lanyunfei 2 hete%!(EXTRA string=óta)
commit
b04cd8a145
100 módosított fájl, 17011 hozzáadás és 0 törlés
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      .gitignore
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      README.md
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+ 67 - 0
.gitignore

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+#/////////////////////////////////////////////////////////////////////////////
+# Fireball Projects
+#/////////////////////////////////////////////////////////////////////////////
+
+library/
+temp/
+local/
+build/
+OutputFile/
+#/////////////////////////////////////////////////////////////////////////////
+# Logs and databases
+#/////////////////////////////////////////////////////////////////////////////
+
+*.log
+*.sql
+*.sqlite
+
+#/////////////////////////////////////////////////////////////////////////////
+# files for debugger
+#/////////////////////////////////////////////////////////////////////////////
+
+*.sln
+*.csproj
+*.pidb
+*.unityproj
+*.suo
+
+#/////////////////////////////////////////////////////////////////////////////
+# OS generated files
+#/////////////////////////////////////////////////////////////////////////////
+
+.DS_Store
+ehthumbs.db
+Thumbs.db
+
+#/////////////////////////////////////////////////////////////////////////////
+# exvim files
+#/////////////////////////////////////////////////////////////////////////////
+
+*UnityVS.meta
+*.err
+*.err.meta
+*.exvim
+*.exvim.meta
+*.vimentry
+*.vimentry.meta
+*.vimproject
+*.vimproject.meta
+.vimfiles.*/
+.exvim.*/
+quick_gen_project_*_autogen.bat
+quick_gen_project_*_autogen.bat.meta
+quick_gen_project_*_autogen.sh
+quick_gen_project_*_autogen.sh.meta
+.exvim.app
+
+#/////////////////////////////////////////////////////////////////////////////
+# webstorm files
+#/////////////////////////////////////////////////////////////////////////////
+
+.idea/
+
+#//////////////////////////
+# VS Code
+#//////////////////////////
+
+.vscode/

+ 35 - 0
README.md

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+# BezierCurvePathCreater
+用于创建贝塞尔曲线路径,可匀速运动 - Used to create a Bezier curve path with uniform motion
+
+## 更新日志:
+### 2020.2.7:
+- 新添加三阶贝塞尔曲线
+- 平滑度自定义
+
+----
+
+**该工程基于cocos creator 2.2.2版本!**   
+
+
+[在线演示地址](https://lichanglonggitee.gitee.io/bezierpathcreater.github.io/)(可以直接在上面规划好后导出json文件)
+
+**下面来简单演示一下该工程:**    
+![在这里插入图片描述](https://img-blog.csdnimg.cn/2020021015460710.gif)
+![在这里插入图片描述](https://img-blog.csdnimg.cn/20200210154616431.gif)
+
+目前支持**二阶和三阶贝塞尔曲线绘制**、**匀速运动**、**导出路径的JSON数据**,
+在项目中可以直接读取json文件,里面存储了许多连续的曲线点,直接拿来用即可。
+可以根据不同的需求来达到想要的效果。
+
+`匀速运动实现思路很简单,其实就是利用了微积分思想,把曲线分割成许多份,每一份此时就可以看作直线运动了!`
+
+`需要注意的是,该项目分辨率是1920*1080的,在不同的项目中使用可能需要转换下坐标!`
+
+**导出的json数据格式如下图:**   
+![在这里插入图片描述](https://img-blog.csdnimg.cn/20200116193649194.png?x-oss-process=image/watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L3FxXzI4Mjk5MzEx,size_16,color_FFFFFF,t_70)
+   
+
+**如果你们有什么好的建议,或者发现了bug可以[到这里](https://blog.csdn.net/qq_28299311/article/details/104009804)留言告诉我,我会尽力去完善它。**   
+<font color="red">
+**如果觉得好用的朋友希望能点个赞,关注一下哟,你们的每一个star都是对我最大的鼓励和动力!**
+

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+ 13 - 0
assets/migration/use_reversed_rotateBy.js

