我怎么想象这可能是有用的,通过指定基本上四个“路径段”,可以是Bézier曲线或直线段(通常可以在CGPath或UIBezierPath中创建的任何单个“元素”)定义四个边缘的形状文本的边界框.
此文本不需要是可选择的.它也可能是一个图像,但我希望找到一种在代码中绘制它的方法,因此我们不必为每个本地化都有单独的图像.我喜欢使用CoreGraphics,NSString / NSAttributedString绘图添加,UIKit / TextKit甚至CoreText的答案.我只是决定在使用OpenGL或Metal之前使用图像,但这并不意味着我不会接受一个好的OpenGL或Metal答案,如果它实际上是唯一的方法.
解决方法
我能够使用许多近似技术来实现它.我使用近似(通过CGPathCreateCopyByDashingPath)做的大部分工作,理论上可以用更聪明的数学代替.这可以提高性能并使得结果路径更平滑.
基本上,您可以参数化顶线和基线路径(或接近参数化,就像我所做的那样). (您可以定义一个函数,该函数沿路径获取给定百分比的点.)
CoreText可以将每个字形转换为CGPath.使用一个函数在每个字形路径上运行CGPathApply,该函数将沿路径的每个点映射到沿文本行的匹配百分比.将点映射到水平百分比后,您可以沿着顶线和基线沿该百分比的2个点定义的线进行缩放.根据线的长度与字形的高度来缩放沿该线的点,并创建新的点.将每个缩放点保存到新的CGPath.填写那条路.
我已经在每个字形上使用了CGPathCreateCopyByDashingPath来创建足够的点,我不需要处理数学来曲线化一个长的LineTo元素(例如).这使得数学更简单,但可以使路径看起来有点锯齿状.要解决此问题,您可以将生成的图像传递到平滑过滤器(例如CoreImage),或将路径传递给可以平滑和简化路径的库.
(我原本只是尝试使用CoreImage失真滤镜来解决整个问题,但效果从未产生过正确的效果.)
这是我如何工作(180行,滚动):
static CGPoint pointAtPercent(CGFloat percent,NSArray<NSValue *> *pointArray) { percent = MAX(percent,0.f); percent = MIN(percent,1.f); int floorIndex = floor(([pointArray count] - 1) * percent); int ceilIndex = ceil(([pointArray count] - 1) * percent); CGPoint floorPoint = [pointArray[floorIndex] CGPointValue]; CGPoint ceilPoint = [pointArray[ceilIndex] CGPointValue]; CGPoint midpoint = CGPointMake((floorPoint.x + ceilPoint.x) / 2.f,(floorPoint.y + ceilPoint.y) / 2.f); return midpoint; } static void applierSavePoints(void* info,const CGPathElement* element) { NSMutableArray *pointArray = (__bridge NSMutableArray*)info; // Possible to get higher resolution out of this with more point types,// or by using math to walk the path instead of just saving a bunch of points. if (element->type == kCGPathElementMoveToPoint) { [pointArray addObject:[NSValue valueWithCGPoint:element->points[0]]]; } } static CGPoint warpPoint(CGPoint origPoint,CGRect pathBounds,CGFloat minPercent,CGFloat maxPercent,NSArray<NSValue*> *baselinePointArray,NSArray<NSValue*> *toplinePointArray) { CGFloat mappedPercentWidth = (((origPoint.x - pathBounds.origin.x)/pathBounds.size.width) * (maxPercent-minPercent)) + minPercent; CGPoint baselinePoint = pointAtPercent(mappedPercentWidth,baselinePointArray); CGPoint toplinePoint = pointAtPercent(mappedPercentWidth,toplinePointArray); CGFloat mappedPercentHeight = -origPoint.y/(pathBounds.size.height); CGFloat newX = baselinePoint.x + (mappedPercentHeight * (toplinePoint.x - baselinePoint.x)); CGFloat newY = baselinePoint.y + (mappedPercentHeight * (toplinePoint.y - baselinePoint.y)); return CGPointMake(newX,newY); } static void applierWarpPoints(void* info,const CGPathElement* element) { WPWarpInfo *warpInfo = (__bridge WPWarpInfo*) info; CGMutablePathRef warpedPath = warpInfo.warpedPath; CGRect pathBounds = warpInfo.pathBounds; CGFloat minPercent = warpInfo.minPercent; CGFloat maxPercent = warpInfo.maxPercent; NSArray<NSValue*> *baselinePointArray = warpInfo.baselinePointArray; NSArray<NSValue*> *toplinePointArray = warpInfo.toplinePointArray; if (element->type == kCGPathElementCloseSubpath) { CGPathCloseSubpath(warpedPath); } // Only allow MoveTo at the beginning. Keep everything else connected to remove the dashing. else if (element->type == kCGPathElementMoveToPoint && CGPathIsEmpty(warpedPath)) { CGPoint origPoint = element->points[0]; CGPoint warpedPoint = warpPoint(origPoint,pathBounds,minPercent,maxPercent,baselinePointArray,toplinePointArray); CGPathMoveToPoint(warpedPath,NULL,warpedPoint.x,warpedPoint.y); } else if (element->type == kCGPathElementAddLineToPoint || element->type == kCGPathElementMoveToPoint) { CGPoint origPoint = element->points[0]; CGPoint warpedPoint = warpPoint(origPoint,toplinePointArray); CGPathAddLineToPoint(warpedPath,warpedPoint.y); } else if (element->type == kCGPathElementAddQuadCurveToPoint) { CGPoint origCtrlPoint = element->points[0]; CGPoint warpedCtrlPoint = warpPoint(origCtrlPoint,toplinePointArray); CGPoint origPoint = element->points[1]; CGPoint warpedPoint = warpPoint(origPoint,toplinePointArray); CGPathAddQuadCurveToPoint(warpedPath,warpedCtrlPoint.x,warpedCtrlPoint.y,warpedPoint.y); } else if (element->type == kCGPathElementAddCurveToPoint) { CGPoint origCtrlPoint1 = element->points[0]; CGPoint warpedCtrlPoint1 = warpPoint(origCtrlPoint1,toplinePointArray); CGPoint origCtrlPoint2 = element->points[1]; CGPoint warpedCtrlPoint2 = warpPoint(origCtrlPoint2,toplinePointArray); CGPoint origPoint = element->points[2]; CGPoint warpedPoint = warpPoint(origPoint,toplinePointArray); CGPathAddCurveToPoint(warpedPath,warpedCtrlPoint1.x,warpedCtrlPoint1.y,warpedCtrlPoint2.x,warpedCtrlPoint2.y,warpedPoint.y); } else { NSLog(@"Error: Unknown Point Type"); } } - (NSArray<NSValue *> *)pointArrayFromPath:(CGPathRef)path { NSMutableArray<NSValue*> *pointArray = [[NSMutableArray alloc] init]; CGFloat lengths[2] = { 1,0 }; CGPathRef dashedPath = CGPathCreateCopyByDashingPath(path,0.f,lengths,2); CGPathApply(dashedPath,(__bridge void * _Nullable)(pointArray),applierSavePoints); CGPathRelease(dashedPath); return pointArray; } - (CGPathRef)createWarpedPathFromPath:(CGPathRef)origPath withBaseline:(NSArray<NSValue *> *)baseline topLine:(NSArray<NSValue *> *)topLine fromPercent:(CGFloat)startPercent toPercent:(CGFloat)endPercent { CGFloat lengths[2] = { 1,0 }; CGPathRef dashedPath = CGPathCreateCopyByDashingPath(origPath,2); // WPWarpInfo is just a class I made to hold some stuff. // I needed it to hold some NSArrays,so a struct wouldn't work. WPWarpInfo *warpInfo = [[WPWarpInfo alloc] initWithOrigPath:origPath minPercent:startPercent maxPercent:endPercent baselinePointArray:baseline toplinePointArray:topLine]; CGPathApply(dashedPath,(__bridge void * _Nullable)(warpInfo),applierWarpPoints); CGPathRelease(dashedPath); return warpInfo.warpedPath; } - (void)drawRect:(CGRect)rect { CGContextRef ctx = UIGraphicsGetCurrentContext(); CGMutablePathRef toplinePath = CGPathCreateMutable(); CGPathAddArc(toplinePath,187.5,210.f,M_PI,2 * M_PI,NO); NSArray<NSValue *> * toplinePoints = [self pointArrayFromPath:toplinePath]; CGContextAddPath(ctx,toplinePath); CGContextSetStrokeColorWithColor(ctx,[UIColor