Why does SKShapeNode tear? - ios

As a user traces along a line, a SKShapeNode path is built from line segments (which come from underlying 'tiles'). The actual path is built by locking in lines the user has previously dragged over, and finding the closest point on the closest line to the latest touch point, then building a path like so:
var activatedPointPath: UIBezierPath {
let activatedPointPath = UIBezierPath()
// self.state.activatedPoints contains the end point
// of each full line segment the user has traced through
if let firstActivatedPoint = self.state.activatedPoints.first {
activatedPointPath.move(to: firstActivatedPoint)
for activatedPoint in self.state.activatedPoints {
activatedPointPath.addLine(to: activatedPoint)
}
// self.state.endOfLine contains the last point the user
// has touched, which may or may not be at the end of a line
// segment
if let lastPoint = self.state.endOfLine {
activatedPointPath.addLine(to: lastPoint)
}
}
return activatedPointPath
}
this is then assigned to the SKShapeNode as:
self.lineNode.path = self.activatedPointPath.cgPath
however when the user is tracing the line, previous segments flicker with triangles missing while being drawn to the screen, like so:
The images above are from a simple 3x3 tile grid allowing the user to trace a simple straight line:
Here is a more complex example, where the line starts on the bottom left and ends at the top right:
What could be causing these artifacts?
edit while I have found a solution to this issue, I would still welcome any explanation for why the original code didn't work and the new code does.

My fix for this issue was to change the activatedPointPath calculated variable to build the line out of segments combined together, rather than drawing the line in one pass.
The new code looked like this:
var previousPoint = firstActivatedPoint
for activatedPoint in self.state.activatedPoints {
let newSegment = UIBezierPath()
newSegment.move(to: previousPoint)
newSegment.addLine(to: activatedPoint)
activatedPointPath.append(newSegment)
previousPoint = activatedPoint
}
if let lastPoint = self.state.endOfLine {
let newSegment = UIBezierPath()
newSegment.move(to: previousPoint)
newSegment.addLine(to: lastPoint)
activatedPointPath.append(newSegment)
} else {
print("No last point")
}
which now produces smooth lines.

Related

How to detect intersection of a UIBezierPath and erase it

I am making an iOS drawing app and would like to add functionality where erasing a UIBezierPath will erase the whole path and not just overlay the segment with a white color.
I have an array of UIBezierPaths stored, but I am not sure how efficient it is to loop through the entire array for each touch point, detect if it intersects with the current touch point, and remove it from the array.
Any suggestions?
If I understand correctly you need to loop through path at least. They are independent after all.
An UIBezierPaths has method contains which would tell you if a point is inside the path. If that is usable then what you need to do is simply
paths = paths.filter { !$0.contains(touchPoint) }
But since this is drawing app it is safe to assume you are using stroke and not fill which will most likely not work with contains the way you want it to.
You could do the intersection manually and it should have relatively good performance up until you have too many points. But when you have too many points I wager drawing performance will be more of your concern. Still the intersection may be a bit problematic with including some stroke line width; user would need to cross the center of your line to detect a hit.
There is a way though to convert stroked path to filled path. Doing that will then enable you to use contains method. The method is called replacePathWithStrokedPath but the thing is that it only exists on CGContext (At least I have never managed to find an equivalent on UIBezierPath). So procedure to do so includes creating a context. For instance something like this will work:
static func convertStrokePathToFillPath(_ path: UIBezierPath) throws -> UIBezierPath {
UIGraphicsBeginImageContextWithOptions(CGSize(width: 1.0, height: 1.0), true, 1.0)
guard let context = UIGraphicsGetCurrentContext() else { throw NSError(domain: "convertStrokePathToFillPath", code: 500, userInfo: ["dev_message":"Could not generate image context"]) }
context.addPath(path.cgPath)
context.setLineWidth(path.lineWidth)
// TODO: apply all possible settings from path to context
context.replacePathWithStrokedPath()
guard let returnedPath = context.path else { throw NSError(domain: "convertStrokePathToFillPath", code: 500, userInfo: ["dev_message":"Could not get path from context"]) }
UIGraphicsEndImageContext()
return UIBezierPath(cgPath: returnedPath)
}
So the result should look something like:
static func filterPaths(_ paths: [UIBezierPath], containingPoint point: CGPoint) -> [UIBezierPath] {
return paths.filter { !(try! convertStrokePathToFillPath($0).contains(point)) }
}

