Swift 3 沿着用户绘制的路径生成均匀分布的SKSpriteNode

Swift 3 Generate evenly-spaced SKSpriteNodes along path drawn by user

大家好!首先,我知道这个问题与 Draw images evenly spaced along a path in iOS 非常相似。但是,那是在 Objective-C(我无法阅读) 中,它在正常的 ViewController 中与 CGImageRefs 一起工作。我在 swift 中需要它并使用 SKSpriteNodes(不是 CGImageRefs)。这是我的问题:

我正在尝试制作一个程序,让用户绘制一个简单的形状(如圆形)并沿着用户绘制的路径以固定间隔放置 SKSpriteNode。我已经让它以缓慢的速度正常工作,但如果用户绘制得太快,那么节点就会被放置得太远。这是我慢慢画的例子:

用户绘制的路径,节点之间的距离约为 60 像素。蓝色为起始节点,紫色为结束节点。

目标是每个节点都有一个 physicsBody,防止实体越过用户绘制的线(这些实体将无法挤在均匀间隔的节点之间)。但是,如果用户画得太快,就会出现我无法修复的防御缺口。例如:

请注意第 7 个和第 8 个节点之间明显更大的间隙。发生这种情况是因为我画得太快了。许多人的问题略有相似但对我的任务没有帮助(例如,将特定数量的节点沿路径均匀分布,而不是放置尽可能多的节点以使它们沿路径相距 60 像素)。

总而言之,这又是我的主要问题:如何沿着用户绘制的任何形状的路径完美地放置节点?预先感谢您的帮助!这是我的 GameScene.swift 文件:

import SpriteKit

导入 GameplayKit

class 游戏场景:SKScene {

let minDist: CGFloat = 60 //The minimum distance between one point and the next

var points: [CGPoint] = []
var circleNodes: [SKShapeNode] = []

override func didMove(to view: SKView) {


}

func getDistance (fromPoint: CGPoint, toPoint: CGPoint) -> CGFloat {

    let deltaX = fromPoint.x - toPoint.x
    let deltaY = fromPoint.y - toPoint.y

    let deltaXSquared = deltaX*deltaX
    let deltaYSquared = deltaY*deltaY

    return sqrt(deltaXSquared + deltaYSquared) //Return the distance

}


func touchDown(atPoint pos : CGPoint) {

    self.removeAllChildren()

    //The first time the user touches, we need to place a point and mark that as the firstCircleNode
    print(pos)
    points.append(pos)
    //allPoints.append(pos)

    let firstCircleNode = SKShapeNode(circleOfRadius: 5.0)

    firstCircleNode.fillColor = UIColor.blue

    firstCircleNode.strokeColor = UIColor.blue

    firstCircleNode.position = pos

    circleNodes.append(firstCircleNode)

    self.addChild(firstCircleNode)

}

func touchMoved(toPoint pos : CGPoint) {

    let lastIndex = points.count - 1 //The index of the last recorded point

    let distance = getDistance(fromPoint: points[lastIndex], toPoint: pos)
        //vector_distance(vector_double2(Double(points[lastIndex].x), Double(points[lastIndex].y)), vector_double2(Double(pos.x), Double(pos.y))) //The distance between the user's finger and the last placed circleNode

    if distance >= minDist {
        points.append(pos)

        //Add a box to that point
        let newCircleNode = SKShapeNode(circleOfRadius: 5.0)

        newCircleNode.fillColor = UIColor.red

        newCircleNode.strokeColor = UIColor.red

        newCircleNode.position = pos

        circleNodes.append(newCircleNode)

        self.addChild(newCircleNode)

    }

}

func touchUp(atPoint pos : CGPoint) {

    //When the user has finished drawing a circle:

    circleNodes[circleNodes.count-1].fillColor = UIColor.purple //Make the last node purple

    circleNodes[circleNodes.count-1].strokeColor = UIColor.purple

    //Calculate the distance between the first placed node and the last placed node:
    let distance = getDistance(fromPoint: points[0], toPoint: points[points.count-1])
        //vector_distance(vector_double2(Double(points[0].x), Double(points[0].y)), vector_double2(Double(points[points.count - 1].x), Double(points[points.count - 1].y)))

    if distance <= minDist { //If the distance is closer than the minimum distance

        print("Successful circle")

    } else { //If the distance is too far

        print("Failed circle")

    }

    points = []
    circleNodes = []

}


override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}

override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
    for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}


override func update(_ currentTime: TimeInterval) {
    // Called before each frame is rendered
}

}

您可以尝试调整矢量大小:

func touchMoved(toPoint pos : CGPoint) {
    let lastIndex = points.count - 1 //The index of the last recorded point
    let distance = getDistance(fromPoint: points[lastIndex], toPoint: pos)
    if distance >= minDist {
        // find a new "pos" which is EXACTLY minDist distant
        let vx = pos.x - points[lastIndex].x
        let vy = pos.y - points[lastIndex].y
        vx /= distance
        vy /= distance
        vx *= minDist
        vy *= minDist
        let newpos = CGPoint(x: vx, y:vy)
        points.append(newpos)

