如何向跟踪鼠标移动的动画添加惯性



>我正在尝试使用mouseMove事件围绕原点旋转三角形。
我使用touchstarttouchmove事件获取触摸起点当前触摸点,然后我使用以下方法轻松找到方向角度:

alpha = y2 - y1 / x2 - x1;     // alpha is the tangent of the angle
beta= atan(alpha);      // beta is the angle in radians

然后我PIXI旋转元素:

function animTriangle (beta) {
  // initially clear the previous shape
  myTriangle.clear();

  // draw a new shape in new positions
  myTriangle.beginFill(0x000000, 0.1);
  myTriangle.moveTo(origin.x, origin.y);
  myTriangle.lineTo(origin.x - 100, 0);
  myTriangle.lineTo(origin.x + 100, 0);
  myTriangle.lineTo(origin.x, origin.y);
  myTriangle.endFill();
  myTriangle.rotation = beta;
}

我正在使用循环管理我的画RequestAnimationFrame

问题是动画断断续续,我需要旋转惯性。如何修复此功能?

惯性、加速度和阻力

我使用的一种方法是创建一个追逐值,该追逐值使用模拟加速度和阻力(阻力(值的 deltaV 追逐所需值。请注意,这是一个简单的模拟。

循序渐进

定义所需值

var rotate = ?; // the value input by the user
var rotateChase; // this is the chasing value representing the displayed control
var rotateDelta; // this is the change in chase per frame
const rotateDrag = 0.4; // this is the friction or drag
const rotateAcceleration = 0.9; // this is how quickly the display responds

阻力是一个大于 0 且 <= 1 的值,在功能上更像阻尼弹簧。小于 0.5 的值为计数值提供平滑停止。值>= 0.5 会导致追逐值在所需值附近反弹,当拖动值向 1 移动时,反弹变得越来越明显。

加速度值是大于 0 且 <= 1 的范围。这就是对更改追逐值的响应方式。低值将使控件看起来缓慢或繁重。较高的值使追逐快速响应,并且触摸起来看起来很轻。

拖动和加速都会相互影响。为

  • 快速光响应accel = 0.9drag = 0.49
  • 光慢响应accel = 0.1drag = 0.49
  • accel = 0.02drag = 0.49
  • 硬弹性响应accel = 0.7drag = 0.7
  • 弹性
  • 反应缓慢 accel = 0.1drag = 0.7

更新

然后一帧,通过添加到 deltaV 加速到输入值,

rotateDelta += (rotate - rotateChase) * rotateAcceleration;

通过减少其人为性来增加三角洲的阻力。

rotateDelta *= rotateDrag;

然后将 deltaV 添加到追逐值,

rotateChase += rotateDelta;

现在它已准备好显示追逐值

myTriangle.rotation = rotateChase;

添加边界

这是一个不受束缚的追逐者。要设置值的边界,需要一些额外的代码。首先通过设置最小值和最大值来描述边界。

var rotateMin = 0;
var rotateMax = Math.PI*2;

然后通过定义反射或反弹来描述值越界时的行为。 0 使其在边界处停止,<0 和>= -1 将从末端产生小反弹。其他价值创造有趣的外汇

var rotateReflect = -0.5;  

然后是控制该行为的代码

if (rotateChase < rotateMin) { 
   rotateChase = rotateMin;  // set to the min val
   if(rotateDelta < 0){      // only if delta is negative
       rotateDelta *= rotateReflect;
   }
}else
if (rotateChase > rotateMax) {
   rotateChase = rotateMax;  // set to the max
   if(rotateDelta > 0){      // only if delta is positive
       rotateDelta *= rotateReflect;
   }
}

显示和使用

现在,只需选择要用作控件输入的值即可。 rotateChaserotate都可以使用,但rotateChase可能需要一点时间才能安定下来。我所做的是从rotateChase值中获取一个舍入值,该值消除了追逐的细节。

