObject:VALUE(1)];
    }    
    if (type == kCGPathElementAddCurveToPoint)
        [bezierPoints addObject:VALUE(2)];
}

NSArray *pointsFromBezierPath(UIBezierPath *bpath)
{
    NSMutableArray *points = [NSMutableArray array];
    CGPathApply(bpath.CGPath, (__bridge void *)points, getPointsFromBezier);
    return points;
}

- (UIBezierPath*)smoothedPathWithGranularity:(NSInteger)granularity;
{
    NSMutableArray *points = [pointsFromBezierPath(self) mutableCopy];

    if (points.count < 4) return [self copy];

    // Add control points to make the math make sense
    [points insertObject:[points objectAtIndex:0] atIndex:0];
    [points addObject:[points lastObject]];

    UIBezierPath *smoothedPath = [self copy];
    [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;
}


@end

The original Catmull-Rom implementation is based on some code from Erica Sadun in one of her books, I modified it slightly to allow for a full smoothed curve. This is implemented as a category on UIBezierPath and worked out very well for me.

The original path is in red, the smoothed path is in green.

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