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H5模拟水纹的变化(差分函数应用)

H5模拟水纹的变化(差分函数应用)

作者: michaelgbw | 来源:发表于2017-01-31 23:57 被阅读163次

    文/michael

    前言

    算法或者说数学不论对于前端和后端来来说都是有用的,对于后端自然不必多说,机器学习,深度学习都考验着我们的数学和线性代数的本事,而对于前端来说就是动画了~

    我们先讲讲差分方程

    先看看百度百科的定义

    在数学上,递推关系(recurrence relation),也就是差分方程(difference equation),是一种递推地定义一个序列的方程式:序列的每一项目是定义为前一项的函数。某些简单定义的递推关系式可能会表现出非常复杂的(混沌的)性质,他们属于数学中的非线性分析领域

    有性质Δk(xn+yn)=Δkxn+Δkyn,就是说最后的函数的图形和激励点的初始状态有关,并影响所有的x值。我们先看看效果吧



    整个效果是动画,这里只能上传截图看不出来效果,我们直接上代码,大家可以直接复制粘贴即可看到效果(浏览器要支持H5哦~)

    <!DOCTYPE html>
    <html>
    <head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1">
        <title>水纹的canvas(差分函数)</title>
    </head>
    <style type="text/css">
        body{
                overflow: hidden;
            }
            .info{
                position: absolute;
                top: 10%;
                left: 45%;
                color: #777;
            }
            #tips{
                position: absolute;
                top: 26%;
                left: 43%;
                color: #777;
            }
            .info h1{
                margin-left: -20px;
                margin-bottom: 10px;
                letter-spacing: 10px;
                font-weight: lighter;
                font-size: 35px;
                font-family: "Microsoft Yahei";
                -webkit-user-select:none;
            }
            span{
                height:10px;
                width:25px;
                display:inline-block;
                cursor:pointer;  
                        transition: height 0.2s;
            }
            span:hover{
                 height:20px;
            }
            #blue{
                background-color:#367aec;
                left:30px;
            }
            #purple{
                background-color:#E84A5F;
                left:50px;
            }
            #black{
                background-color:#52D681;
                left:70px;
            }
    </style>
    <body>
    <div class="info">
        <h1>水波纹</h1>
        <span id="blue" onclick="blue()"></span>
        <span id="purple" onclick="purple()"></span>
            <span id="black" onclick="black()"></span>
    </div>
    <div id = "tips">点色块改变液体颜色</div>
    <canvas id="can" style="background:#fff;" height="150"></canvas>
    <script type="text/javascript">
        function Vertex(x,y,baseY){
            this.baseY = baseY; //水纹基线
            this.x = x;
            this.y = y;
            this.vy = 0;  //    竖直方向的速度
            this.targetY = 0; //目标位置
            this.friction = 0.15;  //水的弹力
            this.deceleration = 0.95; //减缓力
        }
            
        Vertex.prototype.updateY = function(diffVal){
            this.targetY = diffVal + this.baseY;
            this.vy += (this.targetY - this.y);
            this.vy *= this.deceleration;
            this.y += this.vy * this.friction;
        }
        var canvas = document.getElementById('can')
        var ctx = canvas.getContext('2d')
        var wid = window.innerWidth
        var height = window.innerHeight * 3/4
        var blue = function(){
            color1 = "#71A4F9";
            color2 = "#367aec";
        }
        var black = function(){
            color1 = "#52D681";
            color2 = "#00AD7C";
        }
        var purple = function(){
            color1 = "#FF847C";
            color2 = "#E84A5F";
        }
        var color1 = "#71A4F9",
        color2 = "#367aec";
        var vertexes = [],
        verNum = 200,
        diff=[],
        initDiff=1000;
    
