我遇到了一些问题 - 第一个问题是如何找出每个正弦曲线的尖端(即频率)的位置,第二个是如何找出每个正弦曲线的旋转方向物体,使其沿着正弦波侧向滑动
(注意文件是800 x 600)
这是我的代码: CarouselTest.as:
package
{
import com.greensock.easing.Sine;
import com.greensock.TweenMax;
import com.components.CarouselItem;
import com.theflashblog.fp10.SimpleZSorter;
import flash.display.Sprite;
import flash.events.Event;
import uk.co.thereceptacle.utils.Trig;
public class CarouselTest extends Sprite
{
public static const SPACING : int = 20;
public static const XSPACING: int = SPACING * 5;
public static const SPEED : Number = .05;
public static const XSPEED : Number = 800 / 360 * 2;
public static const RADIUS : int = 400;
private var _items:Array;
private var _container:Sprite;
private var _movePerItem:Number;
private var _noOfItems:int;
public function CarouselTest()
{
_items = new Array();
_noOfItems = 200;
_movePerItem = 360 / _noOfItems; // my attempt at finding how much each item must move in order to bring it to the front
_container = new Sprite();
_container.x = 400;
_container.y = 300;
_container.z = 200;
addChild(_container);
var item:CarouselItem = new CarouselItem();
for (var i:int = 0; i < _noOfItems; i++)
{
item = new CarouselItem();
item.radius = RADIUS;
item.angle = (i * SPACING) % 360;
item.x = i * XSPACING - 300;
item.speed = SPEED;
_container.addChild(item);
_items.push(item);
}
moveItems(-1 * _movePerItem);
}
private function moveItems(direction:int):void
{
TweenMax.allTo(_items, 5, { angle:direction.toString(), x:(direction * XSPACING).toString(), ease:Sine.easeInOut } );
TweenMax.to(this, 5, { onUpdate:SimpleZSorter.sortClips, onUpdateParams:[_container] } );
}
}
}
CarouselItem.as
package com.components
{
import flash.display.Sprite;
import flash.text.TextField;
import uk.co.thereceptacle.components.HTMLTextField;
import uk.co.thereceptacle.utils.Trig;
public class CarouselItem extends Sprite
{
private var _angle : Number;
private var _prevX : Number;
private var _prevZ : Number;
public var speed : int;
public var radius : Number;
public function CarouselItem()
{
graphics.beginFill(0x99ff00);
graphics.lineStyle(1);
graphics.drawRect( -100, -150, 200, 300);
var tf:TextField = new HTMLTextField();
tf.embedFonts = false;
tf.wordWrap = false;
tf.htmlText = "<p>THIS IS A TEST</p>";
tf.x = -100;
tf.y = -tf.textHeight / 2;
addChild(tf);
}
public function get angle():Number { return _angle; }
public function set angle(value:Number):void
{
_angle = value;
z = Math.sin(angle) * radius;
var deltaX:Number = x - _prevX;
var deltaZ:Number = z - _prevZ;
var rotate:Number = Trig.radiansToDegrees(Math.atan2(deltaZ, deltaX));
rotationY = rotate; <strike>// this is getting close but always rotates the item away from the center and i need it to rotate towards the center on the positive side of the sine wave</strike>
// edit: i've updated this as it's much closer but still flaky - it feels like i haven't done it right
}
override public function set x(value:Number):void
{
_prevX = x;
super.x = value;
}
override public function set z(value:Number):void
{
_prevZ = z;
super.z = value;
}
}
}
希望你能提供帮助
奥比
答案 0 :(得分:0)
我认为你想在滚动的山丘(或海上的船,或类似运动的东西)上制作类似滑板的动画。
此问题需要知道的所有三角形/微积分:以您想要的方式坐在曲线上的直线是切线。它由曲线的导数描述。正弦曲线的导数是余弦。微积分魔法:如果你的曲线是* sin(b * x),则正切是a * b * cos(b * x)。这会给你(上升/下降)。如果你想将它表示为一个角度,你将需要atan(或atan2)。请注意,您需要与角度单位保持一致。很可能atan给你弧度,你想要学位。