UIBezierPath stroke redraws it multiple times in touchesMoved

I am implementing a coloring app in Swift 3.0 which uses UIBezierPath for touch to fill coloring style. In touchesBegan I create the path:
touchFillPath = UIBezierPath()
and in touchesMoved I stroke it for each new point:
touchFillPath.addLine(to: location)
touchFillPath.stroke()
but this results in the path stroked multiple times above the same area, and hence the selected color opacity changes.
I need to stroke the path for each touchesMoved call to allow the user to see the area colored while he is moving touches.
How can I stroke the same path multiple times without overriding the same area multiple times?
After touchFillPath.stroke() you'll need to reset the path:
touchFillPath.removeAllPoints()
touchFillPath.move(to: location)
#joeybladb I have tried your solution, but it draws small segments for each 'touchesMoved' action.
So to fix this, I save all points touched in an array:
pathPoints.append(NSValue(cgPoint:location))
and after calling touchFillPath.removeAllPoints(), I add all these points again to the path:
for (index, element) in (pathPoints.enumerated())! {
let point = element.cgPointValue
if index == 0 {
touchFillPath.move(to: point)
} else {
touchFillPath.addLine(to: point)
}
}
so that the next time I call touchFillPath.stroke(), it strokes the whole path:
touchFillPath.move(to: lastPoint)
touchFillPath.addLine(to: location)
touchFillPath.stroke()