        canvas.width = wid
        canvas.height = height
        var vPos = verNum / 2;  //震荡点
        var limitd = 20;     //缓冲
        //初始化
        for(var i =0;i < verNum; i++){
            vertexes[i] = new Vertex(wid / (verNum - 1) * i,height/2,height / 2)
            diff[i] = 0
        }
        //鼠标点击事件
        canvas.addEventListener('click', clickChangediff, false)
        window.addEventListener('keydown', keydownChangelimitd);
        //绘制
        function clickChangediff(e){
            var mouse = {x:null, y:null};
            if(e.pageX || e.pageY){
                mouse.x = e.pageX;
                mouse.y = e.pageY;
            }else{
                mouse.x = e.clientX + document.body.scrollLeft +document.documentElement.scrollLeft;
                        mouse.y = e.clientY + document.body.scrollTop +document.documentElement.scrollTop;
            }
            //重设差分值
            if(mouse.y>(height/2-50) && mouse.y<(height/2 +50)){
                initDiff = 1000;
                vPos = 1 + Math.floor((verNum - 2) * mouse.x / wid);
                diff[vPos] = initDiff;
            }
            console.log(mouse.x, mouse.y)
        }
        function draw(){
            //小矩形(其实是更大的矩形)
            ctx.save()
            ctx.fillStyle = color1
            ctx.beginPath()
            ctx.moveTo(0, height)
            ctx.lineTo(vertexes[0].x, vertexes[0].y)
            for(var i=1; i<vertexes.length; i++){
                ctx.lineTo(vertexes[i].x, vertexes[i].y)
            }
            ctx.lineTo(wid,height)
            ctx.lineTo(0,height)
            ctx.fill()
            ctx.restore()
            ctx.save()
            //大矩形
            ctx.fillStyle = color2;
            ctx.beginPath();
            ctx.moveTo(0, height);
            ctx.lineTo(vertexes[0].x, vertexes[0].y+5);
            for(var i=1; i<vertexes.length; i++){
                ctx.lineTo(vertexes[i].x, vertexes[i].y+5);
            }
            ctx.lineTo(wid, height);
            ctx.lineTo(0, height);
            ctx.fill();
            ctx.restore();
            ctx.save();
    
            ctx.fillStyle="#777";
            ctx.font="12px sans-serif";
            ctx.textBaseline="top";
            ctx.fillText("点 击 液 体 表 面",70,canvas.height/2-20);
            ctx.fillStyle="#fff";
            ctx.fillText("方向键up和down改 变 液 体 粘 度",70,canvas.height/2+15);
            ctx.fillText("液体粘稠度粘稠度 / Viscosity: "+((limitd -20)).toFixed(2)+"%",wid/2.5,canvas.height-20);
            ctx.restore();
        }
        function update(){
            initDiff  -= initDiff * 0.9;
            diff[vPos] = initDiff ; 
            facter = 0.01
            //左侧
            for(var i=vPos-1; i>0; i--){
                var d = vPos-i;
                if(d > limitd){
                    d=limitd;
                }
                diff[i] -= (diff[i] - diff[i+1])*(1-facter*d);
            }
            //右侧
            for(var i=vPos+1; i<verNum; i++){
                var d = i-vPos;
                if(d>limitd){
                    d=limitd;
                }
                diff[i] -= (diff[i] - diff[i-1])*(1-facter*d);
            }
            //更新Y坐标
            for(var i=0; i<vertexes.length; i++){
                vertexes[i].updateY(diff[i]);
            }
    
        }
        function keydownChangelimitd(e){
            //up
            if(e && e.keyCode== 38){
                limitd  = (limitd <80) ? ++limitd : 80
            }
            //down
            if(e && e.keyCode == 40){
                limitd = (limitd > 5) ? --limitd : 5
            }
        }
        //main
        (function drawframe(){
            //更新坐标点
            ctx.clearRect(0, 0, wid, height)
            window.requestAnimationFrame(drawframe, canvas)
                update()
            draw()
        })()
    
    </script>
    </body>
    </html>
    

    试过了效果我来说明下代码:

    • 核心代码:差分方程的递归公式
    diff[i] -= (diff[i] - diff[i+1])*(1-facter*d);
    
    • 每次点击(click)后,这点击的地方改变震荡点的diff值。
    if(mouse.y>(height/2-50) && mouse.y<(height/2 +50)){
        initDiff = 1000;
        vPos = 1 + Math.floor((verNum - 2) * mouse.x / wid);
        diff[vPos] = initDiff;
        }
    
    • 设置每个点的diff值,然后改变对应点的Y坐标,核心理念就是n个小直线组成的震荡,只不过我们把每条直线的空隙去掉,整体是矩形呈现
    • 增加趣味性,还加入了可控的小参数
    function Vertex(x,y,baseY){
            this.baseY = baseY; //水纹基线
            this.x = x;
            this.y = y;
            this.vy = 0;  //    竖直方向的速度
            this.targetY = 0; //目标位置
            this.friction = 0.15;  //水的弹力
            this.deceleration = 0.95; //减缓力
        }
            
        Vertex.prototype.updateY = function(diffVal){
            this.targetY = diffVal + this.baseY;
            this.vy += (this.targetY - this.y);
            this.vy *= this.deceleration;
            this.y += this.vy * this.friction;
        }
    

    大家可以试着更改下这些参数,曲线的频度和幅度会有所改变~

    • 还有安利下window.requestAnimationFrame这个函数,在H5动画里还是用这个,比setInterval好用,不会丢帧哦~

    结语

    最近入坑大数据,但苦于对于数学公式,没有直观的图形体现,有点学不懂了,也好久没做个demo出来了,所以来练练手,感受下数学之美,哈哈哈~

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