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[Flex]转来的 Flex 一些常用物理公式和as3的结合应用

2010-12-21 21:44 357 查看
来自《Foundation Actionscript 3.0 Animation: Making Things Move!》的物理公式:
向鼠标(或者任何一个点)旋转:

// 用要旋转到的 x, y 坐标替换 mouseX, mouseY

dx = mouseX - sprite.x;

dy = mouseY - sprite.y;

sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI;


创建波形:

// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,

// 作为绘图坐标,等等。

public
function
onEnterFrame(event:Event){

value = center + Math.sin(angle) * range;

angle += speed;

}


创建圆形:

// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,


// 作为绘图坐标,等等。

public
function
onEnterFrame(event:Event){

xposition = centerX + Math.cos(angle) * radius;

yposition = centerY + Math.sin(angle) * radius;

angle += speed;

}


创建椭圆:

// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,

// 作为绘图坐标,等等。

public
function
onEnterFrame(event:Event){

xposition = centerX + Math.cos(angle) * radiusX;

yposition = centerY + Math.sin(angle) * radiusY;

angle += speed;

}


获得两点间的距离:

// x1, y1 和 x2, y2 是两个点

// 也可以是 Sprite / MovieClip 坐标,鼠标坐标,等等。

dx = x2 – x1;

dy = y2 – y1;

dist = Math.sqrt(dx*dx + dy*dy);


颜色组合:

1.
color24 = red < < 16 | green << 8 | blue;

2.
color32 = alpha << 24 | red << 16 | green << 8 | blue;


颜色提取:

1.
red = color24 >> 16;

2.
green = color24 >> 8 & 0xFF;

3.
blue = color24 & 0xFF;

4.
alpha = color32 >> 24;

5.
red = color32 >> 16 & 0xFF;

6.
green = color32 >> 8 & 0xFF;

7.
blue = color232 & 0xFF;


穿过某点绘制曲线:

1.
// xt, yt 是我们想要穿过的一点

2.
// x0, y0 以及 x2, y2 是曲线的两端

3.
x1 = xt * 2 – (x0 + x2) / 2;

4.
y1 = yt * 2 – (y0 + y2) / 2;

5.
moveTo(x0, y0);

6.
curveTo(x1, y1, x2, y2);


角速度转换为 x, y 速度:

1.
vx = speed * Math.cos(angle);

2.
vy = speed * Math.sin(angle);


角加速度(作用于物体上的 force)转换为 x, y 加速度:

1.
ax = force * Math.cos(angle);

2.
ay = force * Math.sin(angle);


将加速度加入速度:

1.
vx += ax;

2.
vy += ay;


移除出界对象:

1.
if
(sprite.x - sprite.width / 2 > right ||

2.
sprite.x + sprite.width / 2 < left ||

3.
sprite.y – sprite.height / 2 > bottom ||

4.
sprite.y + sprite.height / 2 < top){

5.
// 删除影片的代码

6.
}


重置出界对象:

1.
if
(sprite.x - sprite.width / 2 > right ||

2.
sprite.x + sprite.width / 2 < left ||

3.
sprite.y – sprite.height / 2 > bottom ||

4.
sprite.y + sprite.height / 2 < top){

5.
// 重置影片的位置和速度

6.
}


屏幕环绕出界对象:

01.
if
(sprite.x - sprite.width / 2 > right){

02.
sprite.x = left - sprite.width / 2;

03.
}
else
if
(sprite.x + sprite.width / 2 < left){

04.
sprite.x = right + sprite.width / 2;

05.
}
if
(sprite.y – sprite.height / 2 > bottom){

06.
sprite.y = top – sprite.height / 2;

07.
}
else
if
(sprite.y + sprite.height / 2 < top){

08.
sprite.y = bottom + sprite.height / 2;

09.
}


摩擦力应用(正确方法):

01.
speed = Math.sqrt(vx * vx + vy * vy);


02.
angle = Math.atan2(vy, vx);

03.
if
(speed > friction){

04.
speed -= friction;

05.
}
else
{

06.
speed = 0;

07.
}

08.
vx = Math.cos(angle) * speed;

09.
vy = Math.sin(angle) * speed;


摩擦力应用(简便方法):

1.
vx *= friction;

2.
vy *= friction;


简单缓动运动:

01.
//长形

02.
var
dx:Number = targetX - sprite.x;

03.
var
dy:Number = targetY - sprite.y;

04.
vx = dx * easing;

05.
vy = dy * easing;

06.
sprite.x += vx;

07.
sprite.y += vy;

08.
//中形:

09.
vx = (targetX - sprite.x) * easing;

10.
vy = (targetY - sprite.y) * easing;

11.
sprite.x += vx;

12.
sprite.y += vy;

13.
//短形:

14.
sprite.x += (targetX - sprite.x) * easing;

15.
sprite.y += (targetY - sprite.y) * easing;


简单弹性运动:

