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- /****************************************************************************
- Copyright (c) 2013-2017 Chukong Technologies Inc.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #include "editor-support/cocostudio/CCUtilMath.h"
- using namespace cocos2d;
- namespace cocostudio {
- bool isSpriteContainPoint(Sprite *sprite, Vec2 point, Vec2 &outPoint)
- {
- outPoint = sprite->convertToNodeSpace(point);
- Size s = sprite->getContentSize();
- Rect r(0, 0, s.width, s.height);
- return r.containsPoint(outPoint);
- }
- bool isSpriteContainPoint(Sprite *sprite, Vec2 point)
- {
- Vec2 p;
- return isSpriteContainPoint(sprite, point, p);
- }
- Vec2 bezierTo(float t, Vec2 &point1, Vec2 &point2, Vec2 &point3)
- {
- Vec2 p;
- p.x = pow((1 - t), 2) * point1.x + 2 * t * (1 - t) * point2.x + pow(t, 2) * point3.x;
- p.y = pow((1 - t), 2) * point1.y + 2 * t * (1 - t) * point2.y + pow(t, 2) * point3.y;
- return p;
- }
- Vec2 bezierTo(float t, Vec2 &point1, Vec2 &point2, Vec2 &point3, Vec2 &point4)
- {
- Vec2 p;
- p.x = point1.x * pow((1 - t), 3) + 3 * t * point2.x * pow((1 - t), 2) + 3 * point3.x * pow(t, 2) * (1 - t) + point4.x * pow(t, 3);
- p.y = point1.y * pow((1 - t), 3) + 3 * t * point2.y * pow((1 - t), 2) + 3 * point3.y * pow(t, 2) * (1 - t) + point4.y * pow(t, 3);
- return p;
- }
- Vec2 circleTo(float t, Vec2 ¢er, float radius, float fromRadian, float radianDif)
- {
- Vec2 p;
- p.x = center.x + radius * cos(fromRadian + radianDif * t);
- p.y = center.y + radius * sin(fromRadian + radianDif * t);
- return p;
- }
- }
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