implementing easing function
I'm trying to port and implement an easing function I found
EDIT
: I pasted in the wrong easing function, Sorry! Here is the correct one:
Math.easeOutQuart = function (t, b, c, d) {
t /= d;
t--;
return -c * (t*t*t*t - 1) + b;
};
The language i'm using is not Flash or Actionscript. Here is my code:
ease:{outquart:{function(t as float,b as float,c as float,d as float) as float
t=t/d
t开发者_如何转开发=t-1
return -c * (t*t*t*t - 1) + b
end function}}
I'm calling the function in a loop with:
EDIT2 - the calling function.
m.move is set to 1 or -1 for direction to move, or -5 +5 to move by 5 lengths. setspritemoves is called as often as possible, currently it is as fast as the system can call, but I could trigger the call on a millisecond timer.
setspritemoves:function()
if m.move=1 then
m.duration=1
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*224
next i
end if
else if m.move=5 then
m.duration=5
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]+m.move*224
next i
end if
else if m.move=-1 then
m.duration=1
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*224
next i
end if
else if m.move=-5 then
m.duration=5
if m.ishd then
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*324
next i
else
for i=0 to m.spriteposx.count()-1
m.moveto[i]=m.spriteposx[i]-m.move*224
next i
end if
end if
end function
m.moveto[i] is the destination x coordinate, m.time is an integer I increment, m.duration is what I assume to be the amount of time I want the change to take to complete, m.spriteposx is the current position of the object I'm moving. [i] is the current sprite.
What should the increment value be for time what should the duration be, if I want to move 345 pixels in 1/2 second?
In all my experiments, I either overshoot by a huge factor, or only move a few pixels.
currently m.time is incremented by 1 every iteration, and m.duration is 100. I"ve tried all kinds of values and none seems to work consistently.
Why haven't you copied the logic across 1-1? The tween is a simple algorithm, it simply maps co-ordinates from b
to b+c
in a quartic fashion, i.e. b + c*t^4
where t
gets values in the interval [0,1]
. You can see by substitution that when t=0
the value is the initial value, b
, and as t->1
the position is the required b+c
.
That's the reason for the line t \= d
, so d
is an arbitrary duration and t
, the time passed since the beginning of the animation gets a value in the aforementioned range. But you've done t=t-1
and taken negatives, etc. Why?
For example, moving 345px in 0.5s, you would have an initial position, b
and c=345
assuming px is the units of measure. d=0.5
and you split the animation into intervals of a length of your choosing (depending on the power of the machine that will run the animation. Mobile devices aren't as powerful as desktops, so you choose a reasonable framerate under the circumstances). Let's say we choose 24 fps, so we split the interval into 0.5*24 = 12
frames, and call the function once every 1/24th of a second, each time with t
taking values of 1/24, 2/24, etc. If it's more comfortable to work not in seconds but in frames, then d=12
and t
takes values 1,2,...,12. The calculations are the same either way.
Here's a nice example (click the box to run the demo), feel free to fiddle with the values:
http://jsfiddle.net/nKhxw/
Bezier functions
Borrowed from http://blog.greweb.fr/2012/02/bezier-curve-based-easing-functions-from-concept-to-implementation/
/**
* KeySpline - use bezier curve for transition easing function
* is inspired from Firefox's nsSMILKeySpline.cpp
* Usage:
* var spline = new KeySpline(0.25, 0.1, 0.25, 1.0)
* spline.get(x) => returns the easing value | x must be in [0, 1] range
*/
function KeySpline (mX1, mY1, mX2, mY2) {
this.get = function(aX) {
if (mX1 == mY1 && mX2 == mY2) return aX; // linear
return CalcBezier(GetTForX(aX), mY1, mY2);
}
function A(aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
function B(aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1; }
function C(aA1) { return 3.0 * aA1; }
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
function CalcBezier(aT, aA1, aA2) {
return ((A(aA1, aA2)*aT + B(aA1, aA2))*aT + C(aA1))*aT;
}
// Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
function GetSlope(aT, aA1, aA2) {
return 3.0 * A(aA1, aA2)*aT*aT + 2.0 * B(aA1, aA2) * aT + C(aA1);
}
function GetTForX(aX) {
// Newton raphson iteration
var aGuessT = aX;
for (var i = 0; i < 4; ++i) {
var currentSlope = GetSlope(aGuessT, mX1, mX2);
if (currentSlope == 0.0) return aGuessT;
var currentX = CalcBezier(aGuessT, mX1, mX2) - aX;
aGuessT -= currentX / currentSlope;
}
return aGuessT;
}
}
Aliases for common curves:
{
"ease": [0.25, 0.1, 0.25, 1.0],
"linear": [0.00, 0.0, 1.00, 1.0],
"ease-in": [0.42, 0.0, 1.00, 1.0],
"ease-out": [0.00, 0.0, 0.58, 1.0],
"ease-in-out": [0.42, 0.0, 0.58, 1.0]
}
Should be easy to make your own curves...