例如,如果控件用于卷

device.volume = Number(rotateChase.toFixed(3));

让一切变得简单

所有的接缝都像一个价值的大量工作。但是我们是程序员,天生懒惰,所以让我们把它划分为一个简单的惯性类

// Define a Inertia object. Set Answer for details.
// Has methods 
// update(input); Called once pre animation frame with input being the value to chase
// setValue(input); Hard sets the chasing value. Not drag or inertia
// Has properties
// value;  The chasing value bounds checked
function Inertia (min, max, acceleration, drag, reflect) {
    // some may question why the constants, why not use the closure on arguments
    // Reason: Some JS environments will fail to optimise code if the input
    //         arguments change. It may be tempting to extend this Object to 
    //         change the min, max or others. I put this here to highlight the
    //         fact that argument closure variables should not be modified
    //         if performance is important.
    const ac = acceleration;  // set constants
    const dr = drag;
    const minV = min;
    const maxV = max;
    const ref = -Math.abs(reflect); // ensure a negative. Why? because I always forget this is a negative.
    this.value = min;
    var delta = 0;
    this.update = function (input) {
         delta += (input - this.value) * ac;
         delta *= dr;
         this.value += delta;
         if (this.value < minV) {
             this.value = minV;
             if(delta < 0){
                 delta *= ref;
             }
         } else
         if (this.value > maxV) {
             this.value = maxV;
             if(delta > 0){
                 delta *= ref;
             }
         }
         return this.value;
     };
     // this move the value to the required value without any inertial or drag
     // is bound checked
     this.setValue = function (input) {
         delta = 0;
         this.value = Math.min(maxV, Math.min(minV, input));
         return this.value;
     }
 }

使用上面的代码

// in init
var rotater = new Inertia(0, Math.PI*2, 0.9, 0.4, -0.1);
// in the animation frame
myTriange = rotater.update(beta);

更新

我添加了一些代码来显示各种设置以及它们如何影响惯性。该代码并非旨在作为代码样式或 DOM 接口最佳实践的示例,因为它在这两个方面都远远不够。它使用我上面介绍的惯性对象。您可以在演示代码的顶部找到该对象。

演示最好全查看

//------------------------------------------------------
// Function from answer Inertia 
// Define a Inertia object. Set Answer for details.
// Has methods 
// update(input); Called once pre animation frame with input being the value to chase
// set(input); Hard sets the chasing value. Not drag or inertia
// Has properties
// value;  The chasing value bounds checked
function Inertia (min, max, acceleration, drag, reflect) {
    // some may question why the constants, why not use the closure on arguments
    // Reason: Some JS environments will fail to optimise code if the input
    //         arguments change. It may be tempting to extend this Object to 
    //         change the min, max or others. I put this here to highlight the
    //         fact that argument closure variables should not be modified
    //         if performance is important.
    const ac = acceleration;  // set constants
    const dr = drag;
    const minV = min;
    const maxV = max;
    const ref = -Math.abs(reflect); // ensure a negative. Why? because I always forget this is a negative.
    this.value = min;
    this.quiet = true;
    var delta = 0;
    this.update = function (input) {
         delta += (input - this.value) * ac;
         delta *= dr;
         this.value += delta;
         if (this.value < minV) {
             this.value = minV;
             if(delta < 0){
                delta *= ref;
             }
         } else
         if (this.value > maxV) {
             this.value = maxV;
             if(delta > 0){
                 delta *= ref;
             }
         }
         if(Math.abs(delta) < (maxV-minV)*0.001 && Math.abs(this.value-input) < 0.1 ){
             this.quiet = true;
         }else{
             this.quiet = false;
         }
         return this.value;
     };
     // this move the value to the required value without any inertial or drag
     // is bound checked
     this.setValue =  function (input) {
         delta = 0;
         this.quiet = true;
         this.value = Math.min(maxV, Math.max(minV, input));
         return this.value;
     }
 }
// End of answer
//--------------------------------------------------------

// All the following code is not part of the answer.
// I have not formatted, commented, and thoroughly tested it
/** MouseFullDemo.js begin **/
var canvasMouseCallBack = undefined;  // if needed
function createMouse(element){
    var demoMouse = (function(){
        var mouse = {
            x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
            lx:0,ly:0,
            interfaceId : 0, buttonLastRaw : 0,  buttonRaw : 0,
            over : false,  // mouse is over the element
            bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
            getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
            startMouse:undefined,
        };
        function mouseMove(e) {
            //console.log(e)
            var t = e.type, m = mouse;
            m.lx = e.offsetX; m.ly = e.offsetY;
            m.x = e.clientX; m.y = e.clientY; 
            m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
            if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
            } else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
            } else if (t === "mouseout") {m.over = false;
            } else if (t === "mouseover") { m.over = true;
            } else if (t === "mousewheel") { m.w = e.wheelDelta;
            } else if (t === "DOMMouseScroll") { m.w = -e.detail;}
            if (canvasMouseCallBack) { canvasMouseCallBack(m.x, m.y); }
            e.preventDefault();
        }
        function startMouse(element){
            if(element === undefined){
                element = document;
            }
            "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",").forEach(
            function(n){element.addEventListener(n, mouseMove);});
            element.addEventListener("contextmenu", function (e) {e.preventDefault();}, false);
        }
        mouse.mouseStart = startMouse;
        return mouse;
    })();
    demoMouse.mouseStart(element);
    return demoMouse;
}
/** MouseFullDemo.js end **/
var cellSize = 70;
var createImage=function(w,h){
    var i=document.createElement("canvas");
    i.width=w;
    i.height=h;
    i.ctx=i.getContext("2d");
    return i;
}
var drawCircle= function(img,x,y,r,col,colB,col1,width){
    var c = img.ctx;
    var g;
    c.lineWidth = width;
    c.strokeStyle = col1;
    g = c.createRadialGradient(x,y,1,x,y,r);
    g.addColorStop(0,col);
    g.addColorStop(1,colB);
    c.fillStyle = g;
    c.beginPath();
    c.arc(x,y,r-width*3,0,Math.PI*2);
    c.fill();
    c.strokeStyle = col1;
    c.fillStyle = col1;
    c.fillRect(x,y-width,r,width*2)
    c.fillStyle = col;
    c.fillRect(x+width,y-width/2,r,width)
}
var drawCircleO= function(img,x,y,r,col,colB,col1,width){
    var c = img.ctx;
    var g = c.createRadialGradient(x+r*0.21,y+r*0.21,r*0.7,x+r*0.21,y+r*0.21,r);
    g.addColorStop(0,"black");
    g.addColorStop(1,"rgba(0,0,0,0)");
    c.fillStyle = g;
    c.globalAlpha = 0.5;
    c.beginPath();
    c.arc(x+r*0.21,y+r*0.21,r,0,Math.PI*2);
    c.fill();
    c.globalAlpha = 1;
    var g = c.createRadialGradient(x*0.3,y*0.3,r*0.5,x*0.3,y*0.3,r);
    g.addColorStop(0,col);
    g.addColorStop(1,colB);
    c.lineWidth = width;
    c.strokeStyle = col1;
    c.fillStyle = g;
    c.beginPath();
    c.arc(x,y,r-width,0,Math.PI*2);
    c.stroke();
    c.fill();
}
// draws radial marks with miner markes 
// len,col and width are arrays
var drawCircleMarks= function(img,x,y,r,start,end,col,width,length,number,miner){
    var i,vx,vy,count,style,len;
    var c = img.ctx;
    var step = (end-start)/number;
    count = 0;
    end += step/2; // add to end to account for floating point rounding error
    for(i = start; i <= end; i+= step){
        vx = Math.cos(i);
        vy = Math.sin(i);
        if(count % miner === 0){
            style = 0;
        }else{
            style = 1;
        }
        c.strokeStyle = col[style];
        c.lineWidth = width[style];
        len = length[style];
        c.beginPath();
        c.moveTo(vx*r+x,vy*r+y);
        c.lineTo(vx*(r+len)+x,vy*(r+len)+y);
        c.stroke();
        count += 1;
    }
}
var defaultMap = {
    number:function(num,def){
        if( isNaN(num) ){
            return def
        }
        return Number(num);
    },
    colour:function(col,def){
        // no much code for demo so removed
        if(col === undefined || typeof col !== "string"){
            return def;
        }
        return col;
    },
    "ticks":{
        validate:function(val){
            return val===undefined?true:val?true:false;
        },
    },
    "type":{
        validate:function(val){
            switch (val) {
                case "dial":
                case "horizontal-slider":
                    return val;
            }
            return undefined
        }
    },
    "min":{
        validate:function(val){
            return defaultMap.number(val,0);
        }
    },
    "max":{
        validate:function(val){
            return defaultMap.number(val,100);
        }
    },
    "drag":{
        validate:function(val){
            return defaultMap.number(val,0.4);
        }
    },    
    "reflect":{
        validate:function(val){
            return defaultMap.number(val,0.2);
        }
    },
    "accel":{
        validate:function(val){
            return defaultMap.number(val,0.4);
        }
    },
    "value":{
        validate:function(val){
            return defaultMap.number(val,0);
        }
    },
    "tick-color":{
        validate:function(val){
            
