贝塞尔曲线运动详解

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CCBezierBy* CCBezierBy::create(float t, const ccBezierConfig& c),ccBezierConfig是一个结构体:

typedef struct _ccBezierConfig {
    //! end position of the bezier
    CCPoint endPosition;
    //! Bezier control point 1
    CCPoint controlPoint_1;
    //! Bezier control point 2
    CCPoint controlPoint_2;
} ccBezierConfig;

CGPoint endPosition  曲线的终点坐标(相对于起点的偏移量,非绝对坐标),图中的P3

CGPoint controlPoint_1 曲线第一个弧度的参考点坐标(相对于起点的偏移量,非绝对坐标),图中的P1

CGPoint controlPoint_2曲线第二个弧度的参考点坐标(相对于起点的偏移量,非绝对坐标),图中的P2



    Vec2 p1=Vec2(length/2,length/2);    Vec2 p2=Vec2(-length/2,length/2);    Vec2 p3=Vec2(-length/2,-length/2);    Vec2 p4=Vec2(length/2,-length/2);        Vec2 c1=Vec2(length/2, 0);    Vec2 c2=Vec2(0, length/2);    Vec2 c3=Vec2(-length/2, 0);    Vec2 c4=Vec2(0, -length/2);        ccBezierConfig bC1;    bC1.controlPoint_1=c1;    bC1.controlPoint_2=c1;    bC1.endPosition=p1;    auto bezier1=BezierBy::create(.5, bC1);        ccBezierConfig bC2;    bC2.controlPoint_1=c2;    bC2.controlPoint_2=c2;    bC2.endPosition=p2;    auto bezier2=BezierBy::create(.5, bC2);            ccBezierConfig bC3;    bC3.controlPoint_1=c3;    bC3.controlPoint_2=c3;    bC3.endPosition=p3;    auto bezier3=BezierBy::create(.5, bC3);        ccBezierConfig bC4;    bC4.controlPoint_1=c4;    bC4.controlPoint_2=c4;    bC4.endPosition=p4;    auto bezier4=BezierBy::create(.5, bC4);        partic->runAction(RepeatForever::create(Sequence::create(bezier1, bezier2, bezier3, bezier4, NULL)));



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