Draw a smooth bezier through several points you designated. The curve‘s bend level is adjustable.
You only need drag UIBezierPath+LxThroughPointsBezier.h and UIBezierPath+LxThroughPointsBezier.m to your project.
pod 'LxThroughPointsBezier', '~> 1.0.0'
Minimum support iOS version: iOS 5.0
#import "UIBezierPath+LxThroughPointsBezier.h"
CGPoint point1 = CGPointMake(30, 180);
CGPoint point2 = CGPointMake(90, 120);
CGPoint point3 = CGPointMake(120, 200);
CGPoint point4 = CGPointMake(160, 240);
CGPoint point5 = CGPointMake(210, 160);
CGPoint point6 = CGPointMake(240, 300);
CGPoint point7 = CGPointMake(290, 140);
NSValue * point1Value = [NSValue valueWithCGPoint:point1];
NSValue * point2Value = [NSValue valueWithCGPoint:point2];
NSValue * point3Value = [NSValue valueWithCGPoint:point3];
NSValue * point4Value = [NSValue valueWithCGPoint:point4];
NSValue * point5Value = [NSValue valueWithCGPoint:point5];
NSValue * point6Value = [NSValue valueWithCGPoint:point6];
NSValue * point7Value = [NSValue valueWithCGPoint:point7];
_pointArray = [NSMutableArray array];
[_pointArray addObjectsFromArray:@[point1Value, point2Value, point3Value, point4Value, point5Value, point6Value, point7Value]];
_curve = [UIBezierPath bezierPath];
_curve.contractionFactor = 0.6;
[_curve moveToPoint:point1];
[_curve addBezierThroughPoints:_pointArray];
_shapeLayer = [CAShapeLayer layer];
_shapeLayer.strokeColor = [UIColor blueColor].CGColor;
_shapeLayer.fillColor = nil;
_shapeLayer.lineWidth = 3;
_shapeLayer.path = _curve.CGPath;
[_view.layer addSublayer:_shapeLayer];
The good bend level is about 0.6 ~ 0.8. The default and recommended value is 0.7.
You must wrap CGPoint struct to NSValue object, and give at least 1 point for drawing the curve.
LxThroughPointsBezier is available under the Apache License 2.0. See the LICENSE file for more info.