H5Web前端之路H5学习笔记

H5模拟水纹的变化(差分函数应用)

2017-01-31  本文已影响163人  michaelgbw

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:

diff[i] -= (diff[i] - diff[i+1])*(1-facter*d);
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;
    }
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~

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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