01.
//长形

02.
var
ax:Number = (targetX - sprite.x) * spring;

03.
var
ay:Number = (targetY - sprite.y) * spring;

04.
vx += ax;

05.
vy += ay;

06.
vx *= friction;

07.
vy *= friction;

08.
sprite.x += vx;

09.
sprite.y += vy;

10.
//中形:

11.
vx += (targetX - sprite.x) * spring;

12.
vy += (targetY - sprite.y) * spring;

13.
vx *= friction;

14.
vy *= friction;

15.
sprite.x += vx;

16.
sprite.y += vy;

17.
//短形:

18.
vx += (targetX - sprite.x) * spring;

19.
vy += (targetY - sprite.y) * spring;

20.
sprite.x += (vx *= friction);

21.
sprite.y += (vy *= friction);


偏移弹性运动:

1.
var
dx:Number = sprite.x - fixedX;

2.
var
dy:Number = sprite.y - fixedY;

3.
var
angle:Number = Math.atan2(dy, dx);

4.
var
targetX:Number = fixedX + Math.cos(angle) * springLength;

5.
var
targetY:Number = fixedX + Math.sin(angle) * springLength;

6.
// 如前例弹性运动到 targetX, targetY


距离碰撞检测:

01.
// 从影片 spriteA 和 spriteB 开始

02.
// 如果使用一个空白影片,或影片没有半径(radius)属性

03.
// 可以用宽度或高度除以 2。

04.
var
dx:Number = spriteB.x - spriteA.x;

05.
var
dy:Number = spriteB.y - spriteA.y;

06.
var
dist:Number = Math.sqrt(dx * dx + dy * dy);

07.
if
(dist < spriteA.radius + spriteB.radius){

08.
// 处理碰撞

09.
}


多物体碰撞检测:

01.
var
numObjects:uint = 10;

02.
for
(
var
i:uint = 0; i < numObjects - 1; i++){

03.
// 使用变量 i 提取引用

04.
var
objectA = objects[i];

05.
for
(
var
j:uint = i+1; j{

06.
// // 使用变量 j 提取引用

07.
var
objectB = objects[j];

08.
// perform collision detection

09.
// between objectA and objectB

10.
}

11.
}


坐标旋转:

1.
x1 = Math.cos(angle) * x - Math.sin(angle) * y;

2.
y1 = Math.cos(angle) * y + Math.sin(angle) * x;


反坐标旋转:

1.
x1 = Math.cos(angle) * x + Math.sin(angle) * y;

2.
y1 = Math.cos(angle) * y - Math.sin(angle) * x;


动量守恒的 ActionScript 表达式,短形:

1.
var
vxTotal:Number = vx0 - vx1;

2.
vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1) /

3.
(ball0.mass + ball1.mass);

4.
vx1 = vxTotal + vx0;


万有引力:

01.
function
gravitate(partA:Ball, partB:Ball):
void
{

02.
var
dx:Number = partB.x - partA.x;

03.
var
dy:Number = partB.y - partA.y;

04.
var
distSQ:Number = dx * dx + dy * dy;

05.
var
dist:Number = Math.sqrt(distSQ);

06.
var
force:Number = partA.mass * partB.mass / distSQ;

07.
var
ax:Number = force * dx / dist;

08.
var
ay:Number = force * dy / dist;

09.
partA.vx += ax / partA.mass;

10.
partA.vy += ay / partA.mass;

11.
partB.vx -= ax / partB.mass;

12.
partB.vy -= ay / partB.mass;

13.
}


余弦定理:

1.
A = Math.acos((b * b + c * c - a * a) / (2 * b * c));

2.
B = Math.acos((a * a + c * c - b * b) / (2 * a * c));

3.
C = Math.acos((a * a + b * b - c * c) / (2 * a * b));


基本透视法:

1.
scale = fl / (fl + zpos);

2.
sprite.scaleX = sprite.scaleY = scale;

3.
sprite.alpha = scale;
// 可选

4.
sprite.x = vanishingPointX + xpos * scale;

5.
sprite.y = vanishingPointY + ypos * scale;


Z 排序:

1.
// 假设有一个带有 zpos 属性的 3D 物体的数组

2.
objectArray.sortOn(
"zpos"
, Array.DESCENDING | Array.NUMERIC);

3.
for
(
var
i:uint = 0; i < numObjects; i++){

4.
setChildIndex(objectArray[i], i);

5.
}


坐标旋转:

1.
x1 = cos(angleZ) * xpos - sin(angleZ) * ypos;

2.
y1 = cos(angleZ) * ypos + sin(angleZ) * xpos;

3.
x1 = cos(angleY) * xpos - sin(angleY) * zpos;

4.
z1 = cos(angleY) * zpos + sin(angleY) * xpos;

5.
y1 = cos(angleX) * ypos - sin(angleX) * zpos;

6.
z1 = cos(angleX) * zpos + sin(angleX) * ypos;


3D 距离:

1.
dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
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