I have created UIBezierPath with custom shape then I need to make it mask for image always I got empty image here is my code First I created the path, then create image and last create my mask but it is not working
here is image I need to mask it dropbox.com/s/tnxgx7g1uvb1zj7/TeethMask.png?dl=0 here is UIBazier path dropbox.com/s/nz93n1vgvj6c6y0/… I need to mask this image in this path The output is something like this https://www.dropbox.com/s/gueyhdmmdcfvyiq/image.png?dl=0
Here is ViewController class
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let tapGR = UITapGestureRecognizer(target: self, action: #selector(didTap))
self.view.addGestureRecognizer(tapGR)
}
@objc func didTap(tapGR: UITapGestureRecognizer) {
let tapPoint = tapGR.location(in: self.view)
if #available(iOS 11.0, *) {
let shapeView = ShapeView(origin: tapPoint)
self.view.addSubview(shapeView)
} else {
// Fallback on earlier versions
}
}
}
Here is ShapeView class
import UIKit
@available(iOS 11.0, *)
class ShapeView: UIView {
let size: CGFloat = 150
let lineWidth: CGFloat = 3
var fillColor: UIColor!
var path: UIBezierPath!
init(origin: CGPoint) {
super.init(frame: CGRect(x: 0.0, y: 0.0, width: size, height: size))
self.fillColor = randomColor()
self.path = mouthPath()
self.center = origin
self.backgroundColor = UIColor.clear
}
func randomColor() -> UIColor {
let hue:CGFloat = CGFloat(Float(arc4random()) / Float(UINT32_MAX))
return UIColor(hue: hue, saturation: 0.8, brightness: 1.0, alpha: 0.8)
}
func mouthPath() -> UIBezierPath{
let pointsArray = [CGPoint(x:36 , y:36 ),CGPoint(x:41 , y:36 ),CGPoint(x:45 , y:36 ),CGPoint(x:49 , y:36 ),CGPoint(x:53 , y:36 ),CGPoint(x:58 , y: 37),CGPoint(x:64 , y:37 ),CGPoint(x:69 , y:36 ),CGPoint(x:65 , y:29 ),CGPoint(x:58 , y:24 ),CGPoint(x:50 , y:22 ),CGPoint(x:42 , y:23 ),CGPoint(x:36 , y:28 ),CGPoint(x:32 , y:35 )]
let newPath = UIBezierPath()
let factor:CGFloat = 10
for i in 0...pointsArray.count - 1 { // last point is 0,0
let point = pointsArray[i]
let currentPoint1 = CGPoint(x: point.x * factor , y: point.y * factor)
if i == 0 {
newPath.move(to: currentPoint1)
} else {
newPath.addLine(to: currentPoint1)
}
}
newPath.addLine(to: CGPoint(x: pointsArray[0].x * factor, y: pointsArray[0].y * factor))
newPath.close()
let imageTemplate = UIImageView()
imageTemplate.image = UIImage(named: "TeethMask")
self.addSubview(imageTemplate)
self.bringSubviewToFront(imageTemplate)
imageTemplate.frame = self.frame
let mask = CAShapeLayer(layer: self.layer)
mask.frame = newPath.bounds
mask.fillColor = UIColor.clear.cgColor
mask.strokeColor = UIColor.black.cgColor
mask.path = newPath.cgPath
mask.shouldRasterize = true
imageTemplate.layer.mask = mask
imageTemplate.layer.addSublayer(mask)
}
}
Well, you're doing a few things wrong...
The "teeth" image you linked:
has a native size of 461 x 259
. So, I'm going to use a proportional "target" size of 200 x 112
.