        }
    },
    "decimals":{
        validate:function(val){
            return defaultMap.number(val,0);
        }
    },
    "display":{
        validate:function(val){
            if(val === null || val === undefined || typeof val !== "string"){
                return undefined;
            }
            return document.querySelector(val);
        }
    }
}
// validates user defined DOM attribute
function getSafeAttribute(element,name){
    var val,def;
    if(name === undefined){
        return undefined;
    }
    def = defaultMap[name];
    if(def === undefined){ // unknown attribute 
        if(element.attributes["data-"+name]){
            return element.attributes["data-"+name].value;
        }
        return undefined
    }
    if(element.attributes["data-"+name]){
        val = element.attributes["data-"+name].value;
    }
    return def.validate(val);
}
// Custom user control
// Warning this can return a undefined control
function Control(element,owner){
    var dialUpdate,drawFunc,w,h,nob,back,mouse,minSize,canvas,chaser,dragging,dragX,dragY,dragV,realValue,startP,endP,lastVal,reflect,drag,accel;
    var dialUpdate = function(){
        var unitPos = (this.value-this.min)/(this.max-this.min);
        canvas.ctx.setTransform(1,0,0,1,0,0);
        canvas.ctx.clearRect(0,0,w,h);
        canvas.ctx.drawImage(back,0,0);
        canvas.ctx.setTransform(1,0,0,1,back.width/2,back.height/2);
        canvas.ctx.rotate(unitPos *(endP-startP)+startP);
        canvas.ctx.drawImage(nob,-nob.width/2,-nob.height/2);
    }
    if(element === undefined){ // To my UNI mentor with love.. LOL
         return undefined; 
    }
    this.type = getSafeAttribute(element,"type");
    if(this.type === undefined){
        return undefined;     // this is a non standared contrutor return
    }
    
    this.owner = owner; // expose owner
    // exposed properties
    this.min = getSafeAttribute(element,"min");
    this.max = getSafeAttribute(element,"max");
    this.ticks = getSafeAttribute(element,"ticks");
    this.tickColor = getSafeAttribute(element,"tick-color");
    this.value = realValue = getSafeAttribute(element,"value");
    this.display = getSafeAttribute(element,"display");
    if(this.display){
        var decimals  = getSafeAttribute(element,"decimals");
    }
    drag = getSafeAttribute(element,"drag");
    accel = getSafeAttribute(element,"accel");  
    reflect = getSafeAttribute(element,"reflect");;
    chaser = new Inertia(this.min,this.max,accel,drag,reflect);
    
    w = element.offsetWidth;
    h = element.offsetHeight;
    canvas = createImage(w,h);
    minSize = Math.min(w,h);
    mouse = createMouse(element);
    if(this.type === "dial"){
        nob = createImage(minSize*(3/4),minSize*(3/4));
        drawCircle(nob,minSize*(3/4)*(1/2),minSize*(3/4)*(1/2),minSize*(3/4)*(1/2),"white","#CCC","black",3);
        back = createImage(minSize,minSize);
        startP = Math.PI*(3/4);
        endP = Math.PI*(9/4);
        drawCircleMarks(
            back,
            minSize/2,
            minSize/2,
            minSize/3,
            startP,
            endP,
            ["black","#666"],
            [2,1],
            [minSize*(1/4),minSize*(1/9)],
            16,
            4
        );
        drawCircleO(back,minSize*(1/2),minSize*(1/2),minSize*(3/4)*(1/2),"white","#aaa","black",3);        
        drawFunc = dialUpdate.bind(this);
    }
    element.appendChild(canvas);
    this.active = true;
    this.resetChaser = function(min,max,accel1,drag1,reflect1){
        this.min = min===null?this.min:min;
        this.max = max===null?this.max:max;
        drag = drag1===null?drag:drag1;
        accel = accel1===null?accel:accel1;
        reflect = reflect1===null?reflect:reflect1;
        chaser = new Inertia(this.min,this.max,accel,drag,reflect);
        
        chaser.setValue(this.value);
        drawFunc();
    }
    this.update = function(){
        var inVal;
        if(mouse.over){
            element.style.cursor = "drag_ew";
        }
        if((this.owner.mouse.buttonRaw&1) === 1 && !dragging && mouse.over && this.owner.draggingID === -1){
            dragX = this.owner.mouse.x - (mouse.lx-w/2);
            dragY = this.owner.mouse.y - (mouse.ly-h/2);
            dragging = true;
            this.owner.draggingID = this.ID;
        }else
        if(this.owner.draggingID === this.ID && ((this.owner.mouse.buttonRaw&1) === 1 || (this.owner.mouse.buttonRaw&1) === 0) && dragging){
            inVal = (Math.atan2(this.owner.mouse.y-dragY,this.owner.mouse.x-dragX)+Math.PI*2);
            if(inVal > Math.PI*0.5+Math.PI*2){
                 inVal -= Math.PI*2;
            }
            realValue = inVal;
            realValue = ((realValue-startP)/(endP-startP))*(this.max-this.min)+this.min;
            if((this.owner.mouse.buttonRaw&1) === 0){
                dragging = false;  
                this.owner.draggingID = -1;
            }
        }
        realValue = Math.min(this.max,Math.max(this.min,realValue));
        this.value = chaser.update(realValue);
        