redColor].CGColor); CGContextStrokePath(ctx); CGPathRelease(toplinePath); CGMutablePathRef baselinePath = CGPathCreateMutable(); CGPathAddArc(baselinePath,170.f,250.f,50.f,NO); CGPathAddArc(baselinePath,270.f,YES); NSArray<NSValue *> * baselinePoints = [self pointArrayFromPath:baselinePath]; CGContextAddPath(ctx,baselinePath); CGContextSetStrokeColorWithColor(ctx,[UIColor redColor].CGColor); CGContextStrokePath(ctx); CGPathRelease(baselinePath); // Draw 100 of the connecting lines between the strokes. /*for (int i = 0; i < 100; i++) { CGPoint point1 = pointAtPercent(i * 0.01,toplinePoints); CGPoint point2 = pointAtPercent(i * 0.01,baselinePoints); CGContextMoveToPoint(ctx,point1.x,point1.y); CGContextAddLineToPoint(ctx,point2.x,point2.y); CGContextSetStrokeColorWithColor(ctx,[UIColor blackColor].CGColor); CGContextStrokePath(ctx); }*/ NSMutableAttributedString *attrString = [[NSMutableAttributedString alloc] initWithString:@"WARP"]; UIFont *font = [UIFont fontWithName:@"Helvetica" size:144]; [attrString addAttribute:NSFontAttributeName value:font range:NSMakeRange(0,[attrString length])]; CTLineRef line = CTLineCreateWithAttributedString((__bridge CFAttributedStringRef)attrString); CFArrayRef runArray = CTLineGetGlyphRuns(line); // Just get the first run for this. CTRunRef run = (CTRunRef)CFArrayGetValueAtIndex(runArray,0); CTFontRef runFont = CFDictionaryGetValue(CTRunGetAttributes(run),kCTFontAttributeName); CGFloat fullWidth = (CGFloat)CTRunGetTypographicBounds(run,CFRangeMake(0,CTRunGetGlyphCount(run)),NULL); CGFloat currentOffset = 0.f; for (int curGlyph = 0; curGlyph < CTRunGetGlyphCount(run); curGlyph++) { CFRange glyphRange = CFRangeMake(curGlyph,1); CGFloat currentGlyphWidth = (CGFloat)CTRunGetTypographicBounds(run,glyphRange,NULL); CGFloat currentGlyphOffsetPercent = currentOffset/fullWidth; CGFloat currentGlyPHPercentWidth = currentGlyphWidth/fullWidth; currentOffset += currentGlyphWidth; CGGlyph glyph; CGPoint position; CTRunGetGlyphs(run,&glyph); CTRunGetPositions(run,&position); CGAffineTransform flipTransform = CGAffineTransformMakeScale(1,-1); CGPathRef glyPHPath = CTFontCreatePathForGlyph(runFont,glyph,&flipTransform); CGPathRef warpedGylPHPath = [self createWarpedPathFromPath:glyPHPath withBaseline:baselinePoints topLine:toplinePoints fromPercent:currentGlyphOffsetPercent toPercent:currentGlyphOffsetPercent+currentGlyPHPercentWidth]; CGPathRelease(glyPHPath); CGContextAddPath(ctx,warpedGylPHPath); CGContextSetFillColorWithColor(ctx,[UIColor blackColor].CGColor); CGContextFillPath(ctx); CGPathRelease(warpedGylPHPath); } CFRelease(line); }
包含的代码也远非“完整”.例如,CoreText的许多部分都是我浏览过的.带有下行器的雕文确实有效,但效果不佳.有些人认为必须考虑如何处理这些问题.另外,我的字母间距很粗糙.
显然,这是一个非常重要的问题.我确信有更好的方法可以使用能够有效扭曲Bezier路径的第三方库.但是,出于智力运动的目的,看看是否可以在没有第三方库的情况下完成,我认为这表明它可以.
资料来源:https://developer.apple.com/library/mac/samplecode/CoreTextArcCocoa/Introduction/Intro.html
资料来源:http://www.planetclegg.com/projects/WarpingTextToSplines.html
来源(使数学更聪明):Get position of path at time