动画中的弹性运动 从视觉效果上接近 物理经典力学中的单摆运动或弹簧(胡克定律F=Kx)振动
先看下面的模拟演示:
规律:
小球先从出发点(初始为最左侧)向目标点(中心点)加速狂奔,奔的过程中速度越来越大,但加速度越来越小,等经过目标点时,发现速度太大刹不住车(此时速度达到最大值,但加速度减为0),奔过头了!于是加速度发生逆转,从0开始变为负值,从而导致速度越来越小,等速度减到0时,也奔到了最右侧(此时负加速度也达到最大值),然后在负加速度的影响下,开始掉头又狂奔....这样不断下去,直接摩擦力让它筋疲力尽,最终瘫倒在目标点 :)
公式:胡克定律F=Kx,而合外力F根据牛二定律 F=ma,这二者结合起来换算一下,也就是 ma = kx,即a = (k/m)x .用代码体现出来,即加速度与位移成(正比)线性关系。
package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.geom.Rectangle; import flash.ui.Mouse; import flash.ui.MouseCursor; public class Spring1 extends Sprite { private var ball:Ball; private var spring:Number=0.02; private var targetX:Number=stage.stageWidth/2; private var rect:Rectangle; private var vx:Number=0; private var isDragging=false; public function Spring1() { init(); } private function init():void { ball=new Ball(10); addChild(ball); ball.x=20; ball.y=stage.stageHeight/2; addEventListener(Event.ENTER_FRAME, onEnterFrame); ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler); ball.addEventListener(MouseEvent.MOUSE_OVER,function(){Mouse.cursor = MouseCursor.HAND}); ball.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler); stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler); //画辅助线 graphics.lineStyle(1); graphics.moveTo(ball.x,ball.y); graphics.lineTo(stage.stageWidth-ball.x,ball.y); graphics.moveTo(stage.stageWidth/2,ball.y-10); graphics.lineTo(stage.stageWidth/2,ball.y+10); rect=new Rectangle(ball.x,ball.y,stage.stageWidth-2*ball.x,0); } private function MouseOutHandler() { if (! isDragging) { Mouse.cursor=MouseCursor.AUTO; } } //开始拖动 private function MouseDownHandler(e:MouseEvent):void { ball.startDrag(true,rect); Mouse.cursor=MouseCursor.HAND; removeEventListener(Event.ENTER_FRAME, onEnterFrame); isDragging=true; } //结束拖动 private function MouseUpHandler(e:MouseEvent):void { ball.stopDrag(); addEventListener(Event.ENTER_FRAME, onEnterFrame); Mouse.cursor=MouseCursor.AUTO; isDragging=false; } private function onEnterFrame(event:Event):void { var dx:Number = targetX-ball.x; var ax:Number = dx*spring;//加速度与位移成正(反)比关系 vx += ax; vx *= 0.97;//摩擦系数 trace(ax,vx); ball.x+=vx; } } }
上面演示是一维的弹性运动,当然也可以同时在x轴和y轴上进行
代码:
package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.ui.Mouse; import flash.ui.MouseCursor; public class Spring2 extends Sprite { private var ball:Ball; private var spring:Number=0.1; private var targetX:Number=stage.stageWidth/2; private var targetY:Number=stage.stageHeight/2; private var vx:Number=0; private var vy:Number=0; private var friction:Number=0.95; public function Spring2() { init(); } private function init():void { ball = new Ball(5); ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; addChild(ball); addEventListener(Event.ENTER_FRAME, EnterFrameHandler); stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler); MouseDownHandler(null); Mouse.cursor = MouseCursor.BUTTON; } function MouseDownHandler(e:MouseEvent):void{ graphics.clear(); ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = (Math.random()*2-1) * 50; ball.vy = (Math.random()*2-1) * 50; graphics.moveTo(ball.x,ball.y); } private function EnterFrameHandler(event:Event):void { //去掉下面的注释,就变成鼠标跟随的弹性运动 //targetX = mouseX; //targetY = mouseY; var dx:Number=targetX-ball.x; var dy:Number=targetY-ball.y; var ax:Number=dx*spring; var ay:Number=dy*spring; vx+=ax; vy+=ay; vx*=friction; vy*=friction; ball.x+=vx; ball.y+=vy; graphics.lineStyle(0.3,0xbbbbbb,1); graphics.lineTo(ball.x,ball.y); } } }
接下来:用代码模仿一根猴皮筋儿
package { import flash.display.Sprite; import flash.events.Event; import flash.ui.Mouse; import flash.ui.MouseCursor; public class Spring3 extends Sprite { private var ball:Ball; private var spring:Number=0.1; private var vx:Number=0; private var vy:Number=0; private var friction:Number=0.95; public function Spring3() { init(); } private function init():void { ball = new Ball(10); addChild(ball); addEventListener(Event.ENTER_FRAME, onEnterFrame); Mouse.cursor = MouseCursor.HAND; } private function onEnterFrame(event:Event):void { var dx:Number = mouseX-ball.x; var dy:Number = mouseY-ball.y; var ax:Number = dx*spring; var ay:Number = dy*spring; vx+=ax; vy+=ay; vx*=friction; vy*=friction; ball.x+=vx; ball.y+=vy; graphics.clear(); graphics.lineStyle(1); graphics.moveTo(mouseX, mouseY); graphics.lineTo(ball.x, ball.y); } } }
上面的例子只有一个球,如果考虑更多的小球,第一球以鼠标所在位置为目标做弹性运动,而第二个以第一个球为目标做弹性运动,第三球又跟着第二个... 这会是什么效果呢?