        if(!chaser.quiet){
            drawFunc();
            if(this.display){
                this.display.textContent = realValue.toFixed(decimals);
            }
            if(this.onchange !== undefined && typeof this.onchange === "function"){
                this.onchange({value:realValue,target:element,control:this});
            }
        }
    }
    // force chaser to wake up
    chaser.setValue(this.value);
    drawFunc();
    element.control = this;
}
// find and create controllers
function Controllers(name){
    var controls, elems, i, control, e;
    var ID = 0;
    controls = [];
    elems = document.querySelectorAll("."+name);
    for(i = 0; i < elems.length; i++){
        e = elems[i];
        control = new Control(e,this);
        control.ID = ID++;
        if(control !== undefined){
            controls.push(control);
        }
    }
    this.update = function(){
        controls.forEach(function(cont){
            cont.update();
        })
    }
    this.mouse = createMouse(document);
    this.draggingID = -1;
}
// get elements to play with the large control
var c = new Controllers("testControl");
var drag = document.getElementById("dragSetting");
var accel = document.getElementById("accelSetting");
var reflect = document.getElementById("reflectSetting");
var bigDial = document.getElementById("bigDial");
var bigDialt = document.getElementById("bigDialText");
// callback for large controller
function changeBigDial(e){
    bigDial.control.resetChaser(null,null,drag.control.value,accel.control.value,reflect.control.value);
    if(accel.control.value === 0 || drag.control.value === 0){
        var str = "Can no move as Drag and/or Acceleration is Zero";
    }else{
        var str  = "A:"+ accel.control.value.toFixed(3);
        str += "D:"+ drag.control.value.toFixed(3);
        str += "R:-"+ reflect.control.value.toFixed(3);
    }
    bigDialt.textContent = str;
}
// set callbacks
drag.control.onchange = changeBigDial;
accel.control.onchange = changeBigDial;
reflect.control.onchange = changeBigDial;
// Update all controls
function update(){
    c.update();
    requestAnimationFrame(update);
}
update();
.testControl {
    width:110px;
    height:110px;
    display: inline-block;
    text-align:center;
}
.big {
    width:200px;
    height:200px;
    
}
.demo {
    text-align:center;
}
<div class="demo"><h3> Examples of variouse Drag and Acceleration settings</h3>
<p>Click on the control to change the setting. Click drag to adjust setting. The first two rows are preset. <b>D</b> and <b>A</b> above the control are the <b>D</b>rag and <b>A</b>cceleration settings for the control under it.</p>
<span class="testControl" data-drag="0.1" data-accel="0.9" data-value="0" data-type = "dial" ><b>D</b>:0.1 <b>A</b>:0.9</span>
<span class="testControl" data-drag="0.2" data-accel="0.8" data-value="0" data-type = "dial" ><b>D</b>:0.2 <b>A</b>:0.8</span>
<span class="testControl" data-drag="0.3" data-accel="0.7" data-value="0" data-type = "dial" ><b>D</b>:0.3 <b>A</b>:0.7</span>
<span class="testControl" data-drag="0.4" data-accel="0.6" data-value="0" data-type = "dial" ><b>D</b>:0.4 <b>A</b>:0.6</span>
<span class="testControl" data-drag="0.5" data-accel="0.5" data-value="0" data-type = "dial" ><b>D</b>:0.5 <b>A</b>:0.5</span>
<span class="testControl" data-drag="0.6" data-accel="0.4" data-value="0" data-type = "dial" ><b>D</b>:0.6 <b>A</b>:0.4</span>
<span class="testControl" data-drag="0.7" data-accel="0.3" data-value="0" data-type = "dial" ><b>D</b>:0.7 <b>A</b>:0.3</span>
<span class="testControl" data-drag="0.8" data-accel="0.2" data-value="0" data-type = "dial" ><b>D</b>:0.8 <b>A</b>:0.2</span>
<span class="testControl" data-drag="0.9" data-accel="0.1" data-value="0" data-type = "dial" ><b>D</b>:0.9 <b>A</b>:0.1</span><br>
<span class="testControl" data-drag="0.9" data-accel="0.9" data-value="0" data-type = "dial" ><b>D</b>:0.9 <b>A</b>:0.9</span>
<span class="testControl" data-drag="0.8" data-accel="0.8" data-value="0" data-type = "dial" ><b>D</b>:0.8 <b>A</b>:0.8</span>
<span class="testControl" data-drag="0.7" data-accel="0.7" data-value="0" data-type = "dial" ><b>D</b>:0.7 <b>A</b>:0.7</span>
<span class="testControl" data-drag="0.6" data-accel="0.6" data-value="0" data-type = "dial" ><b>D</b>:0.6 <b>A</b>:0.6</span>
<span class="testControl" data-drag="0.5" data-accel="0.5" data-value="0" data-type = "dial" ><b>D</b>:0.5 <b>A</b>:0.5</span>
<span class="testControl" data-drag="0.4" data-accel="0.4" data-value="0" data-type = "dial" ><b>D</b>:0.4 <b>A</b>:0.4</span>
<span class="testControl" data-drag="0.3" data-accel="0.3" data-value="0" data-type = "dial" ><b>D</b>:0.3 <b>A</b>:0.3</span>
<span class="testControl" data-drag="0.2" data-accel="0.2" data-value="0" data-type = "dial" ><b>D</b>:0.2 <b>A</b>:0.2</span>
<span class="testControl" data-drag="0.1" data-accel="0.1" data-value="0" data-type = "dial" ><b>D</b>:0.1 <b>A</b>:0.1</span><br>
<h3>The following 3 dials control the inertia setting of the large dial</h3>
<span class="testControl" id="dragSetting" data-value="0" data-display="#display-drag" data-decimals="3" data-min="0" data-max="1"  data-type = "dial" >Drag <span id="display-drag">0.000</span></span>
<span class="testControl" id="accelSetting" data-value="0" data-display="#display-accel" data-decimals="3" data-min="0" data-max="1" data-type = "dial" >Accel <span id="display-accel">0.000</span></span>
<span class="testControl" id="reflectSetting" data-value="0" data-display="#display-reflect" data-decimals="3" data-min="0" data-max="1" data-type = "dial" >Reflect <span id="display-reflect">0.000</span></span>
</div>
<div class="demo">
<div class="testControl big" id="bigDial"  data-drag="0.1" data-accel="0.1" data-value="0" data-type = "dial" ><span id="bigDialText">Letf click drag to change</span></div><br>
</div>

