目录
- 一、效果预览
- 二、实现
- 三、全部代码
- 四、总结
一、效果预览
无中心版本
有中心版本
二、实现
2.1 均匀分布
我们首要解决的问题是计算出粒子运动方向,保证粒子能正常扩散到目标范围和区域,另外还有保证粒子尽可能随机和均匀分布在任意方向。
方法是:
粒子扩散的范围是一个圆的范围内,我们要尽可能利用圆的旋转半径和夹角之间的关系,属于高中数学知识。另外也要控制粒子的数量,防止堆叠过多的问题。
int t = i % 12; double degree = random.nextFloat() * 30 + t * 30; // 12等分圆,没等分都保证产生粒子 // 360 /12 = 30 ,意味着每等分30度区域内需要产生一定的粒子
2.2 速度计算
我们上一篇说过,计算出速度是最难的,要结合场景,这里我们采样计算终点的方式,目的有2个,限制粒子运动出大圆,限制时间。
float minRadius = maxRadius * 1f / 2f; double radians = Math.toRadians(degree); int radius = (int) (random.nextFloat() * maxRadius / 2f); float x = (float) (Math.cos(radians) * (radius + minRadius)); float y = (float) (Math.sin(radians) * (radius + minRadius)); float speedX = (x - 0) / dt; float speedY = (y - 0) / dt;
2.3 颜色
颜色选择自己喜欢的就可以,我喜欢五彩缤纷,所以随机生成
int color = argb(random.nextFloat(), random.nextFloat(), random.nextFloat());
2.4 定义粒子对象
static class Star { private final boolean fromCenter; private final int color; private double radians; private float r; float speedX; float speedY; long startTime; Path path = new Path(); int type = TYPE_QUAD; public Star(float speedX, float speedY, long clockTime, float r, double radians, int color, boolean fromCenter, int type) { this.speedX = speedX; this.speedY = speedY; this.startTime = clockTime; this.r = r; this.radians = radians; this.fromCenter = fromCenter; this.color = color; this.type = type; } public void draw(Canvas canvas,Paint paint,long clockTime){ } }
2.4 基础骨架
public void drawBase(Canvas canvas, Paint paint, long clockTime) { long costTime = clockTime - startTime; float dx = speedX * costTime; float dy = speedY * costTime; double currentRadius = Math.sqrt(dx * dx + dy * dy); paint.setColor(color); if (currentRadius > 0) { double asin = Math.asin(r / currentRadius); //利用反三角函数计算出切线与圆的夹角 int t = 1; for (int i = 0; i < 2; i++) { double ASPectRadius = Math.abs(Math.cos(asin) * currentRadius); //切线长度 float ax = (float) (aspectRadius * Math.cos(radians + asin * t)); float ay = (float) (aspectRadius * Math.sin(radians + asin * t)); if (fromCenter) { canvas.drawLine(0, 0, ax, ay, paint); } else { canvas.drawLine(dx / 3, dy / 3, ax, ay, paint); } t = -1; } } canvas.drawCircle(dx, dy, r, paint); }
2.5 进一步优化
public void drawCircleCCW(Canvas canvas, Paint paint, long clockTime) { long costTime = clockTime - startTime; float dx = speedX * costTime; float dy = speedY * costTime; double currentRadius = Math.sqrt(dx * dx + dy * dy); path.reset(); if (currentRadius > 0) { if (fromCenter) { path.moveTo(0, 0); } else { path.moveTo(dx / 3, dy / 3); } //1、利用反三角函数计算出小圆切线与所有小圆原点与(0,0)点的夹角 double asin = Math.asin(r / currentRadius); //2、计算出切线长度 double aspectRadius = Math.abs(Math.cos(asin) * currentRadius); float axLeft = (float) (aspectRadius * Math.cos(radians - asin)); float ayLeft = (float) (aspectRadius * Math.sin(radians - asin)); path.lineTo(axLeft, ayLeft); float axRight = (float) (aspectRadius * Math.cos(radians + asin)); float ayRight = (float) (aspectRadius * Math.sin(radians + asin)); path.lineTo(axRight, ayRight); path.addCircle(dx, dy, r, Path.Direction.CCW); } path.close(); paint.setColor(color); canvas.drawpath(path, paint); }
有点样子了,但是问题是,Path动画并没有和粒子圆点闭合,这样就会有问题,后续如果要使用Shader着色 (为啥要用Shader着色,主要是火焰效果很难画出来,还得借助一些其他工具),必然产生不均匀问题。为了实现开头的效果,最初是计算切线和小圆的夹角让Path闭合,但是计算量和难度太大了,直接使用贝塞尔曲线更省事。
