动画原理——碰撞检测

书籍名称:HTML5-Animation-with-JavaScript

书籍源码:https://github.com/lamberta/html5-animation1

1.两个物体

和判断鼠标是否在物体内相似,额外要多考虑鼠标方物体的半径。这不是准确的碰撞,它是假设物体在正方形基础上的简易方法。

01-object-hit-test.html

<!doctype html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Object Hit Test</title>
    <link rel="stylesheet" href="../include/style.css">
  </head>
  <body>
    <header>
      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
    </header>
    <canvas id="canvas" width="400" height="400"></canvas>
    <textarea id="log"></textarea>
    <aside>Drag circle with mouse.</aside>

    <script src="../include/utils.js"></script>
    <script src="./classes/ball.js"></script>
    <script>
    window.onload = function () {
      var canvas = document.getElementById('canvas'),
          context = canvas.getContext('2d'),
          log = document.getElementById('log'),
          mouse = utils.captureMouse(canvas),
          ballA = new Ball(),
          ballB = new Ball();

      ballA.x = canvas.width / 2;
      ballA.y = canvas.height / 2;

      (function drawFrame () {
        window.requestAnimationFrame(drawFrame, canvas);
        context.clearRect(0, 0, canvas.width, canvas.height);

        ballB.x = mouse.x;
        ballB.y = mouse.y;

        if (utils.intersects(ballA.getBounds(), ballB.getBounds())) {
          log.value = "Hit!";
        } else {
          log.value = '';
        }
        ballA.draw(context);
        ballB.draw(context);

        //draw bounding boxes
        var boundsA = ballA.getBounds(),
            boundsB = ballB.getBounds();

        context.strokeRect(boundsA.x, boundsA.y, boundsA.width, boundsA.height);
        context.strokeRect(boundsB.x, boundsB.y, boundsB.width, boundsB.height);
      }());
    };
    </script>
  </body>
</html>
View Code

utils.js

/**
 * Normalize the browser animation API across implementations. This requests
 * the browser to schedule a repaint of the window for the next animation frame.
 * Checks for cross-browser support, and, failing to find it, falls back to setTimeout.
 * @param {function}    callback  Function to call when it's time to update your animation for the next repaint.
 * @param {HTMLElement} element   Optional parameter specifying the element that visually bounds the entire animation.
 * @return {number} Animation frame request.
 */
if (!window.requestAnimationFrame) {
  window.requestAnimationFrame = (window.webkitRequestAnimationFrame ||
                                  window.mozRequestAnimationFrame ||
                                  window.msRequestAnimationFrame ||
                                  window.oRequestAnimationFrame ||
                                  function (callback) {
                                    return window.setTimeout(callback, 17 /*~ 1000/60*/);
                                  });
}

/**
 * ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec.
 *
 * Cancels an animation frame request.
 * Checks for cross-browser support, falls back to clearTimeout.
 * @param {number}  Animation frame request.
 */
if (!window.cancelAnimationFrame) {
  window.cancelAnimationFrame = (window.cancelRequestAnimationFrame ||
                                 window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame ||
                                 window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame ||
                                 window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame ||
                                 window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame ||
                                 window.clearTimeout);
}

/* Object that contains our utility functions.
 * Attached to the window object which acts as the global namespace.
 */
window.utils = {};

/**
 * Keeps track of the current mouse position, relative to an element.
 * @param {HTMLElement} element
 * @return {object} Contains properties: x, y, event
 */
window.utils.captureMouse = function (element) {
  var mouse = {x: 0, y: 0, event: null},
      body_scrollLeft = document.body.scrollLeft,
      element_scrollLeft = document.documentElement.scrollLeft,
      body_scrollTop = document.body.scrollTop,
      element_scrollTop = document.documentElement.scrollTop,
      offsetLeft = element.offsetLeft,
      offsetTop = element.offsetTop;
  
  element.addEventListener('mousemove', function (event) {
    var x, y;
    
    if (event.pageX || event.pageY) {
      x = event.pageX;
      y = event.pageY;
    } else {
      x = event.clientX + body_scrollLeft + element_scrollLeft;
      y = event.clientY + body_scrollTop + element_scrollTop;
    }
    x -= offsetLeft;
    y -= offsetTop;
    
    mouse.x = x;
    mouse.y = y;
    mouse.event = event;
  }, false);
  
  return mouse;
};

