cocos 贝塞尔曲线

/**
    * 二阶贝塞尔曲线运动
    * @param target 目标
    * @param duration 时间
    * @param c1 起始点
    * @param c2 控制点
    * @param to 终点
    * @param opts 自定义选项
    * @returns
    */
    public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
        opts = opts || Object.create(null);

        let twoBezier = (t: number, p1: Vec3, cp: Vec3, p2: Vec3) => {
            let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
            let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
            return new Vec3(x, y, 0);
        };
        opts.onUpdate = (arg: Vec3, ratio: number) => {
            target.position = twoBezier(ratio, c1, c2, to);
        };
        return tween(target).to(duration, {}, opts);
    }



    /**
     * 3阶贝塞尔曲线
     * @param target 
     * @param t 
     * @param p1 
     * @param cp1 
     * @param cp2 
     * @param p2 
     * @param opts 
     * @returns 
     */
    public static bezierTo3(target: any, t: number, p1: Vec3, cp1: Vec3, cp2: Vec3, p2: Vec3, opts: any) {
        opts = opts || Object.create(null);
        const threeBezier = (t: number, p1: Vec3, cp1: Vec3, cp2: Vec3, p2: Vec3) => {
            let x =
                (1 - t) * (1 - t) * (1 - t) * p1.x +
                3 * t * (1 - t) * (1 - t) * cp1.x +
                3 * t * t * (1 - t) * cp2.x +
                t * t * t * p2.x;
            let y =
                (1 - t) * (1 - t) * (1 - t) * p1.y +
                3 * t * (1 - t) * (1 - t) * cp1.y +
                3 * t * t * (1 - t) * cp2.y +
                t * t * t * p2.y;
            return new Vec3(x, y, 0);
        };
        opts.onUpdate = (arg: Vec3, ratio: number) => {
            target.position = threeBezier(ratio, p1, cp1, cp2, p2);
        };
        return tween(target).to(t, {}, opts);
    }










 /**
     * N阶贝塞尔曲线
     * @param target Node节点
     * @param t 时间
     * @param StartP 开始节点
     * @param cpN 经过的点
     * @param EndP 结束的节点
     * @param opts 回调
     * @returns 
     */
    public static bezierToN(target: any, t: number, StartP: Vec3, cpN: Array<Vec3>, EndP: Vec3, opts: any) {
        opts = opts || Object.create(null);
        const threeBezier = (t: number, StartP: Vec3, cpN: Array<Vec3>, EndP: Vec3) => {
            // console.log("cpN.length:"+cpN.length)
            let x =
                Math.pow(1 - t, cpN.length + 1) * StartP.x +
                Math.pow(t, cpN.length + 1) * EndP.x;

            for (let index = 0; index < cpN.length; index++) {
                let val = cpN[index];

                let tNum = index + 1
                let oneTNum = cpN.length - index

                x = x + (cpN.length + 1) * Math.pow(t, tNum) * Math.pow((1 - t), oneTNum) * val.x


            }


            let y =
                Math.pow(1 - t, cpN.length + 1) * StartP.y +
                Math.pow(t, cpN.length + 1) * EndP.y;

            for (let index = 0; index < cpN.length; index++) {
                let val = cpN[index];

                let tNum = index + 1
                let oneTNum = cpN.length - index

                y = y + (cpN.length + 1) * Math.pow(t, tNum) * Math.pow((1 - t), oneTNum) * val.y


            }

            // console.log("x:" + x + "  y:" + y)

            return new Vec3(x, y, 0);
        };
        opts.onUpdate = (arg: Vec3, ratio: number) => {
            target.position = threeBezier(ratio, StartP, cpN, EndP);
        };
        return tween(target).to(t, {}, opts);
    }

从2阶到7阶的贝赛尔曲线 private static final int MAX_COUNT = 7; // 贝塞尔曲线最大阶数 private static final int REGION_WIDTH = 30; // 合法区域宽度 private static final int FINGER_RECT_SIZE = 60; // 矩形尺寸 private static final int BEZIER_WIDTH = 10; // 贝塞尔曲线线宽 private static final int TANGENT_WIDTH = 6; // 切线线宽 private static final int CONTROL_WIDTH = 12; // 控制点连线线宽 private static final int CONTROL_RADIUS = 12; // 控制点半径 private static final int TEXT_SIZE = 40; // 文字画笔尺寸 private static final int TEXT_HEIGHT = 60; // 文本高度 private static final int RATE = 10; // 移动速率 private static final int HANDLER_WHAT = 100; private static final int FRAME = 1000; // 1000帧 private static final String[] TANGENT_COLORS = {"#7fff00", "#7a67ee", "#ee82ee", "#ffd700", "#1c86ee", "#8b8b00"}; // 切线颜色 private static final int STATE_READY = 0x0001; private static final int STATE_RUNNING = 0x0002; private static final int STATE_STOP = 0x0004; private static final int STATE_TOUCH = 0x0010; private Path mBezierPath = null; // 贝塞尔曲线路径 private Paint mBezierPaint = null; // 贝塞尔曲线画笔 private Paint mMovingPaint = null; // 移动点画笔 private Paint mControlPaint = null; // 控制点画笔 private Paint mTangentPaint = null; // 切线画笔 private Paint mLinePaint = null; // 固定线画笔 private Paint mTextPointPaint = null; // 点画笔 private Paint mTextPaint = null; // 文字画笔 private ArrayList mBezierPoints = null; // 贝塞尔曲线点集 private PointF mBezierPoint = null; // 贝塞尔曲线移动点 private ArrayList mControlPoints = null; // 控制点集 private ArrayList<ArrayList<ArrayList>> mTangentPoints; // 切线点集 private ArrayList<ArrayList> mInstantTangentPoints; private int mR = 0; // 移动速率 private int mRate = RATE; // 速率 private int mState; // 状态 private boolean mLoop = false; // 设置是否循环 private boolean mTangent = true; // 设置是否显示切线 private int mWidth = 0, mHe
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