• 动画原理——碰撞检测


    书籍名称:HTML5-Animation-with-JavaScript

    书籍源码:https://github.com/lamberta/html5-animation1

    1.两个物体

    和判断鼠标是否在物体内相似,额外要多考虑鼠标方物体的半径。这不是准确的碰撞,它是假设物体在正方形基础上的简易方法。

    01-object-hit-test.html

    <!doctype html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Object Hit Test</title>
        <link rel="stylesheet" href="../include/style.css">
      </head>
      <body>
        <header>
          Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
        </header>
        <canvas id="canvas" width="400" height="400"></canvas>
        <textarea id="log"></textarea>
        <aside>Drag circle with mouse.</aside>
    
        <script src="../include/utils.js"></script>
        <script src="./classes/ball.js"></script>
        <script>
        window.onload = function () {
          var canvas = document.getElementById('canvas'),
              context = canvas.getContext('2d'),
              log = document.getElementById('log'),
              mouse = utils.captureMouse(canvas),
              ballA = new Ball(),
              ballB = new Ball();
    
          ballA.x = canvas.width / 2;
          ballA.y = canvas.height / 2;
    
          (function drawFrame () {
            window.requestAnimationFrame(drawFrame, canvas);
            context.clearRect(0, 0, canvas.width, canvas.height);
    
            ballB.x = mouse.x;
            ballB.y = mouse.y;
    
            if (utils.intersects(ballA.getBounds(), ballB.getBounds())) {
              log.value = "Hit!";
            } else {
              log.value = '';
            }
            ballA.draw(context);
            ballB.draw(context);
    
            //draw bounding boxes
            var boundsA = ballA.getBounds(),
                boundsB = ballB.getBounds();
    
            context.strokeRect(boundsA.x, boundsA.y, boundsA.width, boundsA.height);
            context.strokeRect(boundsB.x, boundsB.y, boundsB.width, boundsB.height);
          }());
        };
        </script>
      </body>
    </html>
    View Code

    utils.js

    /**
     * Normalize the browser animation API across implementations. This requests
     * the browser to schedule a repaint of the window for the next animation frame.
     * Checks for cross-browser support, and, failing to find it, falls back to setTimeout.
     * @param {function}    callback  Function to call when it's time to update your animation for the next repaint.
     * @param {HTMLElement} element   Optional parameter specifying the element that visually bounds the entire animation.
     * @return {number} Animation frame request.
     */
    if (!window.requestAnimationFrame) {
      window.requestAnimationFrame = (window.webkitRequestAnimationFrame ||
                                      window.mozRequestAnimationFrame ||
                                      window.msRequestAnimationFrame ||
                                      window.oRequestAnimationFrame ||
                                      function (callback) {
                                        return window.setTimeout(callback, 17 /*~ 1000/60*/);
                                      });
    }
    
    /**
     * ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec.
     *
     * Cancels an animation frame request.
     * Checks for cross-browser support, falls back to clearTimeout.
     * @param {number}  Animation frame request.
     */
    if (!window.cancelAnimationFrame) {
      window.cancelAnimationFrame = (window.cancelRequestAnimationFrame ||
                                     window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame ||
                                     window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame ||
                                     window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame ||
                                     window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame ||
                                     window.clearTimeout);
    }
    
    /* Object that contains our utility functions.
     * Attached to the window object which acts as the global namespace.
     */
    window.utils = {};
    
    /**
     * Keeps track of the current mouse position, relative to an element.
     * @param {HTMLElement} element
     * @return {object} Contains properties: x, y, event
     */
    window.utils.captureMouse = function (element) {
      var mouse = {x: 0, y: 0, event: null},
          body_scrollLeft = document.body.scrollLeft,
          element_scrollLeft = document.documentElement.scrollLeft,
          body_scrollTop = document.body.scrollTop,
          element_scrollTop = document.documentElement.scrollTop,
          offsetLeft = element.offsetLeft,
          offsetTop = element.offsetTop;
      
      element.addEventListener('mousemove', function (event) {
        var x, y;
        
        if (event.pageX || event.pageY) {
          x = event.pageX;
          y = event.pageY;
        } else {
          x = event.clientX + body_scrollLeft + element_scrollLeft;
          y = event.clientY + body_scrollTop + element_scrollTop;
        }
        x -= offsetLeft;
        y -= offsetTop;
        
        mouse.x = x;
        mouse.y = y;
        mouse.event = event;
      }, false);
      
      return mouse;
    };
    