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+/*
+ * This script is automatically generated by Cocos Creator and is only used for projects compatible with v2.1.0/v2.1.1/v2.3.0/v2.3.1/v2.3.2 versions.
+ * You do not need to manually add this script in any other project.
+ * If you don't use cc.Action in your project, you can delete this script directly.
+ * If your project is hosted in VCS such as git, submit this script together.
+ *
+ * 此脚本由 Cocos Creator 自动生成,仅用于兼容 v2.1.0/v2.1.1/v2.3.0/v2.3.1/v2.3.2 版本的工程,
+ * 你无需在任何其它项目中手动添加此脚本。
+ * 如果你的项目中没用到 Action,可直接删除该脚本。
+ * 如果你的项目有托管于 git 等版本库,请将此脚本一并上传。
+ */
+
+cc.RotateBy._reverse = true;

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A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
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A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 14927 - 0
assets/scenes/bezier.fire


+ 8 - 0
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+}

+ 92 - 0
assets/scripts/Bezier.js

@@ -0,0 +1,92 @@
+const Bezier = function (pointArr, allTime = 2) {
+
+    let _this = {}
+    // 曲线点集合,曲线总长,上一个点,当前时间
+    let _pointLists, totalLength, prevPos, currentRunTime;
+    // 运行时间
+    let _runTime = allTime;
+    let _pointArr = pointArr;
+    // 重置数据
+    let resetData = function () {
+        // 点集合
+        _pointLists = [];
+        // 线段总长度
+        totalLength = currentRunTime = 0;
+        // 初始位置
+        prevPos = {
+            x: pointArr[0].x,
+            y: pointArr[0].y,
+            length: 0,
+        }
+    }
+
+    //阶乘
+    function factorial(i) {
+        let n = 1;
+        for (let j = 1; j <= i; j++)
+            n *= j;
+        return n;
+    }
+    // ------------------------【核心代码】---------------------------
+    let ComputeBezier = function (dt, runTime) {
+        // 把时间从 [0,runTime] 映射到 [0,1] 之间
+        let t = currentRunTime / runTime;
+
+        var x = 0, y = 0;
+        //控制点数组
+        var n = _pointArr.length - 1;
+
+        _pointArr.forEach((item, index) => {
+            if (!index) {
+                x += item.x * Math.pow((1 - t), n - index) * Math.pow(t, index)
+                y += item.y * Math.pow((1 - t), n - index) * Math.pow(t, index)
+            } else {
+                //factorial为阶乘函数
+                x += factorial(n) / factorial(index) / factorial(n - index) * item.x * Math.pow((1 - t), n - index) * Math.pow(t, index)
+                y += factorial(n) / factorial(index) / factorial(n - index) * item.y * Math.pow((1 - t), n - index) * Math.pow(t, index)
+            }
+        })
+
+        //  // 二阶贝塞尔曲线公式 (t => [0,1]) 
+        //  var x = Math.pow(1 - t, 2) * _startPos.x
+        //  + 2 * t * (1 - t) * _controlPos.x
+        //  + Math.pow(t, 2) * _endPos.x;
+         
+        //  var y = Math.pow(1 - t, 2) * _startPos.y
+        //  + 2 * t * (1 - t) * _controlPos.y
+        //  + Math.pow(t, 2) * _endPos.y;
+
+        // console.log(`x:${x},y:${y}`);
+        // 计算两点距离
+        let length = Math.sqrt(Math.pow(prevPos.x - x, 2) + Math.pow(prevPos.y - y, 2));
+        let v2 = { x, y, length };
+        // 存储当前节点
+        _pointLists.push(v2);
+        prevPos = v2;
+        // 累计长度
+        totalLength += length;
+        // 累计时间
+        currentRunTime += dt;
+
+    }
+
+    // 切割贝塞尔曲线
+    _this.getPoints = function (count = 10) {
+        resetData();
+        // 分割时间
+        let dt = _runTime / count;
+        // 开始分割曲线
+        for (var i = 0, len = count + 1; i < len; i++) {
+            ComputeBezier(dt, _runTime);
+        }
+        return _pointLists
+    }
+
+    _this.getCurveLength = function () {
+        return totalLength;
+    }
+
+    return _this;
+}
+
+module.exports = Bezier;

+ 10 - 0
assets/scripts/Bezier.js.meta

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+ 0 - 0
assets/scripts/BezierData.js


Nem az összes módosított fájl került megjelenítésre, mert túl sok fájl változott