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| 1 | +// |
| 2 | +// NSBezierPath+SmoothPath.swift |
| 3 | +// CodeEditSourceEditor |
| 4 | +// |
| 5 | +// Created by Tom Ludwig on 12.11.24. |
| 6 | +// |
| 7 | + |
| 8 | +import AppKit |
| 9 | +import SwiftUI |
| 10 | + |
| 11 | +extension NSBezierPath { |
| 12 | + private func quadCurve(to endPoint: CGPoint, controlPoint: CGPoint) { |
| 13 | + guard pointIsValid(endPoint) && pointIsValid(controlPoint) else { return } |
| 14 | + |
| 15 | + let startPoint = self.currentPoint |
| 16 | + let controlPoint1 = CGPoint(x: (startPoint.x + (controlPoint.x - startPoint.x) * 2.0 / 3.0), |
| 17 | + y: (startPoint.y + (controlPoint.y - startPoint.y) * 2.0 / 3.0)) |
| 18 | + let controlPoint2 = CGPoint(x: (endPoint.x + (controlPoint.x - endPoint.x) * 2.0 / 3.0), |
| 19 | + y: (endPoint.y + (controlPoint.y - endPoint.y) * 2.0 / 3.0)) |
| 20 | + |
| 21 | + curve(to: endPoint, controlPoint1: controlPoint1, controlPoint2: controlPoint2) |
| 22 | + } |
| 23 | + |
| 24 | + private func pointIsValid(_ point: CGPoint) -> Bool { |
| 25 | + return !point.x.isNaN && !point.y.isNaN |
| 26 | + } |
| 27 | + |
| 28 | + // swiftlint:disable:next function_body_length |
| 29 | + static func smoothPath(_ points: [NSPoint], radius cornerRadius: CGFloat) -> NSBezierPath { |
| 30 | + // Normalizing radius to compensate for the quadraticCurve |
| 31 | + let radius = cornerRadius * 1.15 |
| 32 | + |
| 33 | + let path = NSBezierPath() |
| 34 | + |
| 35 | + guard points.count > 1 else { return path } |
| 36 | + |
| 37 | + // Calculate the initial corner start based on the first two points |
| 38 | + let initialVector = NSPoint(x: points[1].x - points[0].x, y: points[1].y - points[0].y) |
| 39 | + let initialDistance = sqrt(initialVector.x * initialVector.x + initialVector.y * initialVector.y) |
| 40 | + |
| 41 | + let initialUnitVector = NSPoint(x: initialVector.x / initialDistance, y: initialVector.y / initialDistance) |
| 42 | + let initialCornerStart = NSPoint( |
| 43 | + x: points[0].x + initialUnitVector.x * radius, |
| 44 | + y: points[0].y + initialUnitVector.y * radius |
| 45 | + ) |
| 46 | + |
| 47 | + // Start path at the initial corner start |
| 48 | + path.move(to: points.first == points.last ? initialCornerStart : points[0]) |
| 49 | + |
| 50 | + for index in 1..<points.count - 1 { |
| 51 | + let p0 = points[index - 1] |
| 52 | + let p1 = points[index] |
| 53 | + let p2 = points[index + 1] |
| 54 | + |
| 55 | + // Calculate vectors |
| 56 | + let vector1 = NSPoint(x: p1.x - p0.x, y: p1.y - p0.y) |
| 57 | + let vector2 = NSPoint(x: p2.x - p1.x, y: p2.y - p1.y) |
| 58 | + |
| 59 | + // Calculate unit vectors and distances |
| 60 | + let distance1 = sqrt(vector1.x * vector1.x + vector1.y * vector1.y) |
| 61 | + let distance2 = sqrt(vector2.x * vector2.x + vector2.y * vector2.y) |
| 62 | + |
| 63 | + // TODO: Check if .zero should get used or just skipped |
| 64 | + if distance1.isZero || distance2.isZero { continue } |
| 65 | + let unitVector1 = distance1 > 0 ? NSPoint(x: vector1.x / distance1, y: vector1.y / distance1) : NSPoint.zero |
| 66 | + let unitVector2 = distance2 > 0 ? NSPoint(x: vector2.x / distance2, y: vector2.y / distance2) : NSPoint.zero |
| 67 | + |
| 68 | + // This uses the dot product formula: cos(θ) = (u1 • u2), |
| 69 | + // where u1 and u2 are unit vectors. The result will range from -1 to 1: |
| 70 | + let angleCosine = unitVector1.x * unitVector2.x + unitVector1.y * unitVector2.y |
| 71 | + |
| 72 | + // If the cosine of the angle is less than 0.5 (i.e., angle > ~60 degrees), |
| 73 | + // the radius is reduced to half to avoid overlapping or excessive smoothing. |
| 74 | + let clampedRadius = angleCosine < 0.5 ? radius /** 0.5 */: radius // Adjust for sharp angles |
| 75 | + |
| 76 | + // Calculate the corner start and end |
| 77 | + let cornerStart = NSPoint(x: p1.x - unitVector1.x * radius, y: p1.y - unitVector1.y * radius) |
| 78 | + let cornerEnd = NSPoint(x: p1.x + unitVector2.x * radius, y: p1.y + unitVector2.y * radius) |
| 79 | + |
| 80 | + // Check if this segment is a straight line or a curve |
| 81 | + if unitVector1 != unitVector2 { // There's a change in direction, add a curve |
| 82 | + path.line(to: cornerStart) |
| 83 | + path.quadCurve(to: cornerEnd, controlPoint: p1) |
| 84 | + } else { // Straight line, just add a line |
| 85 | + path.line(to: p1) |
| 86 | + } |
| 87 | + } |
| 88 | + |
| 89 | + // Handle the final segment if the path is closed |
| 90 | + if points.first == points.last, points.count > 2 { |
| 91 | + // Closing path by rounding back to the initial point |
| 92 | + let lastPoint = points[points.count - 2] |
| 93 | + let firstPoint = points[0] |
| 94 | + |
| 95 | + // Calculate the vectors and unit vectors |
| 96 | + let finalVector = NSPoint(x: firstPoint.x - lastPoint.x, y: firstPoint.y - lastPoint.y) |
| 97 | + let distance = sqrt(finalVector.x * finalVector.x + finalVector.y * finalVector.y) |
| 98 | + let unitVector = NSPoint(x: finalVector.x / distance, y: finalVector.y / distance) |
| 99 | + |
| 100 | + // Calculate the final corner start and initial corner end |
| 101 | + let finalCornerStart = NSPoint( |
| 102 | + x: firstPoint.x - unitVector.x * radius, |
| 103 | + y: firstPoint.y - unitVector.y * radius |
| 104 | + ) |
| 105 | + |
| 106 | + let initialCornerEnd = NSPoint( |
| 107 | + x: points[0].x + initialUnitVector.x * radius, |
| 108 | + y: points[0].y + initialUnitVector.y * radius |
| 109 | + ) |
| 110 | + |
| 111 | + path.line(to: finalCornerStart) |
| 112 | + path.quadCurve(to: initialCornerEnd, controlPoint: firstPoint) |
| 113 | + path.close() |
| 114 | + |
| 115 | + } else if let lastPoint = points.last { // For open paths, just connect to the last point |
| 116 | + path.line(to: lastPoint) |
| 117 | + } |
| 118 | + |
| 119 | + return path |
| 120 | + } |
| 121 | +} |
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