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Re: NSBezierPath geometry question...
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Re: NSBezierPath geometry question...


  • Subject: Re: NSBezierPath geometry question...
  • From: Keith Blount <email@hidden>
  • Date: Mon, 11 Apr 2005 04:17:32 -0700 (PDT)
  • Comment: DomainKeys? See http://antispam.yahoo.com/domainkeys

Many thanks to you both for your replies.

This is in fact what I have been trying - going down
the right sides, then back up the left sides of the
rects, and then trying to round the corners using
appendBezierPathWithArcFromPoint... I have pasted the
code I have been trying at the bottom of this post. It
gets all the points correctly and rounds the corners,
but there are still some drawing glitches - in
particular, my radius calculation seems to result in
the top corners being more rounded than the bottom
ones, though I am not sure why.

Many thanks again,
Keith


The (not quite working properly) code:

NSLayoutManager *layoutManager = [self layoutManager];
	NSTextContainer *textContainer = [self
textContainer];
	unsigned rectCount;
	NSRectArray rectArray = [layoutManager
rectArrayForCharacterRange:charRange

withinSelectedCharacterRange:NSMakeRange(NSNotFound,0)
													  inTextContainer:textContainer
															rectCount:&rectCount];

	int i;
	NSBezierPath *path = [NSBezierPath bezierPath];
	float radius = 6;

	NSMutableArray *corners = [NSMutableArray array];
	NSPoint textContainerOrigin = [self
textContainerOrigin];

	// Get right sides
	for (i=0; i<rectCount; i++)
	{
		// Get current rect and account for text container
		NSRect currRect =
NSOffsetRect(rectArray[i],textContainerOrigin.x,textContainerOrigin.y);

		NSPoint topPoint =
NSMakePoint(NSMaxX(currRect),currRect.origin.y);
		NSPoint bottomPoint =
NSMakePoint(NSMaxX(currRect),NSMaxY(currRect));

		// Make sure all points lie on the centre of a pixel

		topPoint.x = (int)topPoint.x;
		topPoint.x += 0.5;
		topPoint.y = (int)topPoint.y;
		topPoint.y += 0.5;
		bottomPoint.x = (int)bottomPoint.x;
		bottomPoint.x += 0.5;
		bottomPoint.y = (int)bottomPoint.y;
		bottomPoint.y += 0.5;
		[corners addObject:[NSValue
valueWithPoint:topPoint]];
		[corners addObject:[NSValue
valueWithPoint:bottomPoint]];
	}

	// Get left sides
	for (i=rectCount-1; i>=0; i--)
	{
		NSRect currRect =
NSOffsetRect(rectArray[i],textContainerOrigin.x,textContainerOrigin.y);

		NSPoint topPoint = currRect.origin;
		NSPoint bottomPoint =
NSMakePoint(currRect.origin.x,NSMaxY(currRect));

		topPoint.x = (int)topPoint.x;
		topPoint.x += 0.5;
		topPoint.y = (int)topPoint.y;
		topPoint.y += 0.5;
		bottomPoint.x = (int)bottomPoint.x;
		bottomPoint.x += 0.5;
		bottomPoint.y = (int)bottomPoint.y;
		bottomPoint.y += 0.5;
		[corners addObject:[NSValue
valueWithPoint:bottomPoint]];
		[corners addObject:[NSValue
valueWithPoint:topPoint]];
	}

	// Now try to draw the curve...
	NSPoint firstPoint = [[corners objectAtIndex:0]
pointValue];
	NSPoint lastPoint = [[corners objectAtIndex:[corners
count]-1] pointValue];
	NSPoint startPoint =
NSMakePoint((firstPoint.x+lastPoint.x)/2.0,(firstPoint.y+lastPoint.y)/2.0);
	[path moveToPoint:startPoint];
	for (i = 0; i < [corners count]; i++)
	{
		NSPoint currPoint = [[corners objectAtIndex:i]
pointValue];

		if (i < [corners count]-1)
		{
			NSPoint nextPoint = [[corners objectAtIndex:i+1]
pointValue];

			radius = MIN(6, 0.5 * (MIN(
KBDistanceBetweenPoints([path
currentPoint],currPoint),

KBDistanceBetweenPoints(currPoint,nextPoint))));

			[path appendBezierPathWithArcFromPoint:currPoint
toPoint:nextPoint radius:radius];
		}
		else
		{
			radius = MIN(6, 0.5 * (MIN(
KBDistanceBetweenPoints([path
currentPoint],currPoint),

KBDistanceBetweenPoints(currPoint,startPoint))));

			[path appendBezierPathWithArcFromPoint:currPoint
toPoint:startPoint radius:radius];
		}
	}

	[path closePath];


And this is the function used in radius calculation
above:

float KBDistanceBetweenPoints (NSPoint a, NSPoint b)
{
	float
	dX = a.x - b.x,
	dY = a.y - b.y;
	return (sqrt(dX*dX + dY*dY));
}



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