[Web Chart系列之七] 物理动画效果(如撕扯效果)

物理动画

这里物理动画说的是,图形的动画效果和实际生活中的物理效果类似,比如说重力影响的效果。

其实动画的实现就是把一个动作拆分成间隔连续的去完成, 视觉上就感觉是在动的了。

比如把一个图从左边移到右边, 设总距离100的话, 每隔 1/40秒 移到 1 的话,效果就会有了。

这个时间间隔和距离间隔设置多少为最佳,美学上是有一些定义的,这里就不探讨了。


一个拽动和撕扯窗布的例子

三个文件
  tearCloth.html ;  tearCloth.css ; tearCloth.js

tearCloth.html
<!--Add by oscar999-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE> New Document </TITLE>
<META NAME="Author" CONTENT="oscar999">
<link rel="stylesheet" type="text/css" href="tearCloth.css" />
</HEAD>

<BODY>
<canvas id = "c" > </canvas>  
<div id="info">
  <div id="top">
  <a id="close" href="">close</a>
  </div>
  <p>
    <br>
    - Tear the cloth with your mouse.<br><br>
    - Right click and drag to cut the cloth<br><br>
    - Reduce physics_accuracy if it's laggy.<br><br>
  </p>
</div>

<script src="tearCloth.js"></script>
</BODY>
</HTML>




  
  

tearCloth.css
* {
	 margin: 0;
  overflow:hidden;
  -webkit-user-select: none;
  -moz-user-select: none;
  -ms-user-select: none;
  -o-user-select: none;
  user-select: none;  
}

body {
  background:#333;
}

canvas {
  background:#333;
  100%;
  height:376px;
  margin:0 auto;
  display:block;
}

#info {
  position:absolute;
  left:-1px;
  top:-1px;
  auto;
  max-380px;
  height:auto;
  background:#f2f2f2;
  border-bottom-right-radius:10px;
}

#top {
  background:#fff;
  100%;
  height:auto;
  position:relative;
  border-bottom:1px solid #eee;
}

p {
  font-family:Arial, sans-serif;
  color:#666;
  text-align:justify;
  font-size: 16px;
  margin:10px;
}

a {
  font-family:sans-serif;
  color:#444;
  text-decoration:none;
  font-size: 20px;
}

#site {
  float:left;
  margin: 10px;
  color: #38a;
  border-bottom:1px dashed #888;
}

#site:hover {
  color: #7af;
}

#close {
  float:right;
  margin: 10px;
}

#p {
  font-family: Verdana, sans-serif;
  position:absolute;
  right:10px;
  bottom:10px;
  color:#adf;
  border: 1px dashed #555;
  padding:4px 8px;
}

tearCloth.js
document.getElementById('close').onmousedown = function(e) {
  e.preventDefault();
  document.getElementById('info').style.display = 'none';
  return false;
};

// settings

var physics_accuracy = 6,
mouse_influence      = 20, 
mouse_cut            = 5,
gravity              = 900, 
cloth_height         = 30,
cloth_width          = 50,
start_y              = 20,
spacing              = 7,
tear_distance        = 60;


window.requestAnimFrame =
window.requestAnimationFrame       ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame    ||
window.oRequestAnimationFrame      ||
window.msRequestAnimationFrame     ||
function(callback) {
    window.setTimeout(callback, 1000 / 60);
};

var canvas,
	ctx,
	cloth,
	boundsx,
	boundsy,
	mouse = {
		down: false,
		button: 1,
		x: 0,
		y: 0,
		px: 0,
		py: 0
	};

window.onload = function() {

	canvas = document.getElementById('c');
	ctx    = canvas.getContext('2d');

	canvas.width = canvas.clientWidth;
	canvas.height = 376;

	canvas.onmousedown = function(e) {
		mouse.button = e.which;
		mouse.px = mouse.x;
		mouse.py = mouse.y;
  var rect = canvas.getBoundingClientRect();
  mouse.x = e.clientX - rect.left,
  mouse.y = e.clientY - rect.top,
		mouse.down = true;
		e.preventDefault();
	};

	canvas.onmouseup = function(e) {
		mouse.down = false;
		e.preventDefault();
	};

	canvas.onmousemove = function(e) {
		mouse.px = mouse.x;
		mouse.py = mouse.y;
		var rect = canvas.getBoundingClientRect();
  mouse.x = e.clientX - rect.left,
  mouse.y = e.clientY - rect.top,
		e.preventDefault();
	};

	canvas.oncontextmenu = function(e) {
		e.preventDefault(); 
	};

	boundsx = canvas.width - 1;
	boundsy = canvas.height - 1;

	ctx.strokeStyle = 'rgba(222,222,222,0.6)';
	cloth = new Cloth();
	update();
};

var Point = function(x, y) {

	this.x = x;
	this.y = y;
	this.px = x;
	this.py = y;
	this.vx = 0;
	this.vy = 0;
	this.pin_x = null;
	this.pin_y = null;
	this.constraints = [];
};