    /**
     * Keeps track of the current (first) touch position, relative to an element.
     * @param {HTMLElement} element
     * @return {object} Contains properties: x, y, isPressed, event
     */
    window.utils.captureTouch = function (element) {
      var touch = {x: null, y: null, isPressed: false, event: null},
          body_scrollLeft = document.body.scrollLeft,
          element_scrollLeft = document.documentElement.scrollLeft,
          body_scrollTop = document.body.scrollTop,
          element_scrollTop = document.documentElement.scrollTop,
          offsetLeft = element.offsetLeft,
          offsetTop = element.offsetTop;
    
      element.addEventListener('touchstart', function (event) {
        touch.isPressed = true;
        touch.event = event;
      }, false);
    
      element.addEventListener('touchend', function (event) {
        touch.isPressed = false;
        touch.x = null;
        touch.y = null;
        touch.event = event;
      }, false);
      
      element.addEventListener('touchmove', function (event) {
        var x, y,
            touch_event = event.touches[0]; //first touch
        
        if (touch_event.pageX || touch_event.pageY) {
          x = touch_event.pageX;
          y = touch_event.pageY;
        } else {
          x = touch_event.clientX + body_scrollLeft + element_scrollLeft;
          y = touch_event.clientY + body_scrollTop + element_scrollTop;
        }
        x -= offsetLeft;
        y -= offsetTop;
        
        touch.x = x;
        touch.y = y;
        touch.event = event;
      }, false);
      
      return touch;
    };
    
    /**
     * Returns a color in the format: '#RRGGBB', or as a hex number if specified.
     * @param {number|string} color
     * @param {boolean=}      toNumber=false  Return color as a hex number.
     * @return {string|number}
     */
    window.utils.parseColor = function (color, toNumber) {
      if (toNumber === true) {
        if (typeof color === 'number') {
          return (color | 0); //chop off decimal
        }
        if (typeof color === 'string' && color[0] === '#') {
          color = color.slice(1);
        }
        return window.parseInt(color, 16);
      } else {
        if (typeof color === 'number') {
          color = '#' + ('00000' + (color | 0).toString(16)).substr(-6); //pad
        }
        return color;
      }
    };
    
    /**
     * Converts a color to the RGB string format: 'rgb(r,g,b)' or 'rgba(r,g,b,a)'
     * @param {number|string} color
     * @param {number}        alpha
     * @return {string}
     */
    window.utils.colorToRGB = function (color, alpha) {
      //number in octal format or string prefixed with #
      if (typeof color === 'string' && color[0] === '#') {
        color = window.parseInt(color.slice(1), 16);
      }
      alpha = (alpha === undefined) ? 1 : alpha;
      //parse hex values
      var r = color >> 16 & 0xff,
          g = color >> 8 & 0xff,
          b = color & 0xff,
          a = (alpha < 0) ? 0 : ((alpha > 1) ? 1 : alpha);
      //only use 'rgba' if needed
      if (a === 1) {
        return "rgb("+ r +","+ g +","+ b +")";
      } else {
        return "rgba("+ r +","+ g +","+ b +","+ a +")";
      }
    };
    
    /**
     * Determine if a rectangle contains the coordinates (x,y) within it's boundaries.
     * @param {object}  rect  Object with properties: x, y, width, height.
     * @param {number}  x     Coordinate position x.
     * @param {number}  y     Coordinate position y.
     * @return {boolean}
     */
    window.utils.containsPoint = function (rect, x, y) {
      return !(x < rect.x ||
               x > rect.x + rect.width ||
               y < rect.y ||
               y > rect.y + rect.height);
    };
    
