aki*_*uri 5 javascript animation easing-functions easing html5-canvas
我试图在下面的动画中模拟引力/加速度.earth随着距离越来越近,角速度应该sol越来越大.我想我需要一个缓动功能来修改earth.angularVelocity但不知道怎么做.
我不知道是否已经定义了缓动函数或自定义函数.我需要的缓动函数应该像在这个图中一样工作:
earth的近日点是180°,远日点是0/360°.如何创建这样的功能并使其工作?
function pullRelease(angularPosition, begin, change, maxVelocity) {
// ?
}
earth.angularVelocity = pullRelease(earth.angularPosition, 0, 360, 3);
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var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var sol = {
x: 125,
y: 150,
r: 30,
fill: "gold",
};
var orbit = {
x: 200,
y: 150,
semiMajor: 150,
semiMinor: 75,
};
var earth = {
r: 15,
fill: "dodgerblue",
angularPosition: 0,
angularVelocity: 1,
};
// draw sun
context.beginPath();
context.arc(sol.x, sol.y, sol.r, 0, 360 * Math.PI / 180);
context.fillStyle = sol.fill;
context.fill();
// draw fake sun to mark the orbit center
context.beginPath();
context.arc(orbit.x, orbit.y, sol.r, 0, 360 * Math.PI / 180);
context.fillStyle = "rgba(255,215,0,.1)";
context.fill();
// draw earth's orbit path
context.beginPath();
context.ellipse(orbit.x, orbit.y, orbit.semiMajor, orbit.semiMinor, 0, 0, 2 * Math.PI);
context.stroke();
// these are fixed, so save them as background-image
canvas.style.backgroundImage = "url(" + canvas.toDataURL() + ")";
function draw() {
context.resetTransform();
context.clearRect(0, 0, canvas.width, canvas.height);
var newPosition = rotate(-earth.angularPosition, orbit.semiMajor, orbit.semiMinor, orbit.x, orbit.y);
earth.x = newPosition.x;
earth.y = newPosition.y;
// earth.angularVelocity = pullRelease(earth.angularPosition, 0, 360, 3);
earth.angularPosition += earth.angularVelocity;
if (earth.angularPosition >= 360) {
earth.angularPosition = 0;
}
position.innerHTML = earth.angularPosition + "°";
context.translate(earth.x, earth.y);
context.beginPath();
context.arc(0, 0, earth.r, 0, 360 * Math.PI / 180);
context.closePath();
context.fillStyle = earth.fill;
context.fill();
requestAnimationFrame(draw);
}
requestAnimationFrame(draw);
function rotate(angle, distanceX, distanceY, originX, originY) {
return {
x: originX + Math.cos(angle * Math.PI / 180) * distanceX,
y: originY + Math.sin(angle * Math.PI / 180) * distanceY,
}
}Run Code Online (Sandbox Code Playgroud)
body {
background: gainsboro;
}
canvas {
background: white;
box-shadow: 1px 1px 1px rgba(0, 0, 0, .1);
}
#position {
display: inline-block;
width: 35px;
text-align: right;
}Run Code Online (Sandbox Code Playgroud)
<canvas id="canvas" class="box" width="400" height="300"></canvas>
<p>Position: <span id="position">0</span></p>Run Code Online (Sandbox Code Playgroud)
经过一番思考,我想出了一个似乎可以工作的函数,但我仍然认为效果感觉不自然。函数生成左侧的图表。理想的应该是右边的那个。所以这个功能还需要一些工作。
\n\n\n\nfunction pullRelease(angularPosition, begin, change, minVelocity, maxVelocity) {\n var midWay = Math.floor(change/2);\n if (angularPosition >= begin && angularPosition < midWay) {\n var percent = angularPosition / midWay;\n return minVelocity + (maxVelocity-minVelocity) * percent;\n }\n else if (angularPosition == midWay) {\n return maxVelocity;\n }\n else if (angularPosition > midWay && angularPosition <= change) {\n var midWayOffset = angularPosition - midWay;\n var remaining = midWay - midWayOffset;\n var percent = remaining / midWay;\n return minVelocity + (maxVelocity-minVelocity) * percent;\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n\nfunction pullRelease(angularPosition, begin, change, minVelocity, maxVelocity) {\n var midWay = Math.floor(change/2);\n if (angularPosition >= begin && angularPosition < midWay) {\n var percent = angularPosition / midWay;\n return minVelocity + (maxVelocity-minVelocity) * percent;\n }\n else if (angularPosition == midWay) {\n return maxVelocity;\n }\n else if (angularPosition > midWay && angularPosition <= change) {\n var midWayOffset = angularPosition - midWay;\n var remaining = midWay - midWayOffset;\n var percent = remaining / midWay;\n return minVelocity + (maxVelocity-minVelocity) * percent;\n }\n}\nRun Code Online (Sandbox Code Playgroud)\r\nvar canvas = document.getElementById("canvas");\r\nvar context = canvas.getContext("2d");\r\n\r\nvar sol = {\r\n x: 125,\r\n y: 150,\r\n r: 30,\r\n fill: "gold",\r\n};\r\n\r\nvar orbit = {\r\n x: 200,\r\n y: 150,\r\n semiMajor: 150,\r\n semiMinor: 75,\r\n};\r\n\r\nvar earth = {\r\n x: 0,\r\n y: 0,\r\n r: 15,\r\n fill: "dodgerblue",\r\n angularPosition: 0,\r\n angularVelocity: 0,\r\n};\r\n\r\n// draw sun\r\ncontext.beginPath();\r\ncontext.arc(sol.x, sol.y, sol.r, 0, 360 * Math.PI / 180);\r\ncontext.fillStyle = sol.fill;\r\ncontext.fill();\r\n// draw fake sun to mark the orbit center\r\ncontext.beginPath();\r\ncontext.arc(orbit.x, orbit.y, sol.r, 0, 360 * Math.PI / 180);\r\ncontext.fillStyle = "rgba(255,215,0,.1)";\r\ncontext.fill();\r\n// draw earth\'s orbit path\r\ncontext.beginPath();\r\ncontext.ellipse(orbit.x, orbit.y, orbit.semiMajor, orbit.semiMinor, 0, 0, 2 * Math.PI);\r\ncontext.stroke();\r\n// these are fixed, so save them as background-image\r\ncanvas.style.backgroundImage = "url(" + canvas.toDataURL() + ")";\r\n\r\nfunction draw() {\r\n context.resetTransform();\r\n context.clearRect(0, 0, canvas.width, canvas.height);\r\n\r\n var newPosition = rotate(-earth.angularPosition, orbit.semiMajor, orbit.semiMinor, orbit.x, orbit.y);\r\n earth.x = newPosition.x;\r\n earth.y = newPosition.y;\r\n\r\n earth.angularVelocity = pullRelease(earth.angularPosition, 0, 360, 0.5, 5);\r\n earth.angularPosition += earth.angularVelocity;\r\n\r\n if (earth.angularPosition >= 360) {\r\n earth.angularPosition = 0;\r\n }\r\n position.innerHTML = Math.floor(earth.angularPosition) + "\xc2\xb0";\r\n velocity.innerHTML = (earth.angularVelocity).toFixed(2) + "\xc2\xb0";\r\n\r\n context.translate(earth.x, earth.y);\r\n\r\n context.beginPath();\r\n context.arc(0, 0, earth.r, 0, 360 * Math.PI / 180);\r\n context.closePath();\r\n context.fillStyle = earth.fill;\r\n context.fill();\r\n\r\n requestAnimationFrame(draw);\r\n}\r\n\r\nrequestAnimationFrame(draw);\r\n\r\nfunction rotate(angle, distanceX, distanceY, originX, originY) {\r\n return {\r\n x: originX + Math.cos(angle * Math.PI / 180) * distanceX,\r\n y: originY + Math.sin(angle * Math.PI / 180) * distanceY,\r\n }\r\n}\r\n\r\nfunction pullRelease(angularPosition, begin, change, minVelocity, maxVelocity) {\r\n var midWay = Math.floor(change / 2);\r\n if (angularPosition >= begin && angularPosition < midWay) {\r\n var percent = angularPosition / midWay;\r\n return minVelocity + (maxVelocity - minVelocity) * percent;\r\n } else if (angularPosition == midWay) {\r\n return maxVelocity;\r\n } else if (angularPosition > midWay && angularPosition <= change) {\r\n var midWayOffset = angularPosition - midWay;\r\n var remaining = midWay - midWayOffset;\r\n var percent = remaining / midWay;\r\n return minVelocity + (maxVelocity - minVelocity) * percent;\r\n }\r\n}Run Code Online (Sandbox Code Playgroud)\r\nbody {\r\n background: gainsboro;\r\n}\r\ncanvas {\r\n background: white;\r\n box-shadow: 1px 1px 1px rgba(0, 0, 0, .1);\r\n}\r\n#position {\r\n display: inline-block;\r\n width: 35px;\r\n text-align: right;\r\n}\r\n#velocity {\r\n display: inline-block;\r\n width: 35px;\r\n text-align: right;\r\n}Run Code Online (Sandbox Code Playgroud)\r\n