/**
 * Keeps track of the current (first) touch position, relative to an element.
 * @param {HTMLElement} element
 * @return {object} Contains properties: x, y, isPressed, event
 */
window.utils.captureTouch = function (element) {
  var touch = {x: null, y: null, isPressed: false, event: null},
      body_scrollLeft = document.body.scrollLeft,
      element_scrollLeft = document.documentElement.scrollLeft,
      body_scrollTop = document.body.scrollTop,
      element_scrollTop = document.documentElement.scrollTop,
      offsetLeft = element.offsetLeft,
      offsetTop = element.offsetTop;

  element.addEventListener('touchstart', function (event) {
    touch.isPressed = true;
    touch.event = event;
  }, false);

  element.addEventListener('touchend', function (event) {
    touch.isPressed = false;
    touch.x = null;
    touch.y = null;
    touch.event = event;
  }, false);
  
  element.addEventListener('touchmove', function (event) {
    var x, y,
        touch_event = event.touches[0]; //first touch
    
    if (touch_event.pageX || touch_event.pageY) {
      x = touch_event.pageX;
      y = touch_event.pageY;
    } else {
      x = touch_event.clientX + body_scrollLeft + element_scrollLeft;
      y = touch_event.clientY + body_scrollTop + element_scrollTop;
    }
    x -= offsetLeft;
    y -= offsetTop;
    
    touch.x = x;
    touch.y = y;
    touch.event = event;
  }, false);
  
  return touch;
};

/**
 * Returns a color in the format: '#RRGGBB', or as a hex number if specified.
 * @param {number|string} color
 * @param {boolean=}      toNumber=false  Return color as a hex number.
 * @return {string|number}
 */
window.utils.parseColor = function (color, toNumber) {
  if (toNumber === true) {
    if (typeof color === 'number') {
      return (color | 0); //chop off decimal
    }
    if (typeof color === 'string' && color[0] === '#') {
      color = color.slice(1);
    }
    return window.parseInt(color, 16);
  } else {
    if (typeof color === 'number') {
      color = '#' + ('00000' + (color | 0).toString(16)).substr(-6); //pad
    }
    return color;
  }
};

/**
 * Converts a color to the RGB string format: 'rgb(r,g,b)' or 'rgba(r,g,b,a)'
 * @param {number|string} color
 * @param {number}        alpha
 * @return {string}
 */
window.utils.colorToRGB = function (color, alpha) {
  //number in octal format or string prefixed with #
  if (typeof color === 'string' && color[0] === '#') {
    color = window.parseInt(color.slice(1), 16);
  }
  alpha = (alpha === undefined) ? 1 : alpha;
  //parse hex values
  var r = color >> 16 & 0xff,
      g = color >> 8 & 0xff,
      b = color & 0xff,
      a = (alpha < 0) ? 0 : ((alpha > 1) ? 1 : alpha);
  //only use 'rgba' if needed
  if (a === 1) {
    return "rgb("+ r +","+ g +","+ b +")";
  } else {
    return "rgba("+ r +","+ g +","+ b +","+ a +")";
  }
};

/**
 * Determine if a rectangle contains the coordinates (x,y) within it's boundaries.
 * @param {object}  rect  Object with properties: x, y, width, height.
 * @param {number}  x     Coordinate position x.
 * @param {number}  y     Coordinate position y.
 * @return {boolean}
 */
window.utils.containsPoint = function (rect, x, y) {
  return !(x < rect.x ||
           x > rect.x + rect.width ||
           y < rect.y ||
           y > rect.y + rect.height);
};