Need serious help on creating a comet with animations in SpriteKit

I'm currently working on a SpriteKit project and need to create a comet with a fading tail that animates across the screen. I am having serious issues with SpriteKit in this regards.
Attempt 1. It:
Draws a CGPath and creates an SKShapeNode from the path
Creates a square SKShapeNode with gradient
Creates an SKCropNode and assigns its maskNode as line, and adds square as a child
Animates the square across the screen, while being clipped by the line/SKCropNode
func makeCometInPosition(from: CGPoint, to: CGPoint, color: UIColor, timeInterval: NSTimeInterval) {
... (...s are (definitely) irrelevant lines of code)
let path = CGPathCreateMutable()
...
let line = SKShapeNode(path:path)
line.lineWidth = 1.0
line.glowWidth = 1.0
var squareFrame = line.frame
...
let square = SKShapeNode(rect: squareFrame)
//Custom SKTexture Extension. I've tried adding a normal image and the leak happens either way. The extension is not the problem
square.fillTexture = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
square.fillColor = color
square.strokeColor = UIColor.clearColor()
square.zPosition = 1.0
let maskNode = SKCropNode()
maskNode.zPosition = 1.0
maskNode.maskNode = line
maskNode.addChild(square)
//self is an SKScene, background is an SKSpriteNode
self.background?.addChild(maskNode)
let lineSequence = SKAction.sequence([SKAction.waitForDuration(timeInterval), SKAction.removeFromParent()])
let squareSequence = SKAction.sequence([SKAction.waitForDuration(1), SKAction.moveBy(CoreGraphics.CGVectorMake(deltaX * 2, deltaY * 2), duration: timeInterval), SKAction.removeFromParent()])
square.runAction(SKAction.repeatActionForever(squareSequence))
maskNode.runAction(lineSequence)
line.runAction(lineSequence)
}
This works, as shown below.
The problem is that after 20-40 other nodes come on the screen, weird things happen. Some of the nodes on the screen disappear, some stay. Also, the fps and node count (toggled in the SKView and never changed)
self.showsFPS = true
self.showsNodeCount = true
disappear from the screen. This makes me assume it's a bug with SpriteKit. SKShapeNode has been known to cause issues.
Attempt 2. I tried changing square from an SKShapeNode to an SKSpriteNode (Adding and removing lines related to the two as necessary)
let tex = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
let square = SKSpriteNode(texture: tex)
the rest of the code is basically identical. This produces a similar effect with no bugs performance/memory wise. However, something odd happens with SKCropNode and it looks like this
It has no antialiasing, and the line is thicker. I have tried changing anti-aliasing, glow width, and line width. There is a minimum width that can not change for some reason, and setting the glow width larger does this
. According to other stackoverflow questions maskNodes are either 1 or 0 in alpha. This is confusing since the SKShapeNode can have different line/glow widths.
Attempt 3. After some research, I discovered I might be able to use the clipping effect and preserve line width/glow using an SKEffectNode instead of SKCropNode.
//Not the exact code to what I tried, but very similar
let maskNode = SKEffectNode()
maskNode.filter = customLinearImageFilter
maskNode.addChild(line)
This produced the (literally) exact same effect as attempt 1. It created the same lines and animation, but the same bugs with other nodes/fps/nodeCount occured. So it seems to be a bug with SKEffectNode, and not SKShapeNode.
I do not know how to bypass the bugs with attempt 1/3 or 2.
Does anybody know if there is something I am doing wrong, if there is a bypass around this, or a different solution altogether for my problem?
Edit: I considered emitters, but there could potentially be hundreds of comets/other nodes coming in within a few seconds and didn't think they would be feasible performance-wise. I have not used SpriteKit before this project so correct me if I am wrong.
This looks like a problem for a custom shader attached to the comet path. If you are not familiar with OpenGL Shading Language (GLSL) in SpriteKit it lets you jump right into the GPU fragment shader specifically to control the drawing behavior of the nodes it is attached to via SKShader.
Conveniently the SKShapeNode has a strokeShader property for hooking up an SKShader to draw the path. When connected to this property the shader gets passed the length of the path and the point on the path currently being drawn in addition to the color value at that point.*
controlFadePath.fsh
void main() {
//uniforms and varyings
vec4 inColor = v_color_mix;
float length = u_path_length;
float distance = v_path_distance;
float start = u_start;
float end = u_end;
float mult;
mult = smoothstep(end,start,distance/length);
if(distance/length > start) {discard;}
gl_FragColor = vec4(inColor.r, inColor.g, inColor.b, inColor.a) * mult;
}
To control the fade along the path pass a start and end point into the custom shader using two SKUniform objects named u_start and u_end These get added to the custom shader during initialization of a custom SKShapeNode class CometPathShape and animated via a custom Action.
class CometPathShape:SKShapeNode
class CometPathShape:SKShapeNode {
//custom shader for fading
let pathShader:SKShader
let fadeStartU = SKUniform(name: "u_start",float:0.0)
let fadeEndU = SKUniform(name: "u_end",float: 0.0)
let fadeAction:SKAction
override init() {
pathShader = SKShader(fileNamed: "controlFadePath.fsh")
let fadeDuration:NSTimeInterval = 1.52
fadeAction = SKAction.customActionWithDuration(fadeDuration, actionBlock:
{ (node:SKNode, time:CGFloat)->Void in
let D = CGFloat(fadeDuration)
let t = time/D
var Ps:CGFloat = 0.0
var Pe:CGFloat = 0.0
Ps = 0.25 + (t*1.55)
Pe = (t*1.5)-0.25
let comet:CometPathShape = node as! CometPathShape
comet.fadeRange(Ps,to: Pe) })
super.init()
path = makeComet...(...) //custom method that creates path for comet shape
strokeShader = pathShader
pathShader.addUniform(fadeStartU)
pathShader.addUniform(fadeEndU)
hidden = true
//set up for path shape, eg. strokeColor, strokeWidth...
...
}
func fadeRange(from:CGFloat, to:CGFloat) {
fadeStartU.floatValue = Float(from)
fadeEndU.floatValue = Float(to)
}
func launch() {
hidden = false
runAction(fadeAction, completion: { ()->Void in self.hidden = true;})
}
...
The SKScene initializes the CometPathShape objects, caches and adds them to the scene. During update: the scene simply calls .launch() on the chosen CometPathShapes.
class GameScene:SKScene
...
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.name = "theScene"
...
//create a big bunch of paths with custom shaders
print("making cache of path shape nodes")
for i in 0...shapeCount {
let shape = CometPathShape()
let ext = String(i)
shape.name = "comet_".stringByAppendingString(ext)
comets.append(shape)
shape.position.y = CGFloat(i * 3)
print(shape.name)
self.addChild(shape)
}
override func update(currentTime: CFTimeInterval) {
//pull from cache and launch comets, skip busy ones
for _ in 1...launchCount {
let shape = self.comets[Int(arc4random_uniform(UInt32(shapeCount)))]
if shape.hasActions() { continue }
shape.launch()
}
}
This cuts the number of SKNodes per comet from 3 to 1 simplifying your code and the runtime environment and it opens the door for much more complex effects via the shader. The only drawback I can see is having to learn some GLSL.**
*not always correctly in the device simulator. Simulator not passing distance and length values to custom shader.
**that and some idiosyncrasies in CGPath glsl behavior. Path construction is affecting the way the fade performs. Looks like v_path_distance is not blending smoothly across curve segments. Still, with care constructing the curve this should work.