        //Add a box to that point
        let newCircleNode = SKShapeNode(circleOfRadius: 5.0)
        newCircleNode.fillColor = UIColor.red
        newCircleNode.strokeColor = UIColor.red
        newCircleNode.position = newpos // NOTE
        circleNodes.append(newCircleNode)
        self.addChild(newCircleNode)
    }
}

它可能不完美,但看起来会更好。

我想通了!我受到 Christian Cerri 的建议的启发,所以我使用以下代码来制作我想要的东西:

import SpriteKit
import GameplayKit

// MARK: - GameScene

class GameScene: SKScene {

// MARK: - Allows me to work with vectors. Derived from https://www.raywenderlich.com/145318/spritekit-swift-3-tutorial-beginners

    func subtract(point: CGPoint, fromPoint: CGPoint) -> CGPoint {

        return CGPoint(x: point.x - fromPoint.x, y: point.y - fromPoint.y) //Returns a the first vector minus the second

    }

    func add(point: CGPoint, toPoint: CGPoint) -> CGPoint {

        return CGPoint(x: point.x + toPoint.x, y: point.y + toPoint.y) //Returns a the first vector minus the second

    }

    func multiply(point: CGPoint, by scalar: CGFloat) -> CGPoint {

        return CGPoint(x: point.x * scalar, y: point.y * scalar)

    }

    func divide(point: CGPoint, by scalar: CGFloat) -> CGPoint {

        return CGPoint(x: point.x / scalar, y: point.y / scalar)

    }

    func magnitude(point: CGPoint) -> CGFloat {

        return sqrt(point.x*point.x + point.y*point.y)

    }

    func normalize(aPoint: CGPoint) -> CGPoint {

        return divide(point: aPoint, by: magnitude(point: aPoint))

    }

    // MARK: - Properties

    let minDist: CGFloat = 60

    var userPath: [CGPoint] = [] //Holds the coordinates collected when the user drags their finger accross the screen

    override func didMove(to view: SKView) {



    }

    // MARK: - Helper methods

    func getDistance (fromPoint: CGPoint, toPoint: CGPoint) -> CGFloat
    {

        let deltaX = fromPoint.x - toPoint.x
        let deltaY = fromPoint.y - toPoint.y

        let deltaXSquared = deltaX*deltaX
        let deltaYSquared = deltaY*deltaY

        return sqrt(deltaXSquared + deltaYSquared) //Return the distance

    }

    func touchDown(atPoint pos : CGPoint) {

        userPath = []
        self.removeAllChildren()

        //Get the first point the user makes
        userPath.append(pos)

    }

    func touchMoved(toPoint pos : CGPoint) {

        //Get every point the user makes as they drag their finger across the screen
        userPath.append(pos)

    }

    func touchUp(atPoint pos : CGPoint) {

        //Get the last position the user was left touching when they've completed the motion
        userPath.append(pos)

        //Print the entire path:
        print(userPath)
        print(userPath.count)

        plotNodesAlongPath()

    }

    /**
     Puts nodes equidistance from each other along the path that the user placed
     */
    func plotNodesAlongPath() {

        //Start at the first point
        var currentPoint = userPath[0]

        var circleNodePoints = [currentPoint] //Holds the points that I will then use to generate circle nodes

        for i in 1..<userPath.count {

            let distance = getDistance(fromPoint: currentPoint, toPoint: userPath[i]) //The distance between the point and the next

            if distance >= minDist { //If userPath[i] is at least minDist pixels away

                //Then we can make a vector that points from currentPoint to userPath[i]
                var newNodePoint = subtract(point: userPath[i], fromPoint: currentPoint)

                newNodePoint = normalize(aPoint: newNodePoint) //Normalize the vector so that we have only the direction and a magnitude of 1

                newNodePoint = multiply(point: newNodePoint, by: minDist) //Stretch the vector to a length of minDist so that we now have a point for the next node to be drawn on

                newNodePoint = add(point: currentPoint, toPoint: newNodePoint) //Now add the vector to the currentPoint so that we get a point in the correct position

                currentPoint = newNodePoint //Update the current point. Next we want to draw a point minDist away from the new current point

                circleNodePoints.append(newNodePoint) //Add the new node

            }
            //If distance was less than minDist, then we want to move on to the next point in line

        }

        generateNodesFromPoints(positions: circleNodePoints)

    }

    func generateNodesFromPoints(positions: [CGPoint]) {
        print("generateNodesFromPoints")
        for pos in positions {

            let firstCircleNode = SKShapeNode(circleOfRadius: 5.0)

            firstCircleNode.fillColor = UIColor.blue

            firstCircleNode.strokeColor = UIColor.blue

            firstCircleNode.position = pos //Put the node in the correct position

            self.addChild(firstCircleNode)

        }

    }

    // MARK: - Touch responders

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for t in touches { self.touchDown(atPoint: t.location(in: self)) }
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        for t in touches { self.touchUp(atPoint: t.location(in: self)) }
    }

    override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
        for t in touches { self.touchUp(atPoint: t.location(in: self)) }
    }


    override func update(_ currentTime: TimeInterval) {
        // Called before each frame is rendered
    }
}

结果如下:

无论用户移动手指的速度有多快,它都会沿着路径均匀放置节点。非常感谢您的帮助,希望以后能帮助到更多的人!