    /**
     * Determine if two rectangles overlap.
     * @param {object}  rectA Object with properties: x, y, width, height.
     * @param {object}  rectB Object with properties: x, y, width, height.
     * @return {boolean}
     */
    window.utils.intersects = function (rectA, rectB) {
      return !(rectA.x + rectA.width < rectB.x ||
               rectB.x + rectB.width < rectA.x ||
               rectA.y + rectA.height < rectB.y ||
               rectB.y + rectB.height < rectA.y);
    };
    View Code

    物体堆叠

    关键点是判断新生成的矩形与之前所有的矩形判断是否碰撞,然后决定这个矩形的y位置。

    02-boxes.html

    <!doctype html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Boxes</title>
        <link rel="stylesheet" href="../include/style.css">
      </head>
      <body>
        <header>
          Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
        </header>
        <canvas id="canvas" width="400" height="400"></canvas>
    
        <script src="../include/utils.js"></script>
        <script src="./classes/box.js"></script>
        <script>
        window.onload = function () {
          var canvas = document.getElementById('canvas'),
              context = canvas.getContext('2d'),
              boxes = [],
              activeBox = createBox(),
              gravity = 0.2;
    
          function createBox () {
            var box = new Box(Math.random() * 40 + 10, Math.random() * 40 + 10);
            box.x = Math.random() * canvas.width;
            boxes.push(box);
            return box;
          }
    
          function drawBox (box) {
            if (activeBox !== box && utils.intersects(activeBox, box)) {
              activeBox.y = box.y - activeBox.height;
              activeBox = createBox();
            }
            box.draw(context);
          }
    
          (function drawFrame () {
            window.requestAnimationFrame(drawFrame, canvas);
            context.clearRect(0, 0, canvas.width, canvas.height);
    
            activeBox.vy += gravity;
            activeBox.y += activeBox.vy;
    
            if (activeBox.y + activeBox.height > canvas.height) {
              activeBox.y = canvas.height - activeBox.height;
              activeBox = createBox();
            }
            boxes.forEach(drawBox);
          }());
        };
        </script>
      </body>
    </html>
    View Code

    两个圆之间的碰撞

    两个圆之间碰撞可以用圆心的距离小于两个原的半径合。

    04-distance-1.html

    <!doctype html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Distance 1</title>
        <link rel="stylesheet" href="../include/style.css">
      </head>
      <body>
        <header>
          Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
        </header>
        <canvas id="canvas" width="400" height="400"></canvas>
        <textarea id="log"></textarea>
        <aside>Drag circle with mouse.</aside>
    
        <script src="../include/utils.js"></script>
        <script src="./classes/ball.js"></script>
        <script>
        window.onload = function () {
          var canvas = document.getElementById('canvas'),
              context = canvas.getContext('2d'),
              mouse = utils.captureMouse(canvas),
              log = document.getElementById('log'),
              ballA = new Ball(30),
              ballB = new Ball(30);
    
          ballA.x = canvas.width / 2;
          ballA.y = canvas.height / 2;
    
          canvas.addEventListener('mousemove', drawFrame, false);
          drawFrame();
    
          function drawFrame () {
            context.clearRect(0, 0, canvas.width, canvas.height);
    
            ballB.x = mouse.x;
            ballB.y = mouse.y;
            
            var dx = ballB.x - ballA.x,
                dy = ballB.y - ballA.y,
                dist = Math.sqrt(dx * dx + dy * dy);
    
            if (dist < 60) {
              log.value = "Hit!";
            } else {
              log.value = '';
            }
            ballA.draw(context);
            ballB.draw(context);
          }
        };
        </script>
      </body>
    </html>
    View Code

    碰撞和反弹

    06-bubbles-1.html

    <!doctype html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Bubbles 1</title>
        <link rel="stylesheet" href="../include/style.css">
      </head>
      <body>
        <header>
          Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
        </header>
        <canvas id="canvas" width="400" height="400"></canvas>
    