First, shape layers use 0,0
at upper-left. Your original points array:
let pointsArray = [
CGPoint(x: 36, y: 36),
CGPoint(x: 41, y: 36),
CGPoint(x: 45, y: 36),
CGPoint(x: 49, y: 36),
CGPoint(x: 53, y: 36),
CGPoint(x: 58, y: 37),
CGPoint(x: 64, y: 37),
CGPoint(x: 69, y: 36),
CGPoint(x: 65, y: 29),
CGPoint(x: 58, y: 24),
CGPoint(x: 50, y: 22),
CGPoint(x: 42, y: 23),
CGPoint(x: 36, y: 28),
CGPoint(x: 32, y: 35),
]
gives this shape:
If we invert the y-coordinates:
let pointsArray = [
CGPoint(x: 36.0, y: 23.0),
CGPoint(x: 41.0, y: 23.0),
CGPoint(x: 45.0, y: 23.0),
CGPoint(x: 49.0, y: 23.0),
CGPoint(x: 53.0, y: 23.0),
CGPoint(x: 58.0, y: 22.0),
CGPoint(x: 64.0, y: 22.0),
CGPoint(x: 69.0, y: 23.0),
CGPoint(x: 65.0, y: 30.0),
CGPoint(x: 58.0, y: 35.0),
CGPoint(x: 50.0, y: 37.0),
CGPoint(x: 42.0, y: 36.0),
CGPoint(x: 36.0, y: 31.0),
CGPoint(x: 32.0, y: 24.0),
]
we get this shape:
It will be difficult to get things to "line up" correctly if your shape is offset like that, so we can "normalize" the points to start at top-left:
let pointsArray: [CGPoint] = [
CGPoint(x: 4.0, y: 1.0),
CGPoint(x: 9.0, y: 1.0),
CGPoint(x: 13.0, y: 1.0),
CGPoint(x: 17.0, y: 1.0),
CGPoint(x: 21.0, y: 1.0),
CGPoint(x: 26.0, y: 0.0),
CGPoint(x: 32.0, y: 0.0),
CGPoint(x: 37.0, y: 1.0),
CGPoint(x: 33.0, y: 8.0),
CGPoint(x: 26.0, y: 13.0),
CGPoint(x: 18.0, y: 15.0),
CGPoint(x: 10.0, y: 14.0),
CGPoint(x: 4.0, y: 9.0),
CGPoint(x: 0.0, y: 2.0),
]
resulting in:
However, we want the shape to fit the image, so we can scale the UIBezierPath
to the bounds of the imageView:
// need to scale the path to self.bounds
let scaleW = bounds.width / pth.bounds.width
let scaleH = bounds.height / pth.bounds.height
let trans = CGAffineTransform(scaleX: scaleW, y: scaleH)
pth.apply(trans)
and we're here:
The only thing left is to use that as a mask for the image.
I'm going to suggest subclassing UIImageView
instead of UIView
... that way you can set the .image
property without needing to add another view as a subview. Also, I think you'll find it much easier to manage the size of the custom, masked image in your controller code, rather than inside the custom class.
Here is a demo view controller and a custom MouthShapeView
:
class TeethViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let tapGR = UITapGestureRecognizer(target: self, action: #selector(didTap))
self.view.addGestureRecognizer(tapGR)
}
@objc func didTap(tapGR: UITapGestureRecognizer) {
let tapPoint = tapGR.location(in: self.view)
if #available(iOS 11.0, *) {
// make sure you can load the image
if let img = UIImage(named: "TeethMask") {
// create custom ShapeView with image
let shapeView = MouthShapeView(image: img)
// if you want to use original image proportions
// set the width you want and calculate a proportional height
// based on the original image size
let targetWidth: CGFloat = 200.0
let targetHeight: CGFloat = img.size.height / img.size.width * targetWidth
// set the frame size
shapeView.frame.size = CGSize(width: targetWidth, height: targetHeight)
// set the frame center
shapeView.center = tapPoint
// add it
self.view.addSubview(shapeView)
}
} else {
// Fallback on earlier versions
}
}
}
@available(iOS 11.0, *) class MouthShapeView: UIImageView {
let pointsArray: [CGPoint] = [
CGPoint(x: 4.0, y: 1.0),
CGPoint(x: 9.0, y: 1.0),
CGPoint(x: 13.0, y: 1.0),
CGPoint(x: 17.0, y: 1.0),
CGPoint(x: 21.0, y: 1.0),
CGPoint(x: 26.0, y: 0.0),
CGPoint(x: 32.0, y: 0.0),
CGPoint(x: 37.0, y: 1.0),
CGPoint(x: 33.0, y: 8.0),
CGPoint(x: 26.0, y: 13.0),
CGPoint(x: 18.0, y: 15.0),
CGPoint(x: 10.0, y: 14.0),
CGPoint(x: 4.0, y: 9.0),
CGPoint(x: 0.0, y: 2.0),
]
let maskLayer = CAShapeLayer()
override init(image: UIImage?) {
super.init(image: image)
maskLayer.fillColor = UIColor.black.cgColor
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
let newPath = UIBezierPath()
pointsArray.forEach { p in
if p == pointsArray.first {
newPath.move(to: p)
} else {
newPath.addLine(to: p)
}
}
newPath.close()
// need to scale the path to self.bounds
let scaleW = bounds.width / newPath.bounds.width
let scaleH = bounds.height / newPath.bounds.height
let trans = CGAffineTransform(scaleX: scaleW, y: scaleH)
newPath.apply(trans)
maskLayer.path = newPath.cgPath
layer.mask = maskLayer
}
}
When you run that code, and tap on the view, you'll get this: