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sprite-kit - 如何创建波浪路径 Swift

转载 作者:行者123 更新时间:2023-12-03 21:25:14 27 4
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我希望我的节点以正弦曲线波传播,我尝试将其用于 CGPath。如何创建遵循正弦曲线的 CGPath?除了手动找到曲线上的点之外,还有其他方法吗,或者我可以只传入一个正弦函数吗?

let action = SKAction.followPath(<the sine path>, asOffset: true, orientToPath: true, duration: 5)

这可以通过 Bezier Paths 完成,然后转换为 CGPaths 吗?谢谢。

最佳答案

不,没有从函数构建路径的内置方法,但您可以轻松编写自己的方法。在 Swift 3 中:

/// Build path within rectangle
///
/// Given a `function` that converts values between zero and one to another values between zero and one, this method will create `UIBezierPath` within `rect` using that `function`.
///
/// - parameter rect: The `CGRect` of points on the screen.
///
/// - parameter count: How many points should be rendered. Defaults to `rect.size.width`.
///
/// - parameter function: A closure that will be passed an floating point number between zero and one and should return a return value between zero and one as well.

private func path(in rect: CGRect, count: Int? = nil, function: (CGFloat) -> (CGFloat)) -> UIBezierPath {
let numberOfPoints = count ?? Int(rect.size.width)

let path = UIBezierPath()
path.move(to: convert(point: CGPoint(x: 0, y: function(0)), in: rect))
for i in 1 ..< numberOfPoints {
let x = CGFloat(i) / CGFloat(numberOfPoints - 1)
path.addLine(to: convert(point: CGPoint(x: x, y: function(x)), in: rect))
}
return path
}

/// Convert point with x and y values between 0 and 1 within the `CGRect`.
///
/// - parameter point: A `CGPoint` value with x and y values between 0 and 1.
/// - parameter rect: The `CGRect` within which that point should be converted.

private func convert(point: CGPoint, in rect: CGRect) -> CGPoint {
return CGPoint(
x: rect.origin.x + point.x * rect.size.width,
y: rect.origin.y + rect.size.height - point.y * rect.size.height
)
}

所以,让我们传递一个函数,当它在 rectwidth 上前进时,它会执行一条正弦曲线:

func sinePath(in rect: CGRect, count: Int? = nil) -> UIBezierPath {
// note, since sine returns values between -1 and 1, let's add 1 and divide by two to get it between 0 and 1
return path(in: rect, count: count) { (sin($0 * .pi * 2.0) + 1.0) / 2.0 }
}

注意,上面假设你想从左到右遍历,构建函数定义的路径。您还可以做更多的参数化再现:

/// Build path within rectangle
///
/// Given a `function` that converts values between zero and one to another values between zero and one, this method will create `UIBezierPath` within `rect` using that `function`.
///
/// - parameter rect: The `CGRect` of points on the screen.
///
/// - parameter count: How many points should be rendered. Defaults to `rect.size.width` or `rect.size.width`, whichever is larger.
///
/// - parameter function: A closure that will be passed an floating point number between zero and one and should return a `CGPoint` with `x` and `y` values between 0 and 1.

private func parametricPath(in rect: CGRect, count: Int? = nil, function: (CGFloat) -> (CGPoint)) -> UIBezierPath {
let numberOfPoints = count ?? max(Int(rect.size.width), Int(rect.size.height))

let path = UIBezierPath()
let result = function(0)
path.move(to: convert(point: CGPoint(x: result.x, y: result.y), in: rect))
for i in 1 ..< numberOfPoints {
let t = CGFloat(i) / CGFloat(numberOfPoints - 1)
let result = function(t)
path.addLine(to: convert(point: CGPoint(x: result.x, y: result.y), in: rect))
}
return path
}

然后你可以使用正弦曲线修改x坐标,并增加y:

func verticalSinePath(in rect: CGRect, count: Int? = nil) -> UIBezierPath {
// note, since sine returns values between -1 and 1, let's add 1 and divide by two to get it between 0 and 1
return parametricPath(in: rect, count: count) { CGPoint(
x: (sin($0 * .pi * 2.0) + 1.0) / 2.0,
y: $0
) }
}

这样做的好处是你现在也可以定义任何你想要的路径,例如一个螺旋:

func spiralPath(in rect: CGRect, count: Int? = nil) -> UIBezierPath {
return parametricPath(in: rect, count: count) { t in
let r = 1.0 - sin(t * .pi / 2.0)
return CGPoint(
x: (r * sin(t * 10.0 * .pi * 2.0) + 1.0) / 2.0,
y: (r * cos(t * 10.0 * .pi * 2.0) + 1.0) / 2.0
)
}
}

以下是上述的 Swift 2 版本:

/// Build path within rectangle
///
/// Given a `function` that converts values between zero and one to another values between zero and one, this method will create `UIBezierPath` within `rect` using that `function`.
///
/// - parameter rect: The `CGRect` of points on the screen.
///
/// - parameter count: How many points should be rendered. Defaults to `rect.size.width`.
///
/// - parameter function: A closure that will be passed an floating point number between zero and one and should return a return value between zero and one as well.

private func path(in rect: CGRect, count: Int? = nil, function: (CGFloat) -> (CGFloat)) -> UIBezierPath {
let numberOfPoints = count ?? Int(rect.size.width)

let path = UIBezierPath()
path.moveToPoint(convert(point: CGPoint(x: 0, y: function(0)), rect: rect))
for i in 1 ..< numberOfPoints {
let x = CGFloat(i) / CGFloat(numberOfPoints - 1)
path.addLineToPoint(convert(point: CGPoint(x: x, y: function(x)), rect: rect))
}
return path
}

/// Convert point with x and y values between 0 and 1 within the `CGRect`.
///
/// - parameter point: A `CGPoint` value with x and y values between 0 and 1.
/// - parameter rect: The `CGRect` within which that point should be converted.

private func convert(point point: CGPoint, rect: CGRect) -> CGPoint {
return CGPoint(
x: rect.origin.x + point.x * rect.size.width,
y: rect.origin.y + rect.size.height - point.y * rect.size.height
)
}

func sinePath(in rect: CGRect, count: Int? = nil) -> UIBezierPath {
// note, since sine returns values between -1 and 1, let's add 1 and divide by two to get it between 0 and 1
return path(in: rect, count: count) { (sin($0 * CGFloat(M_PI * 2.0)) + 1.0) / 2.0 }
}

/// Build path within rectangle
///
/// Given a `function` that converts values between zero and one to another values between zero and one, this method will create `UIBezierPath` within `rect` using that `function`.
///
/// - parameter rect: The `CGRect` of points on the screen.
///
/// - parameter count: How many points should be rendered. Defaults to `rect.size.width`.
///
/// - parameter function: A closure that will be passed an floating point number between zero and one and should return a `CGPoint` with `x` and `y` values between 0 and 1.

private func parametricPath(in rect: CGRect, count: Int? = nil, function: (CGFloat) -> (CGPoint)) -> UIBezierPath {
let numberOfPoints = count ?? max(Int(rect.size.width), Int(rect.size.height))

let path = UIBezierPath()
let result = function(0)
path.moveToPoint(convert(point: CGPoint(x: result.x, y: result.y), rect: rect))
for i in 1 ..< numberOfPoints {
let t = CGFloat(i) / CGFloat(numberOfPoints - 1)
let result = function(t)
path.addLineToPoint(convert(point: CGPoint(x: result.x, y: result.y), rect: rect))
}
return path
}

func verticalSinePath(in rect: CGRect, count: Int? = nil) -> UIBezierPath {
// note, since sine returns values between -1 and 1, let's add 1 and divide by two to get it between 0 and 1
return parametricPath(in: rect, count: count) { CGPoint(
x: (sin($0 * CGFloat(M_PI * 2.0)) + 1.0) / 2.0,
y: $0
) }
}

func spiralPath(in rect: CGRect, count: Int? = nil) -> UIBezierPath {
return parametricPath(in: rect, count: count) { t in
let r = 1.0 - sin(t * CGFloat(M_PI_2))
return CGPoint(
x: (r * sin(t * 10.0 * CGFloat(M_PI * 2.0)) + 1.0) / 2.0,
y: (r * cos(t * 10.0 * CGFloat(M_PI * 2.0)) + 1.0) / 2.0
)
}
}

关于sprite-kit - 如何创建波浪路径 Swift,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34474274/

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