        <script src="../include/utils.js"></script>
        <script src="./classes/ball.js"></script>
        <script>
        window.onload = function () {
          var canvas = document.getElementById('canvas'),
              context = canvas.getContext('2d'),
              centerBall = new Ball(100, "#cccccc"),
              balls = [],
              numBalls = 10,
              spring = 0.03,
              bounce = -1;
    
          centerBall.x = canvas.width / 2;
          centerBall.y = canvas.height / 2;
    
          for (var ball, i = 0; i < numBalls; i++) {
            ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);
            ball.x = Math.random() * canvas.width / 2;
            ball.y = Math.random() * canvas.height / 2;
            ball.vx = Math.random() * 6 - 3;
            ball.vy = Math.random() * 6 - 3;
            balls.push(ball);
          }
    
          function move (ball) {
            ball.x += ball.vx;
            ball.y += ball.vy;
            if (ball.x + ball.radius > canvas.width) {
              ball.x = canvas.width - ball.radius;
              ball.vx *= bounce;
            } else if (ball.x - ball.radius < 0) {
              ball.x = ball.radius;
              ball.vx *= bounce;
            }
            if (ball.y + ball.radius > canvas.height) {
              ball.y = canvas.height - ball.radius;
              ball.vy *= bounce;
            } else if (ball.y - ball.radius < 0) {
              ball.y = ball.radius;
              ball.vy *= bounce;
            }
          }
    
          function draw (ball) {
            var dx = ball.x - centerBall.x,
                dy = ball.y - centerBall.y,
                dist = Math.sqrt(dx * dx + dy * dy),
                min_dist = ball.radius + centerBall.radius;
    
            if (dist < min_dist) {
              var angle = Math.atan2(dy, dx),
                  tx = centerBall.x + Math.cos(angle) * min_dist,
                  ty = centerBall.y + Math.sin(angle) * min_dist;
              ball.vx += (tx - ball.x) * spring;
              ball.vy += (ty - ball.y) * spring;
            }
            ball.draw(context);
          }
          (function drawFrame () {
            window.requestAnimationFrame(drawFrame, canvas);
            context.clearRect(0, 0, canvas.width, canvas.height);
    
            balls.forEach(move);
            balls.forEach(draw);
            centerBall.draw(context);
          }());
        };
        </script>
      </body>
    </html>
    View Code

    多重对象

    07-bubbles-2.html

    <!doctype html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Bubbles 2</title>
        <link rel="stylesheet" href="../include/style.css">
      </head>
      <body>
        <header>
          Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
        </header>
        <canvas id="canvas" width="400" height="400"></canvas>
    
        <script src="../include/utils.js"></script>
        <script src="./classes/ball.js"></script>
        <script>
        window.onload = function () {
          var canvas = document.getElementById('canvas'),
              context = canvas.getContext('2d'),
              balls = [],
              numBalls = 10,
              bounce = -0.5,
              spring = 0.03,
              gravity = 0.1;
    
          for (var ball, i = 0; i < numBalls; i++) {
            ball = new Ball(Math.random() * 30 + 20, Math.random() * 0xffffff);
            ball.x = Math.random() * canvas.width / 2;
            ball.y = Math.random() * canvas.height / 2;
            ball.vx = Math.random() * 6 - 3;
            ball.vy = Math.random() * 6 - 3;
            balls.push(ball);
          }
    
          function checkCollision (ballA, i) {
            for (var ballB, dx, dy, dist, min_dist, j = i + 1; j < numBalls; j++) {
              ballB = balls[j];
              dx = ballB.x - ballA.x;
              dy = ballB.y - ballA.y;
              dist = Math.sqrt(dx * dx + dy * dy);
              min_dist = ballA.radius + ballB.radius;
    
              if (dist < min_dist) {
                var angle = Math.atan2(dy, dx),
                    tx = ballA.x + Math.cos(angle) * min_dist,
                    ty = ballA.y + Math.sin(angle) * min_dist,
                    ax = (tx - ballB.x) * spring * 0.5, //multiply by half a spring
                    ay = (ty - ballB.y) * spring * 0.5;
                ballA.vx -= ax;
                ballA.vy -= ay;
                ballB.vx += ax;
                ballB.vy += ay;
              }
            }
          }
    
