2019-11-23 20:27:39 +08:00
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/****************************************************************************
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2019-11-24 23:15:56 +08:00
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2019-11-23 20:27:39 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2020-10-17 16:32:16 +08:00
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#include "libeditor/CCUtilMath.h"
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2019-11-23 20:27:39 +08:00
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using namespace cocos2d;
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namespace cocostudio {
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bool isSpriteContainPoint(Sprite *sprite, Vec2 point, Vec2 &outPoint)
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{
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outPoint = sprite->convertToNodeSpace(point);
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Size s = sprite->getContentSize();
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Rect r(0, 0, s.width, s.height);
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return r.containsPoint(outPoint);
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}
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bool isSpriteContainPoint(Sprite *sprite, Vec2 point)
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{
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Vec2 p;
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return isSpriteContainPoint(sprite, point, p);
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}
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Vec2 bezierTo(float t, Vec2 &point1, Vec2 &point2, Vec2 &point3)
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{
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Vec2 p;
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p.x = pow((1 - t), 2) * point1.x + 2 * t * (1 - t) * point2.x + pow(t, 2) * point3.x;
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p.y = pow((1 - t), 2) * point1.y + 2 * t * (1 - t) * point2.y + pow(t, 2) * point3.y;
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return p;
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}
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Vec2 bezierTo(float t, Vec2 &point1, Vec2 &point2, Vec2 &point3, Vec2 &point4)
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{
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Vec2 p;
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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);
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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);
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return p;
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}
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Vec2 circleTo(float t, Vec2 ¢er, float radius, float fromRadian, float radianDif)
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{
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Vec2 p;
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p.x = center.x + radius * cos(fromRadian + radianDif * t);
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p.y = center.y + radius * sin(fromRadian + radianDif * t);
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return p;
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}
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}
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