/**
 * Determine if two rectangles overlap.
 * @param {object}  rectA Object with properties: x, y, width, height.
 * @param {object}  rectB Object with properties: x, y, width, height.
 * @return {boolean}
 */
window.utils.intersects = function (rectA, rectB) {
  return !(rectA.x + rectA.width < rectB.x ||
           rectB.x + rectB.width < rectA.x ||
           rectA.y + rectA.height < rectB.y ||
           rectB.y + rectB.height < rectA.y);
};
View Code

 

物体堆叠

关键点是判断新生成的矩形与之前所有的矩形判断是否碰撞,然后决定这个矩形的y位置。

02-boxes.html

<!doctype html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Boxes</title>
    <link rel="stylesheet" href="../include/style.css">
  </head>
  <body>
    <header>
      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
    </header>
    <canvas id="canvas" width="400" height="400"></canvas>

    <script src="../include/utils.js"></script>
    <script src="./classes/box.js"></script>
    <script>
    window.onload = function () {
      var canvas = document.getElementById('canvas'),
          context = canvas.getContext('2d'),
          boxes = [],
          activeBox = createBox(),
          gravity = 0.2;

      function createBox () {
        var box = new Box(Math.random() * 40 + 10, Math.random() * 40 + 10);
        box.x = Math.random() * canvas.width;
        boxes.push(box);
        return box;
      }

      function drawBox (box) {
        if (activeBox !== box && utils.intersects(activeBox, box)) {
          activeBox.y = box.y - activeBox.height;
          activeBox = createBox();
        }
        box.draw(context);
      }

      (function drawFrame () {
        window.requestAnimationFrame(drawFrame, canvas);
        context.clearRect(0, 0, canvas.width, canvas.height);

        activeBox.vy += gravity;
        activeBox.y += activeBox.vy;

        if (activeBox.y + activeBox.height > canvas.height) {
          activeBox.y = canvas.height - activeBox.height;
          activeBox = createBox();
        }
        boxes.forEach(drawBox);
      }());
    };
    </script>
  </body>
</html>
View Code

 

两个圆之间的碰撞

两个圆之间碰撞可以用圆心的距离小于两个原的半径合。

04-distance-1.html

<!doctype html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Distance 1</title>
    <link rel="stylesheet" href="../include/style.css">
  </head>
  <body>
    <header>
      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
    </header>
    <canvas id="canvas" width="400" height="400"></canvas>
    <textarea id="log"></textarea>
    <aside>Drag circle with mouse.</aside>

    <script src="../include/utils.js"></script>
    <script src="./classes/ball.js"></script>
    <script>
    window.onload = function () {
      var canvas = document.getElementById('canvas'),
          context = canvas.getContext('2d'),
          mouse = utils.captureMouse(canvas),
          log = document.getElementById('log'),
          ballA = new Ball(30),
          ballB = new Ball(30);

      ballA.x = canvas.width / 2;
      ballA.y = canvas.height / 2;

      canvas.addEventListener('mousemove', drawFrame, false);
      drawFrame();

      function drawFrame () {
        context.clearRect(0, 0, canvas.width, canvas.height);

        ballB.x = mouse.x;
        ballB.y = mouse.y;
        
        var dx = ballB.x - ballA.x,
            dy = ballB.y - ballA.y,
            dist = Math.sqrt(dx * dx + dy * dy);

        if (dist < 60) {
          log.value = "Hit!";
        } else {
          log.value = '';
        }
        ballA.draw(context);
        ballB.draw(context);
      }
    };
    </script>
  </body>
</html>
View Code

 

碰撞和反弹

06-bubbles-1.html

<!doctype html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Bubbles 1</title>
    <link rel="stylesheet" href="../include/style.css">
  </head>
  <body>
    <header>
      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
    </header>
    <canvas id="canvas" width="400" height="400"></canvas>

