可能重复:
Android,沿路径移动位图?
我想通过弯曲路径移动图像。在 android 中可以吗?我搜索了很多,但我只能找到有关缩放、旋转和翻译动画的信息。所以任何人有任何想法请帮忙。在 android 中可能吗?
可能重复:
Android,沿路径移动位图?
我想通过弯曲路径移动图像。在 android 中可以吗?我搜索了很多,但我只能找到有关缩放、旋转和翻译动画的信息。所以任何人有任何想法请帮忙。在 android 中可能吗?
下面是功能齐全的代码,它将沿着由三个点定义的曲线路径进行动画处理。Point 只是一个包含 x 值和 ay 值的类(尽管您可以轻松地将其扩展为更多维度)。
所有的 m 变量都取自 TranslateAnimation 并以类似的方式使用,因此如果某些东西没有意义,您应该能够相对轻松地将其与 TranslateAnimation 代码进行比较。
在初始化中对 resolveSize 的调用意味着您可以使用任何动画类型(ABSOLUTE、RELATIVE_TO_SELF、RELATIVE_TO_PARENT)来指定弧的起点、终点和半径,就像普通的 TranslateAnimation 一样。
calcBezier 计算直接取自Wikipedia的二次贝塞尔曲线。Bezier 曲线应该允许平滑缩放并且在图形中很常见(也用于 Android 的 Path 类)。
实际的移动发生在 applyTransformation 中。interpolatedTime 给出一个介于 0 和 1 之间的值,该值根据所提供的插值器非线性地增加。dx 和 dy 是给定时间沿曲线的实际 x 和 y 点。
此类的唯一限制是 y 的最大变化总是发生在曲线的中心(参见初始化中 middleX 的计算)。但是,如果您想要一条非对称曲线,则可以很容易地修改,例如,沿曲线给出一个特定点,该点应该出现高点。
查看 TranslateAnimation 的 android 代码特别有帮助。请参阅: http: //grepcode.com/file/repository.grepcode.com/java/ext/com.google.android/android/2.3.5_r1/android/view/animation/TranslateAnimation.java#TranslateAnimation
public class ArcTranslate extends Animation {
private Point start;
private Point end;
private Point middle;
private final float mFromXValue;
private final float mToXValue;
private final float mYValue;
private final int mFromXType;
private final int mToXType;
private final int mYType;
/**
* A translation along an arc defined by three points and a Bezier Curve
*
* @param duration - the time in ms it will take for the translation to complete
* @param fromXType - One of Animation.ABSOLUTE, Animation.RELATIVE_TO_SELF, or Animation.RELATIVE_TO_PARENT.
* @param fromXValue - Change in X coordinate to apply at the start of the animation
* @param toXType - One of Animation.ABSOLUTE, Animation.RELATIVE_TO_SELF, or Animation.RELATIVE_TO_PARENT.
* @param toXValue - Change in X coordinate to apply at the end of the animation
* @param yType - One of Animation.ABSOLUTE, Animation.RELATIVE_TO_SELF, or Animation.RELATIVE_TO_PARENT.
* @param yValue - Change in Y coordinate to apply at the middle of the animation (the radius of the arc)
*/
public ArcTranslate(long duration, int fromXType, float fromXValue,
int toXType, float toXValue, int yType, float yValue){
setDuration(duration);
mFromXValue = fromXValue;
mToXValue = toXValue;
mYValue = yValue;
mFromXType = fromXType;
mToXType = toXType;
mYType = yType;
}
/** Calculate the position on a quadratic bezier curve given three points
* and the percentage of time passed.
