圆角矩形在椰子2d-x与贝塞尔

Rounded Corners Rect in Cocos 2d-x with Bezier

本文关键字:2d-x 圆角      更新时间:2023-10-16

是否可以使用DrawNode对象绘制圆角矩形?我认为使用贝塞尔曲线是可能的,但我已经做了一些尝试,我认为我无法处理。

看看API,我只发现了这两个函数:

drawQuadBezier(const Vec2 &origin, const Vec2 &control, const Vec2 &destination, unsigned int segments, const Color4F &color)

drawCubicBezier(const Vec2 &origin, const Vec2 &control1, const Vec2 &control2, const Vec2 &destination, unsigned int segments, const Color4F &color)


[回答后修改]

我已经在Cocos2dx中应用了答案,也许有人觉得这很有用:

(如果不需要高精度,只需要对int进行一些强制转换)

auto MagicConst = 0.552;
auto position = 150;
auto R = 50;
Vec2 TopLeft = Vec2(position, position + R * 2);
Vec2 TopRight = Vec2(position + R * 2, position + R * 2);
Vec2 BottomRight = Vec2(position + R * 2, position);
Vec2 BottomLeft = Vec2(position, position);
Vec2 originTL = Vec2(TopLeft.x, TopLeft.y - R);
Vec2 originTR = Vec2(TopRight.x - R, TopRight.y);
Vec2 originBR = Vec2(BottomRight.x - R, BottomRight.y);
Vec2 originBL = Vec2(BottomLeft.x, BottomLeft.y + R);
Vec2 control1TL = Vec2(TopLeft.x, (int) (TopLeft.y - R * (1 - MagicConst)));
Vec2 control1TR = Vec2((int) (TopRight.x - R * (1 - MagicConst)), TopRight.y);
Vec2 control1BR = Vec2((int) (BottomRight.x - R * (1 - MagicConst)), BottomRight.y);
Vec2 control1BL = Vec2(BottomLeft.x, (int) (BottomLeft.y + R * (1 - MagicConst)));
Vec2 control2TL = Vec2((int) (TopLeft.x + R * (1 - MagicConst)), TopLeft.y);
Vec2 control2TR = Vec2(TopRight.x, (int) (TopRight.y - R * (1 - MagicConst)));
Vec2 control2BR = Vec2(BottomRight.x, (int) (BottomRight.y + R * (1 - MagicConst)));
Vec2 control2BL = Vec2((int) (BottomLeft.x + R * (1 - MagicConst)), BottomLeft.y);
Vec2 destinationTL = Vec2(TopLeft.x + R, TopLeft.y);
Vec2 destinationTR = Vec2(TopRight.x, TopRight.y - R);
Vec2 destinationBR = Vec2(BottomRight.x, BottomRight.y + R);
Vec2 destinationBL = Vec2(BottomLeft.x + R, BottomLeft.y);
auto roundCorner = DrawNode::create();
roundCorner->drawCubicBezier(originTL, control1TL, control2TL, destinationTL, 10, Color4F::RED);
roundCorner->drawCubicBezier(originTR, control1TR, control2TR, destinationTR, 10, Color4F::GREEN);
roundCorner->drawCubicBezier(originBR, control1BR, control2BR, destinationBR, 10, Color4F::YELLOW);
roundCorner->drawCubicBezier(originBL, control1BL, control2BL, destinationBL, 10, Color4F::WHITE);
addChild(roundCorner);

这将产生:https://i.stack.imgur.com/mdEOM.png

现在,您可以根据需要更改MagicConst以圆角。

例如,使用MagicConst = 0.9:https://i.stack.imgur.com/9V5cr.png

这就是我想要的结果!)(感谢@Mbo)

(我还不能发布嵌入的图像):p

可以计算近似四分之一圆的三次贝塞尔曲线来形成圆角
轴对齐矩形的左上角(点TopLeft)和圆弧半径R:的示例

编辑:更改了一些-/+符号

MagicConst = 0.552
Bezier.origin.X = ToplLeft.X
Bezier.origin.Y = ToplLeft.Y + R
Bezier.control1.X = ToplLeft.X
Bezier.control1.Y = ToplLeft.Y + R * (1-MagicConst)
Bezier.control2.X = ToplLeft.X + R * (1-MagicConst)
Bezier.control2.Y = ToplLeft.Y
Bezier.destination.X = ToplLeft.X + R
Bezier.destination.Y = ToplLeft.Y

关于MagicConstant

您可以很容易地为其他角找到类似的对称坐标。我没有考虑超短矩形边(<2*R)

的情况