希望这有帮助。

尝试添加另一个变量 betaCumulative ,并以小增量调整其值,如下所示:

if(beta < betaCumulative)betaCumulative += .01;
if(beta > betaCumulative)betaCumulative -= .01;
myTriangle.rotation = betaCumulative;

https://codepen.io/Starglider/pen/LYEELVy/left

let log = function (arg) { console.log(arg); }
let container;
let box;
let debug;
let innertia;
function CursorFollow() {
    log("CursorFollow()");
    let container = document.getElementById("container");
    let box = document.getElementById("box");
    let slider = document.getElementById("range");
    let sliderValue = document.getElementById("range-value");
    let debug = document.getElementById("debug");
    let containerX = 0;
    let containerY = 0;
    let limX = 0;
    let limY = 0;
    let inertia = 0.3;
    let cx = 0; // current
    let cy = 0;
    let tx = 0; // target
    let ty = 0;
    let x = 0; // working value
    let y = 0;
    let firstRun = true;
    function init() {
        inertia = parseFloat(slider.value);
        containerX = window.scrollX + container.getBoundingClientRect().left;
        containerY = window.scrollY + container.getBoundingClientRect().top;
        limX = container.getBoundingClientRect().width - box.getBoundingClientRect().width;
        limY = container.getBoundingClientRect().height - box.getBoundingClientRect().height;
        cx = parseFloat(getComputedStyle(box).left);
        cy = parseFloat(getComputedStyle(box).left);
        slider.addEventListener("change", sliderChangeHandler);
        container.addEventListener("mousemove", mouseMoveHandler);
        update();
    }
    // - - - - - -
    function sliderChangeHandler(e){
        inertia = parseFloat(slider.value);
    }
    // - - - - - -
    function mouseMoveHandler(e) {
        // log(e);
        // problem is offsetX&Y goes to zero when mouse doesnt move!
        tx = e.clientX - containerX;
        ty = e.clientY - containerY;
        if (tx > limX){
            tx = limX;
        }
        if (ty > limY){
            ty = limY;
        }
    }
    // - - - - - -
    function update() {
        // So we dont have to getComputerStlye in update loop
        if (firstRun){
            firstRun = false;
        } else {
            cx = x;
            cy = y;
        }
        // debug.innerHTML = cx;
        x = inertiaTo(cx,tx,inertia);
        y = inertiaTo(cy,ty,inertia);
        box.style.left = x + "px";
        box.style.top = y + "px";
        debug.innerHTML = "x:" + x + " y:" + y;
        sliderValue.innerHTML = "inertia: " + inertia;
        requestAnimationFrame(update);
    }
    // - - - - - -
    function inertiaTo(current,target,amount){
        if (amount==1){
            return target;
        }
        let distToGo = target-current;
        let delta = current + (distToGo * amount);
        if (Math.abs(distToGo) < 0.01){
            distToGo = 0;
            delta = target;
        }
        // debug.innerHTML = distToGo;
        return delta;
    }
    // - - - - - -
    // Constructor simulation
    init();
    // - - - - - -
}

