@gabrielstuff
What is the meaning of douple tap to increase the thickness of the path ?
The main importance of the curve routines I'm writing is because a few members in the cocos2d community needed to create lines that have thicker widths and anti-aliasing. I thought of an idea for that and pushed the demo if anyone can extend it or repurpose it for their needs. It's probably not the only way to create curves but one of many.
...sometimes I met difficulties playing with the green boxes.
The green boxes are more for showing the control points on the curve for testing purposes and generally won't be used if you want to make actual lines. If it's hard to touch i guess i can make the touch detection larger but remember that it's really only there to show how curves work. I don't know if I should really improve that portion of the demo.
Do you support loop path ?
If I finish looking at catmull-rom splines i'll add another demo to show off how to create curves with any number of points using i guess either lagrange or catmull-rom splines since I want to visually see what the differences are between the two.
At that point I guess it can support looped paths.
NOTE: Right now all my demo is looking at is 1 single curve and not paths. A single curve or spline itself isn't very useful... haha .... ( I mean it's useful but can be more useful if extended to paths).
But the mathematics of any curve {bezier, lagrange, catmull-rom} can be used to create a path. A path is really a set of points on which you can generate a spline from. A lot of people really would like to pass in a lot of touch points for example and choose bezier, lagrange, or catmull-rom to create a nice set of splines that make up that whole path.