Create clickable body diagram with Swift (iOS)

I'm trying to recreate something for a iOS app (Swift) which I already made in HTML5 (using map area-coords).
I want to show a human body diagram that interacts with user clicks/touches. The body exists of let's say 20 different parts, and the user can select one or more body-parts. For every body-part there is a selected-state image that should appear when a part is selected. Clicking on a selected part will deselect it. After selecting one or more parts, the user can continue and will get some information about these parts in a next viewcontroller. I am attaching a simplified image to explain my goal.
Can somebody explain what the best way is to achieve this goal? Is there a comparable technique that can be used in Swift to create such an interactive image?
Thanks!
There is no built-in mechanism for detecting taps in irregular shapes. The standard UIView tap detection uses frame rectangles. (Likewise with CALayers, as suggested by sketchyTech in his comment above.)
I would suggest drawing your body regions as bezier paths. You could create a custom subclass of UIView (BodyView) that would manage an array of BodyRegion objects each of which include a bezier path.
The UIBezierPath class includes a method containsPoint that lets you tell if a point is inside the path. Your BodyView could us that to decide which path object was tapped.
Bezier paths would handle both drawing your body regions and figuring out which part was tapped.
A very simple way to achieve this, would be to place invisible buttons over the areas, then hook every one up to an IBAction and put anything you want to happen inside.
#IBAction func shinTapped(sender: UIButton) {
tappedCounter = 0
if tappedCounter == 0 {
// set property to keep track
shinSelected = true
// TODO: set button image to selected state
// increment counter
tappedCounter++
}else{
// set property to keep track
shinSelected = false
// TODO: set button image to nil
// reset counter
tappedCounter = 0
}
This might get a little tricky to layout, so that every button sits in the right spot, but if you work with size classes it is totally doable.
I am sure there is a more elegant way to do it, but this is one way.
Fixed!
First I added sublayers to the UIImageView like this
var path = UIBezierPath()
path.moveToPoint(CGPointMake(20, 30))
path.addLineToPoint(CGPointMake(40, 30))
// add as many coordinates you need...
path.closePath()
var layer = CAShapeLayer()
layer.path = path.CGPath
layer.fillColor = UIColor(red: 255, green: 0, blue: 0, alpha: 0.5).CGColor
layer.hidden = true
bodyImage.layer.addSublayer(layer)
Than I overrided the touchesbegan function in order to show and hide when the shapes are tapped.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let touch = touches.first! as? UITouch {
// get tapped position
let position = touch.locationInView(self.bodyImage)
// loop all sublayers
for layer in self.bodyImage.layer.sublayers! as! [CAShapeLayer] {
// check if tapped position is inside shape-path
if CGPathContainsPoint(layer.path, nil, position, false) {
if (layer.hidden) {
layer.hidden = false
}
else {
layer.hidden = true
}
}
}
}
}