* from http://en.wikipedia.org/wiki/B%C3%A9zier_curve
* @param interpolatedTime - the fraction of the duration that has passed where 0<=time<=1
* @param p0 - a single dimension of the starting point
* @param p1 - a single dimension of the middle point
* @param p2 - a single dimension of the ending point
*/
private long calcBezier(float interpolatedTime, float p0, float p1, float p2){
return Math.round((Math.pow((1 - interpolatedTime), 2) * p0)
+ (2 * (1 - interpolatedTime) * interpolatedTime * p1)
+ (Math.pow(interpolatedTime, 2) * p2));
}
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
float dx = calcBezier(interpolatedTime, start.x, middle.x, end.x);
float dy = calcBezier(interpolatedTime, start.y, middle.y, end.y);
t.getMatrix().setTranslate(dx, dy);
}
@Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
float startX = resolveSize(mFromXType, mFromXValue, width, parentWidth);
float endX = resolveSize(mToXType, mToXValue, width, parentWidth);
float middleY = resolveSize(mYType, mYValue, width, parentWidth);
float middleX = startX + ((endX-startX)/2);
start = new Point(startX, 0);
end = new Point(endX, 0);
middle = new Point(middleX, middleY);
}
}
它的灵感来自于 Monkeyless 的回答。我创建了 Animation 的一个子类,使用 PathMeasure 来计算平移。您可以使用 Path 创建一个新的 PathAnimation,并像使用任何其他动画一样使用它。
https://github.com/coocood/PathAnimation
public class PathAnimation extends Animation {
private PathMeasure measure;
private float[] pos = new float[2];
public PathAnimation(Path path) {
measure = new PathMeasure(path, false);
}
@Override
protected void applyTransformation(float interpolatedTime, Transformation t){
measure.getPosTan(measure.getLength() * interpolatedTime, pos,null);
t.getMatrix().setTranslate(pos[0], pos[1]);
}
}
您可以逐帧制作动画。您可以逐步定位对象以创建曲线。这将是有限的重用,但你可以做到。
或者您可以编写自己的动画来创建 TweenAnimation 的子类,该子类可以沿曲线制作动画。如果您擅长数学并且可以理解贝塞尔曲线,那么这可能是一个直接的选择。一旦你有了那个类,你就可以轻松地在任何弯曲的路径上制作动画,但这需要更多的工作。
http://en.wikipedia.org/wiki/B%C3%A9zier_curve
这是一些Java代码:
您可以像这样创建自己的类:
public class BezierTranslateAnimation extends TranslateAnimation {
private int mFromXType = ABSOLUTE;
private int mToXType = ABSOLUTE;
private int mFromYType = ABSOLUTE;
private int mToYType = ABSOLUTE;
private float mFromXValue = 0.0f;
private float mToXValue = 0.0f;
private float mFromYValue = 0.0f;
private float mToYValue = 0.0f;
private float mFromXDelta;
private float mToXDelta;
private float mFromYDelta;
private float mToYDelta;
private float mBezierXDelta;
private float mBezierYDelta;
public BezierTranslateAnimation(float fromXDelta, float toXDelta,float fromYDelta, float toYDelta, float bezierXDelta, float bezierYDelta) {
super(fromXDelta, toXDelta, fromYDelta, toYDelta);
mFromXValue = fromXDelta;
mToXValue = toXDelta;
mFromYValue = fromYDelta;
mToYValue = toYDelta;
mFromXType = ABSOLUTE;
mToXType = ABSOLUTE;
mFromYType = ABSOLUTE;
mToYType = ABSOLUTE;
mBezierXDelta = bezierXDelta;
mBezierYDelta = bezierYDelta;
}
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
float dx=0,dy=0;
if (mFromXValue != mToXValue) {
dx = (float) ((1.0-interpolatedTime)*(1.0-interpolatedTime)*mFromXValue + 2.0*interpolatedTime*(1.0-interpolatedTime)*mBezierXDelta + interpolatedTime*interpolatedTime*mToXValue);
}
if (mFromYValue != mToYValue) {
dy = (float) ((1.0-interpolatedTime)*(1.0-interpolatedTime)*mFromYValue + 2.0*interpolatedTime*(1.0-interpolatedTime)*mBezierYDelta + interpolatedTime*interpolatedTime*mToYValue);
}
t.getMatrix().setTranslate(dx, dy);
}
}
然后将其与此签名一起使用:
BezierTranslateAnimation(float fromXDelta, float toXDelta,float fromYDelta, float toYDelta, float bezierXDelta, float bezierYDelta);