我正在尝试移植并实现我找到的缓动函数
:我粘贴了错误的缓动功能,抱歉!这是正确的:
Math.easeOutQuart = function (t, b, c, d) {
t /= d;
t--;
return -c * (t*t*t*t - 1) + b;
};
我使用的语言不是Flash或Actionscript。这是我的代码:
ease:{outquart:{function(t as float,b as float,c as float,d as float) as float
t=t/d
t=t-1
return -c * (t*t*t*t - 1) + b
end function}}
我在循环中调用函数:
m.move设置为1或-1表示移动方向,或-5 +5表示移动5个长度。 setspritemoves尽可能经常调用,目前它的速度与系统可以调用的速度一样快,但我可以在一个毫秒计时器上触发调用。
setspritemoves:function()
if m.move=1 then
m.duration=1
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*224
next i
end if
else if m.move=5 then
m.duration=5
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*224
next i
end if
else if m.move=-1 then
m.duration=1
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*224
next i
end if
else if m.move=-5 then
m.duration=5
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*224
next i
end if
end if
end function
m.moveto [i]是目的地x坐标,m.time是一个整数我增量,m.duration是我假设的是我希望改变完成的时间,m.spriteposx是我正在移动的物体的当前位置。 [i]是当前的精灵。
如果我想在1/2秒内移动345个像素,那么增量值对于时间应该是多长时间应该是什么?
在我的所有实验中,我要么超过一个巨大的因素,要么只移动几个像素。
目前m.time每次迭代增加1,m.duration为100.我已尝试各种值,但似乎没有一致。
答案 0 :(得分:1)
为什么你没有在1-1之间复制逻辑?补间是一种简单的算法,它只是以四次方式将坐标从b
映射到b+c
,即b + c*t^4
其中t
获取区间{{1}中的值}}。您可以通过替换查看当[0,1]
值为初始值t=0
时,b
时,该位置是必需的t->1
。
这就是行b+c
的原因,因此t \= d
是任意持续时间d
,自动画开始以来经过的时间获得上述范围内的值。但是你已经完成t
并采取了否定等等。为什么?
例如,在0.5秒内移动345px,假设px是度量单位,则会有一个初始位置t=t-1
和b
。 c=345
并将动画分割成您选择的长度间隔(取决于将运行动画的机器的功率。移动设备不如桌面强大,因此您可以选择合理的帧速率。情况)。假设我们选择24 fps,所以我们将间隔分成d=0.5
帧,并且每隔1/24 th 调用一次函数,每次调用0.5*24 = 12
值为1 / 24,2 / 24等。如果不是几秒钟而是在帧中工作更舒适,那么t
和d=12
取值1,2,...,12。无论哪种方式,计算都是相同的。
这是一个很好的例子(点击框来运行演示),随意摆弄价值观:
答案 1 :(得分:0)
贝塞尔函数
借鉴http://blog.greweb.fr/2012/02/bezier-curve-based-easing-functions-from-concept-to-implementation/
/**
* KeySpline - use bezier curve for transition easing function
* is inspired from Firefox's nsSMILKeySpline.cpp
* Usage:
* var spline = new KeySpline(0.25, 0.1, 0.25, 1.0)
* spline.get(x) => returns the easing value | x must be in [0, 1] range
*/
function KeySpline (mX1, mY1, mX2, mY2) {
this.get = function(aX) {
if (mX1 == mY1 && mX2 == mY2) return aX; // linear
return CalcBezier(GetTForX(aX), mY1, mY2);
}
function A(aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
function B(aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1; }
function C(aA1) { return 3.0 * aA1; }
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
function CalcBezier(aT, aA1, aA2) {
return ((A(aA1, aA2)*aT + B(aA1, aA2))*aT + C(aA1))*aT;
}
// Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
function GetSlope(aT, aA1, aA2) {
return 3.0 * A(aA1, aA2)*aT*aT + 2.0 * B(aA1, aA2) * aT + C(aA1);
}
function GetTForX(aX) {
// Newton raphson iteration
var aGuessT = aX;
for (var i = 0; i < 4; ++i) {
var currentSlope = GetSlope(aGuessT, mX1, mX2);
if (currentSlope == 0.0) return aGuessT;
var currentX = CalcBezier(aGuessT, mX1, mX2) - aX;
aGuessT -= currentX / currentSlope;
}
return aGuessT;
}
}
常见曲线的别名:
{
"ease": [0.25, 0.1, 0.25, 1.0],
"linear": [0.00, 0.0, 1.00, 1.0],
"ease-in": [0.42, 0.0, 1.00, 1.0],
"ease-out": [0.00, 0.0, 0.58, 1.0],
"ease-in-out": [0.42, 0.0, 0.58, 1.0]
}
应该很容易制作自己的曲线...