Thank you, Jonny!
Here is how to implement Bezier easing functions: C or Objective-C for iOS
// APPLE ORIGINAL TIMINGS:
// linear (0.00, 0.00), (0.00, 0.00), (1.00, 1.00), (1.00, 1.00)
// easeIn (0.00, 0.00), (0.42, 0.00), (1.00, 1.00), (1.00, 1.00)
// easeOut (0.00, 0.00), (0.00, 0.00), (0.58, 1.00), (1.00, 1.00)
// easeInEaseOut (0.00, 0.00), (0.42, 0.00), (0.58, 1.00), (1.00, 1.00)
// default (0.00, 0.00), (0.25, 0.10), (0.25, 1.00), (1.00, 1.00)
+(double)defaultEase_Linear:(double)t
{
return t;
}
// Замедление в начале
+(double)defaultEase_In:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0.42
point1_y:0
point2_x:1
point2_y:1
point3_x:1
point3_y:1];
}
// Замедление в конце
+(double)defaultEase_Out:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0
point1_y:0
point2_x:0.58
point2_y:1
point3_x:1
point3_y:1];
}
+(double)defaultEase_InOut:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0.42
point1_y:0
point2_x:0.58
point2_y:1
point3_x:1
point3_y:1];
}
+(double)defaultEase_default:(double)t
{
return [AnimationMath easeBezier_t:t
point0_x:0
point0_y:0
point1_x:0.25
point1_y:0.1
point2_x:0.25
point2_y:1.0
point3_x:1
point3_y:1];
}
// For *better understanding* there is p1 and p2, because it is a Bezier curve from 0,0 to 1,0. So, you can remove p1 and p2 from this method, it is just for better understanding what's going on here
double ease_bezier_A(double aA1, double aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
double ease_bezier_B(double aA1, double aA2) { return 3.0 * aA2 - 6.0 * aA1; }
double ease_bezier_C(double aA1) { return 3.0 * aA1; }
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
double ease_bezier_calc(double aT, double aA1, double aA2) {
return ((ease_bezier_A(aA1, aA2)*aT + ease_bezier_B(aA1, aA2))*aT + ease_bezier_C(aA1))*aT;
}
// Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
double ease_bezier_get_slope(double aT, double aA1, double aA2) {
return 3.0 * ease_bezier_A(aA1, aA2)*aT*aT + 2.0 * ease_bezier_B(aA1, aA2) * aT + ease_bezier_C(aA1);
}
double ease_bezier_get_t_for_x(double aX, double mX1, double mX2) {
// Newton raphson iteration
double aGuessT = aX;
for (int i = 0; i < 4; ++i) {
double currentSlope = ease_bezier_get_slope(aGuessT, mX1, mX2);
if (currentSlope == 0.0) return aGuessT;
double currentX = ease_bezier_calc(aGuessT, mX1, mX2) - aX;
aGuessT -= currentX / currentSlope;
}
return aGuessT;
}
// Objective-C
// For ***better understanding*** there is p1 and p2, because it is a Bezier curve from 0,0 to 1,0. So, you can remove p1 and p2 from this method, it is just for better understanding what's going on here
// p1_x always = 0
// p1_y always = 0
// p2_x always = 1.0
// p2_y always = 1.0
+(double)easeBezier_t:(double)t
point0_x:(double)point0_x point0_y:(double)point0_y
point1_x:(double)point1_x point1_y:(double)point1_y
point2_x:(double)point2_x point2_y:(double)point2_y
point3_x:(double)point3_x point3_y:(double)point3_y
{
if (point0_x != 0 || point0_y != 0 || point3_x != 1 || point3_y != 1) {
[NSException raise:@"Error! Your bezier is wrong!!!" format:@""];
}
double v = ease_bezier_calc(ease_bezier_get_t_for_x(t, point1_x, point2_x), point1_y, point2_y);
return v;
}
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