new CursorFollow();
* {
    box-sizing: border-box;
}
#container {
    position: relative;
    width: 300px;
    height: 200px;
    background: #CCCCCC;
}
#box {
    position: absolute;
    left: 0;
    top: 0;
    width: 15px;
    height: 15px;
    background: #CC0000;
}
#range-value {
    width: 300px;
    background: #EEEEEE;
    border: 1px solid #CCCCCC;
    text-align: center;
}
#range {
    width: 300px;
}
#debug {
    background: #EEEEEE;
    border: 1px solid #CCCCCC;
    min-height: 25px;
}
<div id="container">
    <div id="box"></div>
</div>
<div id="range-value">0</div>
<input id="range" type="range" min="0" max="0.6" step="0.01" value="0.2"/>
<div id="debug"></div>

扩展 Blindman67 的答案,我遇到了一些问题,惯性值会无限接近最小值或最大值,导致小数长得离谱。

我没有能力说这是否会造成性能问题,但我添加了一个decimals变量将返回值四舍五入到那么多小数,并将增量值限制为 8 位小数。可以通过替换类构造函数中 decimals 的默认值来更改默认十进制量。

// Define a Inertia object. Set Answer for details.
// Has methods
// update(input); Called once pre animation frame with input being the value to chase
// setValue(input); Hard sets the chasing value. Not drag or inertia
// Has properties
// value;  The chasing value bounds checked
class Inertia {
  constructor(min, max, acceleration, drag, reflect, decimals = 4) {
    // some may question why the constants, why not use the closure on arguments
    // Reason: Some JS environments will fail to optimise code if the input
    //         arguments change. It may be tempting to extend this Object to
    //         change the min, max or others. I put this here to highlight the
    //         fact that argument closure variables should not be modified
    //         if performance is important.
    const ac = acceleration; // set constants
    const dr = drag;
    const minV = min;
    const maxV = max;
    const ref = -Math.abs(reflect); // ensure a negative. Why? because I always forget this is a negative.
    this.value = min;
    var delta = 0;
    this.update = function (input) {
      delta += (input - this.value) * ac;
      delta *= dr;
      this.value += delta;
      this.value = Math.round(this.value * Math.pow(10, 8)) / Math.pow(10, 8);
      if (this.value < minV) {
        this.value = minV;
        if (delta < 0) {
          delta *= ref;
        }
      } else if (this.value > maxV) {
        this.value = maxV;
        if (delta > 0) {
          delta *= ref;
        }
      }
      return (
        Math.round(this.value * Math.pow(10, decimals)) / Math.pow(10, decimals)
      );
    };
    // this move the value to the required value without any inertial or drag
    // is bound checked
    this.setValue = function (input) {
      delta = 0;
      this.value = Math.min(maxV, Math.min(minV, input));
      return this.value;
    };
    // this gets the value, rounded to the decimals specified in the function call
    this.getValue = function () {
      return (
        Math.round(this.value * Math.pow(10, decimals)) / Math.pow(10, decimals)
      );
    };
  }
}

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