Hit detection when drawing lines in iOS

I would like to allow the user to draw curves in such a way that no line can cross another line or even itself. Drawing the curves is no problem, and I even found that I can create a path that is closed and still pretty line-like by tracing the nodes of the line forwards and back and then closing the path.
Unfortunately, iOS only provides a test for whether a point is contained in a closed path (containsPoint: and CGPathContainsPoint). Unfortunately, a user can pretty easily move their finger fast enough that the touch points land on both sides of an existing path without actually being contained by that path, so testing the touch points is pretty pointless.
I can't find any "intersection" of paths method.
Any other thoughts on how to accomplish this task?
Well, I did come up with a way to do this. It is imperfect, but I thought others might want to see the technique since this question was upvoted a few times. The technique I used draws all the items to be tested against into a bitmap context and then draws the new segment of the progressing line into another bitmap context. The data in those contexts is compared using bitwise operators and if any overlap is found, a hit is declared.
The idea behind this technique is to test each segment of a newly drawn line against all the previously drawn lines and even against earlier pieces of the same line. In other words, this technique will detect when a line crosses another line and also when it crosses over itself.
A sample app demonstrating the technique is available: LineSample.zip.
The core of hit testing is done in my LineView object. Here are two key methods:
- (CGContextRef)newBitmapContext {
// creating b&w bitmaps to do hit testing
// based on: http://robnapier.net/blog/clipping-cgrect-cgpath-531
// see "Supported Pixel Formats" in Quartz 2D Programming Guide
CGContextRef bitmapContext =
CGBitmapContextCreate(NULL, // data automatically allocated
self.bounds.size.width,
self.bounds.size.height,
8,
self.bounds.size.width,
NULL,
kCGImageAlphaOnly);
CGContextSetShouldAntialias(bitmapContext, NO);
// use CGBitmapContextGetData to get at this data
return bitmapContext;
}
- (BOOL)line:(Line *)line canExtendToPoint:(CGPoint) newPoint {
// Lines are made up of segments that go from node to node. If we want to test for self-crossing, then we can't just test the whole in progress line against the completed line, we actually have to test each segment since one segment of the in progress line may cross another segment of the same line (think of a loop in the line). We also have to avoid checking the first point of the new segment against the last point of the previous segment (which is the same point). Luckily, a line cannot curve back on itself in just one segment (think about it, it takes at least two segments to reach yourself again). This means that we can both test progressive segments and avoid false hits by NOT drawing the last segment of the line into the test! So we will put everything up to the last segment into the hitProgressLayer, we will put the new segment into the segmentLayer, and then we will test for overlap among those two and the hitTestLayer. Any point that is in all three layers will indicate a hit, otherwise we are OK.
if (line.failed) {
// shortcut in case a failed line is retested
return NO;
}
BOOL ok = YES; // thinking positively
// set up a context to hold the new segment and stroke it in
CGContextRef segmentContext = [self newBitmapContext];
CGContextSetLineWidth(segmentContext, 2); // bit thicker to facilitate hits
CGPoint lastPoint = [[[line nodes] lastObject] point];
CGContextMoveToPoint(segmentContext, lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(segmentContext, newPoint.x, newPoint.y);
CGContextStrokePath(segmentContext);
// now we actually test
// based on code from benzado: http://stackoverflow.com/questions/6515885/how-to-do-comparisons-of-bitmaps-in-ios/6515999#6515999
unsigned char *completedData = CGBitmapContextGetData(hitCompletedContext);
unsigned char *progressData = CGBitmapContextGetData(hitProgressContext);
unsigned char *segmentData = CGBitmapContextGetData(segmentContext);
size_t bytesPerRow = CGBitmapContextGetBytesPerRow(segmentContext);
size_t height = CGBitmapContextGetHeight(segmentContext);
size_t len = bytesPerRow * height;
for (int i = 0; i < len; i++) {
if ((completedData[i] | progressData[i]) & segmentData[i]) {
ok = NO;
break;
}
}
CGContextRelease(segmentContext);
if (ok) {
// now that we know we are good to go,
// we will add the last segment onto the hitProgressLayer
int numberOfSegments = [[line nodes] count] - 1;
if (numberOfSegments > 0) {
// but only if there is a segment there!
CGPoint secondToLastPoint = [[[line nodes] objectAtIndex:numberOfSegments-1] point];
CGContextSetLineWidth(hitProgressContext, 1); // but thinner
CGContextMoveToPoint(hitProgressContext, secondToLastPoint.x, secondToLastPoint.y);
CGContextAddLineToPoint(hitProgressContext, lastPoint.x, lastPoint.y);
CGContextStrokePath(hitProgressContext);
}
} else {
line.failed = YES;
[linesFailed addObject:line];
}
return ok;
}
I'd love to hear suggestions or see improvements. For one thing, it would be a lot faster to only check the bounding rect of the new segment instead of the whole view.
Swift 4, answer is based on CGPath Hit Testing - Ole Begemann (2012)
From Ole Begemann blog:
contains(point: CGPoint)
This function is helpful if you want to hit test on the entire region
the path covers. As such, contains(point: CGPoint) doesn’t work with
unclosed paths because those don’t have an interior that would be
filled.
copy(strokingWithWidth lineWidth: CGFloat, lineCap: CGLineCap, lineJoin: CGLineJoin, miterLimit: CGFloat, transform: CGAffineTransform = default) -> CGPath
This function creates a mirroring tap target object that only covers
the stroked area of the path. When the user taps on the screen, we
iterate over the tap targets rather than the actual shapes.
My solution in code
I use a UITapGestureRecognizer linked to the function tap():
var bezierPaths = [UIBezierPath]() // containing all lines already drawn
var tappedPaths = [CAShapeLayer]()
#IBAction func tap(_ sender: UITapGestureRecognizer) {
let point = sender.location(in: imageView)
for path in bezierPaths {
// create tapTarget for path
if let target = tapTarget(for: path) {
if target.contains(point) {
tappedPaths.append(layer)
}
}
}
}
fileprivate func tapTarget(for path: UIBezierPath) -> UIBezierPath {
let targetPath = path.copy(strokingWithWidth: path.lineWidth, lineCap: path..lineCapStyle, lineJoin: path..lineJoinStyle, miterLimit: path.miterLimit)
return UIBezierPath.init(cgPath: targetPath)
}

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