答案 2 :(得分:0)
谢谢你,Jonny!
以下是如何实现Bezier缓动函数:用于iOS的C或Objective-C
// APPLE ORIGINAL TIMINGS:
// linear (0.00, 0.00), (0.00, 0.00), (1.00, 1.00), (1.00, 1.00)
// easeIn (0.00, 0.00), (0.42, 0.00), (1.00, 1.00), (1.00, 1.00)
// easeOut (0.00, 0.00), (0.00, 0.00), (0.58, 1.00), (1.00, 1.00)
// easeInEaseOut (0.00, 0.00), (0.42, 0.00), (0.58, 1.00), (1.00, 1.00)
// default (0.00, 0.00), (0.25, 0.10), (0.25, 1.00), (1.00, 1.00)
+(double)defaultEase_Linear:(double)t
{
return t;
}
// Замедление в начале
+(double)defaultEase_In:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0.42
point1_y:0
point2_x:1
point2_y:1
point3_x:1
point3_y:1];
}
// Замедление в конце
+(double)defaultEase_Out:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0
point1_y:0
point2_x:0.58
point2_y:1
point3_x:1
point3_y:1];
}
+(double)defaultEase_InOut:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0.42
point1_y:0
point2_x:0.58
point2_y:1
point3_x:1
point3_y:1];
}
+(double)defaultEase_default:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0.25
point1_y:0.1
point2_x:0.25
point2_y:1.0
point3_x:1
point3_y:1];
}
// For *better understanding* there is p1 and p2, because it is a Bezier curve from 0,0 to 1,0. So, you can remove p1 and p2 from this method, it is just for better understanding what's going on here
double ease_bezier_A(double aA1, double aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
double ease_bezier_B(double aA1, double aA2) { return 3.0 * aA2 - 6.0 * aA1; }
double ease_bezier_C(double aA1) { return 3.0 * aA1; }
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
double ease_bezier_calc(double aT, double aA1, double aA2) {
return ((ease_bezier_A(aA1, aA2)*aT + ease_bezier_B(aA1, aA2))*aT + ease_bezier_C(aA1))*aT;
}
// Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
double ease_bezier_get_slope(double aT, double aA1, double aA2) {
return 3.0 * ease_bezier_A(aA1, aA2)*aT*aT + 2.0 * ease_bezier_B(aA1, aA2) * aT + ease_bezier_C(aA1);
}
double ease_bezier_get_t_for_x(double aX, double mX1, double mX2) {
// Newton raphson iteration
double aGuessT = aX;
for (int i = 0; i < 4; ++i) {
double currentSlope = ease_bezier_get_slope(aGuessT, mX1, mX2);
if (currentSlope == 0.0) return aGuessT;
double currentX = ease_bezier_calc(aGuessT, mX1, mX2) - aX;
aGuessT -= currentX / currentSlope;
}
return aGuessT;
}
// Objective-C
// For ***better understanding*** there is p1 and p2, because it is a Bezier curve from 0,0 to 1,0. So, you can remove p1 and p2 from this method, it is just for better understanding what's going on here
// p1_x always = 0
// p1_y always = 0
// p2_x always = 1.0
// p2_y always = 1.0
+(double)easeBezier_t:(double)t
point0_x:(double)point0_x point0_y:(double)point0_y
point1_x:(double)point1_x point1_y:(double)point1_y
point2_x:(double)point2_x point2_y:(double)point2_y
point3_x:(double)point3_x point3_y:(double)point3_y
{
if (point0_x != 0 || point0_y != 0 || point3_x != 1 || point3_y != 1) {
[NSException raise:@"Error! Your bezier is wrong!!!" format:@""];
}
double v = ease_bezier_calc(ease_bezier_get_t_for_x(t, point1_x, point2_x), point1_y, point2_y);
return v;
}