Point.prototype.update = function(delta) {

	if (mouse.down) {

		var diff_x = this.x - mouse.x,
			diff_y = this.y - mouse.y,
			dist   = Math.sqrt(diff_x * diff_x + diff_y * diff_y);

		if (mouse.button == 1) {

			if(dist < mouse_influence) {
				this.px = this.x - (mouse.x - mouse.px) * 1.8;
				this.py = this.y - (mouse.y - mouse.py) * 1.8;
			}

		} else if (dist < mouse_cut) this.constraints = [];
	}

	this.add_force(0, gravity);

	delta *= delta;
	nx = this.x + ((this.x - this.px) * .99) + ((this.vx / 2) * delta);
	ny = this.y + ((this.y - this.py) * .99) + ((this.vy / 2) * delta);

	this.px = this.x;
	this.py = this.y;

	this.x = nx;
	this.y = ny;

	this.vy = this.vx = 0
};

Point.prototype.draw = function() {

	if (this.constraints.length <= 0) return;
	
	var i = this.constraints.length;
	while(i--) this.constraints[i].draw();
};

Point.prototype.resolve_constraints = function() {

	if (this.pin_x != null && this.pin_y != null) {
	
		this.x = this.pin_x;
		this.y = this.pin_y;
		return;
	}

	var i = this.constraints.length;
	while(i--) this.constraints[i].resolve();

	this.x > boundsx ? this.x = 2 * boundsx - this.x : 1 > this.x && (this.x = 2 - this.x);
	this.y < 1 ? this.y = 2 - this.y : this.y > boundsy && (this.y = 2 * boundsy - this.y);
};

Point.prototype.attach = function(point) {

	this.constraints.push(
		new Constraint(this, point)
	);
};

Point.prototype.remove_constraint = function(lnk) {

	var i = this.constraints.length;
	while(i--) if(this.constraints[i] == lnk) this.constraints.splice(i, 1);
};

Point.prototype.add_force = function(x, y )  {

	this.vx += x;
	this.vy += y;
};

Point.prototype.pin = function(pinx, piny) {
	this.pin_x = pinx;
	this.pin_y = piny;
};

var Constraint = function(p1, p2) {

	this.p1 = p1;
	this.p2 = p2;
	this.length = spacing;
};

Constraint.prototype.resolve = function() {

	var diff_x = this.p1.x - this.p2.x,
		diff_y = this.p1.y - this.p2.y,
		dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y),
		diff = (this.length - dist) / dist;

	if (dist > tear_distance) this.p1.remove_constraint(this);

	var px = diff_x * diff * 0.5;
	var py = diff_y * diff * 0.5;

	this.p1.x += px;
	this.p1.y += py;
	this.p2.x -= px;
	this.p2.y -= py;
};

Constraint.prototype.draw = function() {

	ctx.moveTo(this.p1.x, this.p1.y);
	ctx.lineTo(this.p2.x, this.p2.y);
};

var Cloth = function() {

	this.points = [];

	var start_x = canvas.width / 2 - cloth_width * spacing / 2;

	for(var y = 0; y <= cloth_height; y++) {

		for(var x = 0; x <= cloth_width; x++) {

			var p = new Point(start_x + x * spacing, start_y + y * spacing);

   x != 0 && p.attach(this.points[this.points.length - 1]);
			y == 0 && p.pin(p.x, p.y);
			y != 0 && p.attach(this.points[x + (y - 1) * (cloth_width + 1)])

			this.points.push(p);
		}
	}
};

Cloth.prototype.update = function() {

	var i = physics_accuracy;

	while(i--) {
		var p = this.points.length;
		while(p--) this.points[p].resolve_constraints();
	}

	i = this.points.length;
	while(i--) this.points[i].update(.016);
};

Cloth.prototype.draw = function() {

	ctx.beginPath();

	var i = cloth.points.length;
	while(i--) cloth.points[i].draw();

	ctx.stroke();
};

function update() {

	ctx.clearRect(0, 0, canvas.width, canvas.height);

	cloth.update();
	cloth.draw();

	requestAnimFrame(update);
}

打开html 文件就可以看到效果了,最好是在Chrome和Firefox 下查看效果。
也可以通过以下link 在线看效果:
http://lonely-pixel.com/lab/cloth/


其他的例子


除了以上撕扯窗布的效果,还可以看一些更多的类似效果

http://lonely-pixel.com/


框架

在这个JS框架横行的年代,你有可能会问,有没有一个JS框架,让让我很容易的实现这些效果。

答案是肯定的: 有,

verlet-js  就是比较好一个。

verlet-js的定位就是一个简单的使用javascript实现的物理引擎。

官方的网址是:

http://subprotocol.com/verlet-js/


可以看的例子有。

Examples

  1. Shapes (Hello world)
  2. Fractal Trees
  3. Cloth
  4. Spiderweb

那个蜘蛛在网上爬行的例子很炫。。



原文地址:https://www.cnblogs.com/javawebsoa/p/3041087.html