          function move (ball) {
            ball.vy += gravity;
            ball.x += ball.vx;
            ball.y += ball.vy;
            if (ball.x + ball.radius > canvas.width) {
              ball.x = canvas.width - ball.radius;
              ball.vx *= bounce;
            } else if (ball.x - ball.radius < 0) {
              ball.x = ball.radius;
              ball.vx *= bounce;
            }
            if (ball.y + ball.radius > canvas.height) {
              ball.y = canvas.height - ball.radius;
              ball.vy *= bounce;
            } else if (ball.y - ball.radius < 0) {
              ball.y = ball.radius;
              ball.vy *= bounce;
            }
          }
    
          function draw (ball) {
            ball.draw(context);
          }
    
          (function drawFrame () {
            window.requestAnimationFrame(drawFrame, canvas);
            context.clearRect(0, 0, canvas.width, canvas.height);
    
            balls.forEach(checkCollision);
            balls.forEach(move);
            balls.forEach(draw);
          }());
        };
        </script>
      </body>
    </html>
    View Code

    嵌套迭代

    08-bubbles-3.html

    <!doctype html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Bubbles 3</title>
        <link rel="stylesheet" href="../include/style.css">
      </head>
      <body>
        <header>
          Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
        </header>
        <canvas id="canvas" width="400" height="400"></canvas>
    
        <script src="../include/utils.js"></script>
        <script src="./classes/ball.js"></script>
        <script>
        window.onload = function () {
          var canvas = document.getElementById('canvas'),
              context = canvas.getContext('2d'),
              balls = [],
              numBalls = 10,
              bounce = -0.5,
              spring = 0.015,
              gravity = 0.1;
    
          for (var ball, i = 0; i < numBalls; i++) {
            ball = new Ball(Math.random() * 30 + 20, Math.random() * 0xffffff);
            ball.x = Math.random() * canvas.width / 2;
            ball.y = Math.random() * canvas.height / 2;
            ball.vx = Math.random() * 6 - 3;
            ball.vy = Math.random() * 6 - 3;
            balls.push(ball);
          }
    
          function checkCollision (ballA, i) {
            for (var ballB, dx, dy, dist, min_dist, j = i + 1; j < numBalls; j++) {
              ballB = balls[j];
              dx = ballB.x - ballA.x;
              dy = ballB.y - ballA.y;
              dist = Math.sqrt(dx * dx + dy * dy);
              min_dist = ballA.radius + ballB.radius;
    
              if (dist < min_dist) {
                var tx = ballA.x + dx / dist * min_dist,
                    ty = ballA.y + dy / dist * min_dist,
                    ax = (tx - ballB.x) * spring,
                    ay = (ty - ballB.y) * spring;
                ballA.vx -= ax;
                ballA.vy -= ay;
                ballB.vx += ax;
                ballB.vy += ay;
              }
            }
          }
    
          function move (ball) {
            ball.vy += gravity;
            ball.x += ball.vx;
            ball.y += ball.vy;
            if (ball.x + ball.radius > canvas.width) {
              ball.x = canvas.width - ball.radius;
              ball.vx *= bounce;
            } else if (ball.x - ball.radius < 0) {
              ball.x = ball.radius;
              ball.vx *= bounce;
            }
            if (ball.y + ball.radius > canvas.height) {
              ball.y = canvas.height - ball.radius;
              ball.vy *= bounce;
            } else if (ball.y - ball.radius < 0) {
              ball.y = ball.radius;
              ball.vy *= bounce;
            }
          }
    
          function draw (ball) {
            ball.draw(context);
          }
    
          (function drawFrame () {
            window.requestAnimationFrame(drawFrame, canvas);
            context.clearRect(0, 0, canvas.width, canvas.height);
    
            balls.forEach(checkCollision);
            balls.forEach(move);
            balls.forEach(draw);
          }());
        };
        </script>
      </body>
    </html>
    View Code
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  • 原文地址:https://www.cnblogs.com/winderby/p/4262356.html
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