    <script src="../include/utils.js"></script>
    <script src="./classes/ball.js"></script>
    <script>
    window.onload = function () {
      var canvas = document.getElementById('canvas'),
          context = canvas.getContext('2d'),
          centerBall = new Ball(100, "#cccccc"),
          balls = [],
          numBalls = 10,
          spring = 0.03,
          bounce = -1;

      centerBall.x = canvas.width / 2;
      centerBall.y = canvas.height / 2;

      for (var ball, i = 0; i < numBalls; i++) {
        ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);
        ball.x = Math.random() * canvas.width / 2;
        ball.y = Math.random() * canvas.height / 2;
        ball.vx = Math.random() * 6 - 3;
        ball.vy = Math.random() * 6 - 3;
        balls.push(ball);
      }

      function move (ball) {
        ball.x += ball.vx;
        ball.y += ball.vy;
        if (ball.x + ball.radius > canvas.width) {
          ball.x = canvas.width - ball.radius;
          ball.vx *= bounce;
        } else if (ball.x - ball.radius < 0) {
          ball.x = ball.radius;
          ball.vx *= bounce;
        }
        if (ball.y + ball.radius > canvas.height) {
          ball.y = canvas.height - ball.radius;
          ball.vy *= bounce;
        } else if (ball.y - ball.radius < 0) {
          ball.y = ball.radius;
          ball.vy *= bounce;
        }
      }

      function draw (ball) {
        var dx = ball.x - centerBall.x,
            dy = ball.y - centerBall.y,
            dist = Math.sqrt(dx * dx + dy * dy),
            min_dist = ball.radius + centerBall.radius;

        if (dist < min_dist) {
          var angle = Math.atan2(dy, dx),
              tx = centerBall.x + Math.cos(angle) * min_dist,
              ty = centerBall.y + Math.sin(angle) * min_dist;
          ball.vx += (tx - ball.x) * spring;
          ball.vy += (ty - ball.y) * spring;
        }
        ball.draw(context);
      }
      (function drawFrame () {
        window.requestAnimationFrame(drawFrame, canvas);
        context.clearRect(0, 0, canvas.width, canvas.height);

        balls.forEach(move);
        balls.forEach(draw);
        centerBall.draw(context);
      }());
    };
    </script>
  </body>
</html>
View Code

 

多重对象

07-bubbles-2.html

<!doctype html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Bubbles 2</title>
    <link rel="stylesheet" href="../include/style.css">
  </head>
  <body>
    <header>
      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
    </header>
    <canvas id="canvas" width="400" height="400"></canvas>

    <script src="../include/utils.js"></script>
    <script src="./classes/ball.js"></script>
    <script>
    window.onload = function () {
      var canvas = document.getElementById('canvas'),
          context = canvas.getContext('2d'),
          balls = [],
          numBalls = 10,
          bounce = -0.5,
          spring = 0.03,
          gravity = 0.1;

      for (var ball, i = 0; i < numBalls; i++) {
        ball = new Ball(Math.random() * 30 + 20, Math.random() * 0xffffff);
        ball.x = Math.random() * canvas.width / 2;
        ball.y = Math.random() * canvas.height / 2;
        ball.vx = Math.random() * 6 - 3;
        ball.vy = Math.random() * 6 - 3;
        balls.push(ball);
      }

      function checkCollision (ballA, i) {
        for (var ballB, dx, dy, dist, min_dist, j = i + 1; j < numBalls; j++) {
          ballB = balls[j];
          dx = ballB.x - ballA.x;
          dy = ballB.y - ballA.y;
          dist = Math.sqrt(dx * dx + dy * dy);
          min_dist = ballA.radius + ballB.radius;

          if (dist < min_dist) {
            var angle = Math.atan2(dy, dx),
                tx = ballA.x + Math.cos(angle) * min_dist,
                ty = ballA.y + Math.sin(angle) * min_dist,
                ax = (tx - ballB.x) * spring * 0.5, //multiply by half a spring
                ay = (ty - ballB.y) * spring * 0.5;
            ballA.vx -= ax;
            ballA.vy -= ay;
            ballB.vx += ax;
            ballB.vy += ay;
          }
        }
      }