package { import flash.display.Sprite; import flash.events.MouseEvent; import flash.events.Event; public class ArrayChain extends Sprite { var arrBall:Array; var spring:Number=0.12; var firstBall:Ball; var gravity:Number=6; var friction:Number=0.8; public function ArrayChain() { init(); } private function init():void { arrBall=new Array(5); for (var i:uint=0,j:uint=arrBall.length; i<j; i++) { arrBall[i]=new Ball(10,Math.random()*0xffffff); addChild(arrBall[i]); } firstBall=arrBall[0]; firstBall.x=Math.random()*stage.stageWidth; firstBall.y=Math.random()*stage.stageHeight; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); } private function EnterFrameHandler(e:Event):void { //第一个球以鼠标所在位置为目标做弹性运动 firstBall.vx += (mouseX - firstBall.x) * spring; firstBall.vy += (mouseY - firstBall.y) * spring; firstBall.vy+=gravity; firstBall.vx*=friction; firstBall.vy*=friction; firstBall.x+=firstBall.vx; firstBall.y+=firstBall.vy; //准备画连线 graphics.clear(); graphics.lineStyle(0.2,0x666666); graphics.moveTo(mouseX,mouseY); graphics.lineTo(firstBall.x,firstBall.y); //后面的小球依次以前一个的位置为目标做弹性运动 for (var i=1,j=arrBall.length; i<j; i++) { var ball:Ball=arrBall[i]; ball.vx += (arrBall[i-1].x-ball.x)*spring; ball.vy += (arrBall[i-1].y-ball.y)*spring; ball.vy+=gravity; ball.vx*=friction; ball.vy*=friction; ball.x+=ball.vx; ball.y+=ball.vy; graphics.lineTo(ball.x,ball.y);//画出连线将各球连在一起 } } } }
ok,我们得到了一个"弹簧链",当然这里面还考虑了重力的因素,通过上面的几个例子可以总结一下:第一个示例中一维弹性运动可以看作为x方向的加速度随位移的影响,而第二个示例可以看作是x,y二个方向加速度随位移影响的叠加,而第三个示例,则可以看作是任何方向这种影响再叠加重力的综合效果。总之:任何方向的弹性运动,都可以认为是该方向的加速度(或力)随位移的影响,而且这种影响可以在多个方向上叠加。下面这个是多点控制弹性运动的示例:
package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.ui.Mouse; import flash.ui.MouseCursor; public class MultiSpring extends Sprite { private var ball:Ball; private var handles:Array; private var spring:Number=0.3; private var friction:Number=0.8; private var numHandles:Number=5; public function MultiSpring() { init(); } private function init():void { ball=new Ball(20); addChild(ball); handles = new Array(); //创建控制(点)小球 for (var i:uint = 0; i < numHandles; i++) { var handle:Ball=new Ball(10,0x0000ff); handle.x=Math.random()*stage.stageWidth; handle.y=Math.random()*stage.stageHeight; handle.addEventListener(MouseEvent.MOUSE_DOWN, MouseDownHandler); addChild(handle); handles.push(handle); handle.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler); handle.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler); } addEventListener(Event.ENTER_FRAME, EnterFrameHandler); addEventListener(MouseEvent.MOUSE_UP, MouseUpHandler); } function MouseOutHandler(e:MouseEvent):void{ Mouse.cursor = MouseCursor.AUTO; } function MouseOverHandler(e:MouseEvent):void{ Mouse.cursor = MouseCursor.HAND; } private function EnterFrameHandler(event:Event):void { //将各控制点的位置做为目标位置,叠加弹性运动 for (var i:uint = 0; i < numHandles; i++) { var handle:Ball=handles[i] as Ball; var dx:Number=handle.x-ball.x; var dy:Number=handle.y-ball.y; ball.vx+=dx*spring; ball.vy+=dy*spring; } ball.vx*=friction; ball.vy*=friction; ball.x+=ball.vx; ball.y+=ball.vy; graphics.clear(); graphics.lineStyle(1); for (i = 0; i < numHandles; i++) { graphics.moveTo(ball.x, ball.y); graphics.lineTo(handles[i].x, handles[i].y); } } private function MouseDownHandler(e:MouseEvent):void { e.target.startDrag(); } private function MouseUpHandler(event:MouseEvent):void { stopDrag(); } } }