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Bézier Curves Ben Scheirman nsscreencast.com @subdigital

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let path = UIBezierPath() path.move(to: startPoint) path.addCurve(to: endPoint, controlPoint1: c1, controlPoint2: c2) context.addPath(path.cgPath) context.strokePath()

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Control points?!

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Paul de Casteljau

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class BezierView : UIView { var startPoint: CGPoint? var endPoint: CGPoint? var control1: CGPoint? var control2: CGPoint? ...

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func drawPoint(_ context: CGContext, p: CGPoint, color: UIColor, radius: CGFloat) { color.setFill() context.addArc(center: p, radius: radius, startAngle: 0, endAngle: .pi * 2, clockwise: true) context.fillPath() }

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Demo

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class BezierView : UIView { var startPoint: CGPoint? var endPoint: CGPoint? var control1: CGPoint? var control2: CGPoint? ...

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class BezierView : UIView { var points: [CGPoint] ...

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if points.count >= 2 { drawLinesBetween(context, points) }

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func drawLinesBetween(_ context: CGContext, _ points: [CGPoint]) { }

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func drawLinesBetween(_ context: CGContext, _ points: [CGPoint]) { points.first.flatMap { context.move(to: $0) } points.dropFirst().forEach { context.addLine(to: $0 ) } context.setLineWidth(3) context.setLineDash(phase: 0, lengths: [2]) UIColor.lightGray.setStroke() context.strokePath() }

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func drawLinesBetween(_ context: CGContext, _ points: [CGPoint]) { points.first.flatMap { context.move(to: $0) } points.dropFirst().forEach { context.addLine(to: $0 ) } context.setLineWidth(3) context.setLineDash(phase: 0, lengths: [2]) UIColor.lightGray.setStroke() context.strokePath() }

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func drawLinesBetween(_ context: CGContext, _ points: [CGPoint]) { points.first.flatMap { context.move(to: $0) } points.dropFirst().forEach { context.addLine(to: $0 ) } context.setLineWidth(3) context.setLineDash(phase: 0, lengths: [2]) UIColor.lightGray.setStroke() context.strokePath() }

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func drawLinesBetween(_ context: CGContext, _ points: [CGPoint]) { points.first.flatMap { context.move(to: $0) } points.dropFirst().forEach { context.addLine(to: $0 ) } context.setLineWidth(3) context.setLineDash(phase: 0, lengths: [2]) UIColor.lightGray.setStroke() context.strokePath() if timeValue > 0 { interpolateBetween(context, points) } }

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func interpolateBetween(_ context: CGContext, _ points: [CGPoint]) { guard points.count >= 2 else { return } var interpolated: [CGPoint] = [] for i in 0 ..< points.count-1 { let p1 = points[i] let p2 = points[i+1] let t = p1.lerp(p2, t: timeValue) interpolated.append(t) drawPoint(context, p: t, color: .lightGray, radius: 6) } }

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func interpolateBetween(_ context: CGContext, _ points: [CGPoint]) { guard points.count >= 2 else { return } var interpolated: [CGPoint] = [] for i in 0 ..< points.count-1 { let p1 = points[i] let p2 = points[i+1] let t = p1.lerp(p2, t: timeValue) interpolated.append(t) drawPoint(context, p: t, color: .lightGray, radius: 6) } }

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func interpolateBetween(_ context: CGContext, _ points: [CGPoint]) { guard points.count >= 2 else { return } var interpolated: [CGPoint] = [] for i in 0 ..< points.count-1 { let p1 = points[i] let p2 = points[i+1] let t = p1.lerp(p2, t: timeValue) interpolated.append(t) drawPoint(context, p: t, color: .lightGray, radius: 6) } }

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func interpolateBetween(_ context: CGContext, _ points: [CGPoint]) { guard points.count >= 2 else { return } var interpolated: [CGPoint] = [] for i in 0 ..< points.count-1 { let p1 = points[i] let p2 = points[i+1] let t = p1.lerp(p2, t: timeValue) interpolated.append(t) drawPoint(context, p: t, color: .lightGray, radius: 6) } }

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func interpolateBetween(_ context: CGContext, _ points: [CGPoint]) { guard points.count >= 2 else { return } var interpolated: [CGPoint] = [] for i in 0 ..< points.count-1 { let p1 = points[i] let p2 = points[i+1] let t = p1.lerp(p2, t: timeValue) interpolated.append(t) drawPoint(context, p: t, color: .lightGray, radius: 6) } }

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func interpolateBetween(_ context: CGContext, _ points: [CGPoint]) { guard points.count >= 2 else { return } var interpolated: [CGPoint] = [] for i in 0 ..< points.count-1 { let p1 = points[i] let p2 = points[i+1] let t = p1.lerp(p2, t: timeValue) interpolated.append(t) drawPoint(context, p: t, color: .lightGray, radius: 6) } }

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func interpolateBetween(_ context: CGContext, _ points: [CGPoint]) { guard points.count >= 2 else { return } var interpolated: [CGPoint] = [] for i in 0 ..< points.count-1 { let p1 = points[i] let p2 = points[i+1] let t = p1.lerp(p2, t: timeValue) interpolated.append(t) drawPoint(context, p: t, color: .lightGray, radius: 6) } if interpolated.count >= 2 { drawLinesBetween(context, interpolated) } }

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zip(sequence1, sequence2)

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sequence1 Sequence2

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sequence1 Sequence2 zip

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sequence1 Sequence2 zip

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sequence1 Sequence2 P1 P2 P3 P4 P5 P2 P3 P4 P5 zip

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sequence1 Sequence2 P1 P2 P3 P4 P5 P2 P3 P4 P5 zip

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func interpZip(points: [CGPoint]) -> (CGFloat) -> [CGPoint] { return { t in let pairs = zip(points, points.dropFirst()) return pairs.map { pair in return lerp(pair.0, pair.1, t) } } }

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func interpZip(points: [CGPoint]) -> (CGFloat) -> [CGPoint] { return { t in let pairs = zip(points, points.dropFirst()) return pairs.map { pair in return lerp(pair.0, pair.1, t) } } }

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func interpZip(points: [CGPoint]) -> (CGFloat) -> [CGPoint] { return { t in let pairs = zip(points, points.dropFirst()) return pairs.map { pair in return lerp(pair.0, pair.1, t) } } }

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func interpZip(points: [CGPoint]) -> (CGFloat) -> [CGPoint] { return { t in let pairs = zip(points, points.dropFirst()) return pairs.map { pair in return pair.0.lerp(pair.1, t: timeValue) } } }

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Rapid Feedback

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Explore! Experiment!

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Thank you ! Ben Scheirman nsscreencast.com @subdigital

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Thank you ! Ben Scheirman nsscreencast.com @subdigital Ask me for a sticker! ステッカーが欲しかったら話 しかけてください!

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Thank you ! Ben Scheirman nsscreencast.com @subdigital Ask me for a sticker! ステッカーが欲しかったら話 しかけてください!