      function move (ball) {
        ball.vy += gravity;
        ball.x += ball.vx;
        ball.y += ball.vy;
        if (ball.x + ball.radius > canvas.width) {
          ball.x = canvas.width - ball.radius;
          ball.vx *= bounce;
        } else if (ball.x - ball.radius < 0) {
          ball.x = ball.radius;
          ball.vx *= bounce;
        }
        if (ball.y + ball.radius > canvas.height) {
          ball.y = canvas.height - ball.radius;
          ball.vy *= bounce;
        } else if (ball.y - ball.radius < 0) {
          ball.y = ball.radius;
          ball.vy *= bounce;
        }
      }

      function draw (ball) {
        ball.draw(context);
      }

      (function drawFrame () {
        window.requestAnimationFrame(drawFrame, canvas);
        context.clearRect(0, 0, canvas.width, canvas.height);

        balls.forEach(checkCollision);
        balls.forEach(move);
        balls.forEach(draw);
      }());
    };
    </script>
  </body>
</html>
View Code

嵌套迭代

08-bubbles-3.html

<!doctype html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Bubbles 3</title>
    <link rel="stylesheet" href="../include/style.css">
  </head>
  <body>
    <header>
      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
    </header>
    <canvas id="canvas" width="400" height="400"></canvas>

    <script src="../include/utils.js"></script>
    <script src="./classes/ball.js"></script>
    <script>
    window.onload = function () {
      var canvas = document.getElementById('canvas'),
          context = canvas.getContext('2d'),
          balls = [],
          numBalls = 10,
          bounce = -0.5,
          spring = 0.015,
          gravity = 0.1;

      for (var ball, i = 0; i < numBalls; i++) {
        ball = new Ball(Math.random() * 30 + 20, Math.random() * 0xffffff);
        ball.x = Math.random() * canvas.width / 2;
        ball.y = Math.random() * canvas.height / 2;
        ball.vx = Math.random() * 6 - 3;
        ball.vy = Math.random() * 6 - 3;
        balls.push(ball);
      }

      function checkCollision (ballA, i) {
        for (var ballB, dx, dy, dist, min_dist, j = i + 1; j < numBalls; j++) {
          ballB = balls[j];
          dx = ballB.x - ballA.x;
          dy = ballB.y - ballA.y;
          dist = Math.sqrt(dx * dx + dy * dy);
          min_dist = ballA.radius + ballB.radius;

          if (dist < min_dist) {
            var tx = ballA.x + dx / dist * min_dist,
                ty = ballA.y + dy / dist * min_dist,
                ax = (tx - ballB.x) * spring,
                ay = (ty - ballB.y) * spring;
            ballA.vx -= ax;
            ballA.vy -= ay;
            ballB.vx += ax;
            ballB.vy += ay;
          }
        }
      }

      function move (ball) {
        ball.vy += gravity;
        ball.x += ball.vx;
        ball.y += ball.vy;
        if (ball.x + ball.radius > canvas.width) {
          ball.x = canvas.width - ball.radius;
          ball.vx *= bounce;
        } else if (ball.x - ball.radius < 0) {
          ball.x = ball.radius;
          ball.vx *= bounce;
        }
        if (ball.y + ball.radius > canvas.height) {
          ball.y = canvas.height - ball.radius;
          ball.vy *= bounce;
        } else if (ball.y - ball.radius < 0) {
          ball.y = ball.radius;
          ball.vy *= bounce;
        }
      }

      function draw (ball) {
        ball.draw(context);
      }

      (function drawFrame () {
        window.requestAnimationFrame(drawFrame, canvas);
        context.clearRect(0, 0, canvas.width, canvas.height);

        balls.forEach(checkCollision);
        balls.forEach(move);
        balls.forEach(draw);
      }());
    };
    </script>
  </body>
</html>
View Code

 

posted on 2015-01-30 14:53  吹过的风  阅读(227)  评论(0编辑  收藏  举报