跟动画有关的数学和物理公式
角度与弧度互转
radians=degrees*Math.PI/180
degrees=radians*180/Math.PI
朝鼠标指针(或任意一点)旋转
dx=mouse.x-object.x;
dy=mouse.y-boject.y;
object.rotation=Math.atan2(dy,dx)*180/Math.PI;
创建波
(function(){
window.requestAnimationFrame(drawFrame,canvas);
value=center+Math.sin(angle)+range;
angle+=speed;
}());
创建圆形
(function(){
window.requestAnimationFrame(drawFrame,canvas);
xposition=centerX + Math.cos(angle) * radius;
yposition=center + Math.sin(angle) * radius;
angle += speed;
}());
创建椭圆
(function(){
window.requestAnimationFrame(drawFrame,canvas);
xposition=centerX + Math.cos(angle) * radiusX;
yposition=center + Math.sin(angle) * radiusY;
angle += speed;
}());
获得两点间的距离
dx = x2 - x1;
dy = y2 - y1;
dist = Math.sqrt(dx * dx + dy * dy);
绘制一条穿越某个点的曲线
x1 = xt * 2 - (x0 + x2) / 2;
y1 = yt * 2 - (y0 + y2) / 2;
context.moveTo(x0, y0);
context.quadraticCurveTo(x1, y1, x2, y2);
将角速度分解为x、y轴上的速度向量
vx = speed * Math.cos(angle);
vy = speed * Math.sin(angle);
将角加速度(作用于物体上的力)分解为x、y轴上的加速度
ax = force * Math.cos(angle);
ay = force * Math.sin(agnle);
将加速度加入速度向量
vx += ax;
vy += ay;
将速度向量加入位置坐标
object.x += vx;
object.y += vy;
移除越界物体
if(object.x - object.width /2 > right ||
object.x + object.width /2 < left ||
object.y - object.height /2 > bottom ||
object.y + object.height /2 < top){
}
重置越界物体
if(object.x - object.width /2 > right ||
object.x + object.width /2 < left ||
object.y - object.height /2 > bottom ||
object.y + object.height /2 < top){
}
屏幕环绕越界物体
if(object.x - object.width /2 > right){
object.x = left - object.width / 2;
}else if(object.x + object.width /2 < left){
object.x = right + object.width /2;
}
if(object.y - object.height / 2 > bottom){
object.y = top - object.height / 2;
}else if(object.y + object.height / 2 < top){
object.y = bottom + object.height /2;
}
应用摩擦力(正确方法)
speed = Math.sqrt(vx * vx + vy * vy);
angle = Math.atan2(vy,vx);
if(speed > friction){
speed -= friction;
}else{
speed = 0;
}
vx = Math.cos(angle) * speed;
vy = Math.sin(angle) * speed;
应用摩擦力(简便方法)
vx *= friction;
vy *= friction;
简单缓动
object.x += (targetX - object.x) * easing;
object.y += (targetY - object.y) * easing;
简单弹动
vx += (targetX - object.x) * spring;
vy += (targetY - object.y) * spring;
object.x += (vx *= friction);
object.y += (vy *= friction);
有偏移量的弹动
var dx = object.x - fixedX,
dy = object.y - fixedY,
angle = Math.atan2(dy,dx),
targetX = fixedX + Math.cos(angle) * springLength,
targetY = fixedX + Math.sin(angle) * springLength;
基于距离的碰撞检测
var dx = objectB.x - objectA.x,
dy = objectB.y - objectB.y,
dist = Math.sqrt(dx * dx + dy * dy);
if(dist < objectA.radius + objectB.radius){
}
多物理碰撞检测
objects.forEach(function(objectA, i){
for(var j = i + 1; j < objects.length; j++){
var objectB = objects[j];
//执行碰撞检测,在objectA和objectB之间。
}
});
坐标旋转
x1 = x * Math.cos(rotation) - y * Math.sin(rotation);
y1 = y * Math.cos(rotation) + x * Math.sin(rotation);
反向坐标旋转
x1 = x * Math.cos(rotation) + y * Math.sin(rotation);
y1 = y * Math.cos(rotation) - x * Math.sin(rotation);
动量守恒
var vxTotal = vx0 -vx1;
vx0 = ((ball0.mass -ball1.mass) * vx0 + 2 * ball1.mass * vx1) / (ball0.mass + ball1.mass);
vx1 = vxTotal + vx0;
万有引力
function gravitate(partA, partB){
var dx = partB.x - partA.x;
dy = partB.y - partA.y;
distSQ = dx * dx + dy * dy;
dist = Math.sqrt(distSQ);
force = partA.mass * partB.mass / distSQ;
ax = force * dx /dist;
ay = force * dy / dist;
partA.vx += ax / partA.mass;
partA.vy += ax / partA.mass;
partB.vx -= ax / partB.mass;
partB.vy -= ax / partB.mass;
}
余弦定理
var A = Math.acos((b * b + c * c - a * a) / (2 * b * c));
var B = Math.acos((a * a + c * c - b * b) / (2 * a * c));
var C = Math.acos((a * a + b * b - c * c) / (2 * a * b));
基本透视图
scale = fl / (fl + zpos);
object.scaleX = object.scaleY = scale;
object.alpha = scale;
object.x = vanishingPointX + xpos * scale;
object.y = vanishingPointY + ypos * scale;
Z排序
function zSort(a, b){
return (b.zpos - a.pos);
}
objects.sort(zsort);
坐标旋转
x1 = xpos * cos(angleZ) - ypos * sin(angleZ);
y1 = ypos * cos(angleZ) - xpos * sin(angleZ);
x1 = xpos * cos(angleY) - zpos * sin(angleY);
z1 = zpos * cos(angleY) + xpos * sin(angleY);
y1 = ypos * cos(angleX) - zpos * sin(angleX);
z1 = zpos * cos(angleX) + ypos * sin(angleX);
三维距离
dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
参考资料