最近在看源码的时候,看到这样的几个进行坐标系转换的函数。convertToNodeSpace、convertToWorldSpace、convertToNodeSpaceAR、convertToWorldSpaceAR,在他们的下一层看到下面的注释:
/** * Converts a Point to node (local) space coordinates. The result is in Points. */ Point convertToNodeSpace(const Point& worldPoint) const; /** * Converts a Point to world space coordinates. The result is in Points. */ Point convertToWorldSpace(const Point& nodePoint) const; /** * Converts a Point to node (local) space coordinates. The result is in Points. * treating the returned/received node point as anchor relative. */ Point convertToNodeSpaceAR(const Point& worldPoint) const; /** * Converts a local Point to world space coordinates.The result is in Points. * treating the returned/received node point as anchor relative. */ Point convertToWorldSpaceAR(const Point& nodePoint) const; /** * convenience methods which take a Touch instead of Point */ Point convertTouchToNodeSpace(Touch * touch) const; /** * converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative). */ Point convertTouchToNodeSpaceAR(Touch * touch) const;
具体的解释注释说的很清楚(有个强大的功能叫翻译软件 。。)。
convertToNodeSpace、convertToWorldSpace,都是以参照物的坐下角作为坐标点原点,向右和向上创建坐标系。
------------------------------convertToNodeSpace,获得的坐标相对于参照物的坐标。
------------------------------convertToWorldSpace,获得的坐标是参照物所在的坐标系中的坐标,即转换到参照物的世界坐标。
convertToNodeSpaceAR、convertToWorldSpaceAR,是以参照物的锚点为原点,向右、向上创建坐标系。
------------------------------convertToNodeSpaceAR,获得的坐标相对于参照物的坐标(此时坐标系的原点在参照物的锚点)。
------------------------------convertToWorldSpaceAR,获得的坐标是参照物所在的坐标系中的坐标,即转换到参照物的世界坐标(此时坐标系的原点在参照物的锚点)。
这样理解比较简单写,有AR的是以参照做的锚点作为新建坐标系的原点,没有AR的是以参照物的左下角作为新建坐标系的原点。
下面的示例来验证:
Sprite *sprite1 = Sprite::create("CloseNormal.png"); sprite1->setPosition(Point(100,100)); this->addChild(sprite1); Sprite *sprite2 = Sprite::create("CloseNormal.png"); sprite2->setPosition(Point(200,200)); this->addChild(sprite2); auto point1 = sprite1->convertToNodeSpace(sprite2->getPosition()); auto point2 = sprite1->convertToWorldSpace(sprite2->getPosition()); auto point3 = sprite1->convertToNodeSpaceAR(sprite2->getPosition()); auto point4 = sprite1->convertToWorldSpaceAR(sprite2->getPosition()); log("position = (%f,%f)",point1.x,point1.y); log("position = (%f,point2.x,point2.y); log("position = (%f,point3.x,point3.y); log("position = (%f,point4.x,point4.y);
输出的结果:
position = (120.000000,120.000000) position = (280.000000,280.000000) position = (100.000000,100.000000) position = (300.000000,300.000000)
可以通过更改sprite1和sprite2的锚点来验证自己的结果。
原文链接:https://www.f2er.com/cocos2dx/345500.html