public void drawQuad(Canvas canvas, Paint paint, long clockTime) { long costTime = clockTime - startTime; float dx = speedX * costTime; float dy = speedY * costTime; double currentRadius = Math.sqrt(dx * dx + dy * dy); path.reset(); if (currentRadius > 0) { if (fromCenter) { path.moveTo(0, 0); } else { path.moveTo(dx / 3, dy / 3); } //1、利用反三角函数计算出小圆切线与所有小圆原点与(0,0)点的夹角 double asin = Math.asin(r / currentRadius); //2、计算出切线长度 double aspectRadius = Math.abs(Math.cos(asin) * currentRadius); float axLeft = (float) (aspectRadius * Math.cos(radians - asin)); float ayLeft = (float) (aspectRadius * Math.sin(radians - asin)); path.lineTo(axLeft, ayLeft); float axRight = (float) (aspectRadius * Math.cos(radians + asin)); float ayRight = (float) (aspectRadius * Math.sin(radians + asin)); float cx = (float) (Math.cos(radians) * (currentRadius + 2 * r)); float cy = (float) (Math.sin(radians) * (currentRadius + 2 * r)); //如果使用三角函数计算切线可能很复杂,这里使用贝塞尔曲线简化逻辑 path.quadTo(cx, cy, axRight, ayRight); path.lineTo(axRight, ayRight); } path.close(); paint.setColor(color); canvas.drawPath(path, paint); }
三、全部代码
public class FireworksView extends View implements Runnable { private static final long V_SYNC_TIME = 30; private final DisplayMetrics mDM; private TextPaint mArcPaint; private long displayTime = 500L; //控制时间,防止逃出边界 private long clockTime = 0; private boolean isNextDrawingTimeScheduled = false; private TextPaint mDrawerPaint = null; private Random random; final int maxStartNum = 50; Star[] stars = new Star[maxStartNum]; private boolean isRefresh = true; public static final int TYPE_BASE = 1; public static final int TYPE_QUAandroidD = 2; public static final int TYPE_RECT = 3; public static final int TYPE_CIRCLE_CCW = 4; public FireworksView(Context context) { this(context, null); } public FireworksView(Context context, AttributeSet attrs) { this(context, attrs, 0); } public FireworksView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); mDM = getResources().getDisplayMetrics(); initPaint(); setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { startPlay(); } }); } public static int argb(float red, float green, float blue) { return ((int) (1 * 255.0f + 0.5f) << 24) | ((int) (red * 255.0f + 0.5f) << 16) | ((int) (green * 255.0f + 0.5f) << 8) | (int) (blue * 255.0f + 0.5f); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); int widthMode = MeasureSpec.getMode(widthMeasureSpec); int widthSize = MeasureSpec.getSize(widthMeasureSpec); if (widthMode != MeasureSpec.EXACTLY) { widthSize = mDM.widthPixels / 2; } int heightMode = MeasureSpec.getMode(heightMeasureSpec); int heightSize = MeasureSpec.getSize(heightMeasureSpec); if (heightMode != MeasureSpec.EXACTLY) { heightSize = widthSize / 2; } random = new Random(SystemClock.uptimeMillis()); setMeasuredDimension(widthSize, heightSize); } public float dp2px(float dp) { return TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, dp, mDM); } public float sp2px(float dp) { return TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_SP, dp, mDM); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); int width = getWidth(); int height = getHeight(); if (width <= 10 || height <= 10) { return; } 编程客栈 int saveCount = canvas.save(); int maxRadius = Math.min(width, height) / 2; canvas.translate(width / 2, height / 2); long clockTime = getClockTime(); if (isRefresh) { float dt = 1000; float r = 5; for (int i = 0; i < maxStartNum; i++) { int t = i % 12; double degree = random.nextFloat() * 30 + t * 30; // 12等分圆 float minRadius = maxRadius * 1f / 2f; double radians = Math.toRadians(degree); int radius = (int) (random.nextFloat() * maxRadius / 2f); float x = (float) (Math.cos(radians) * (radius + minRadius)); float y = (float) (Math.sin(radians) * (radius + minRadius)); float speedX = (x - 0) / dt; float speedY = (y - 0) / dt; int color = argb(random.nextFloat(), random.nextFloat(), random.nextFloat()); stars[i] = new Star(speedX, speedY, clockTime, r, radians, color, false, TYPE_QUAD); } isRefresh = false; } for (int i = 0; i < maxStartNum; i++) { Star star = stars[i]; star.draw(canvas, mDrawerPaint, clockTime); } if (!isNextDrawingTimeScheduled) { isNextDrawingTimeScheduled = true; postDelayed(this, V_SYNC_TIME); } canvas.restoreToCount(saveCount); } @Override public void run() { isNextDrawingTimeScheduled = false; clockTime += 32; if (clockTime www.devze.com> displayTime) { clockTime = displayTime; } postInvalidate(); } private long getClockTime() { return clockTime; } public void startPlay() { clockTime = 0; isRefresh = true; removeCallbacks(this); run(); } private void initPaint() { // 实例化画笔并打开抗锯齿 mArcPaint = new TextPaint(Paint.ANTI_ALIAS_FLAG); mArcPaint.setAntiAlias(true); mArcPaint.setStyle(Paint.Style.STROKE); mArcPaint.setStrokeCap(Paint.Cap.ROUND); mDrawerPaint = new TextPaint(Paint.ANTI_ALIAS_FLAG); mDrawerPaint.setAntiAlias(true); mDrawerPaint.setStyle(Paint.Style.FILL); mDrawerPaint.setStrokeCap(Pandroidaint.Cap.ROUND); } static class Star { private final boolean fromCenter; private final int color; private double radians; private float r; float speedX; float speedY; long startTime; Path path = new Path(); int type = TYPE_QUAD; public Star(float speedX, float speedY, long clockTime, float r, double radians, int color, boolean fromCenter, int type) { this.speedX = speedX; this.speedY = speedY; this.startTime = clockTime; this.r = r; this.radians = radians; this.fromCenter = fromCenter; this.color = color; this.type = type; } public void draw(Canvas canvas, Paint paint, long clockTime) { switch (type) { case TYPE_BASE: drawBase(canvas, paint, clockTime); break; case TYPE_RECT: drawRect(canvas, paint, clockTime); break; case TYPE_CIRCLE_CCW: drawCircleCCW(canvas, paint, clockTime); break; case TYPE_QUAD: drawQuad(canvas, paint, clockTime); break; } } public void drawQuad(Canvas canvas, Paint paint, long clockTime) { long costTime = clockTime - startTime; float dx = speedX * costTime; float dy = speedY * costTime; double currentRadius = Math.sqrt(dx * dx + dy * dy); path.reset(); if (currentRadius > 0) { if (fromCenter) { path.moveTo(0, 0); } else { path.moveTo(dx / 3, dy / 3); } //1、利用反三角函数计算出小圆切线与所有小圆原点与(0,0)点的夹角 double asin = Math.asin(r / currentRadius); //2、计算出切线长度 double aspectRadius = Math.abs(Math.cos(asin) * currentRadius); float axLeft = (float) (aspectRadius * Math.cos(radians - asin)); float ayLeft = (float) (aspectRadius * Math.sin(radians - asin)); path.lineTo(axLeft, ayLeft); float axRight = (float) (aspectRadius * Math.cos(radians + asin)); float ayRight = (float) (aspectRadius * Math.sin(radians + asin)); float cx = (float) (Math.cos(radians) * (currentRadius + 2 * r)); float cy = (float) (Math.sin(radians) * (currentRadius + 2 * r)); //如果使用三角函数计算切线可能很复杂,这里使用贝塞尔曲线简化逻辑 path.quadTo(cx, cy, axRight, ayRight); path.lineTo(axRight, ayRight); } path.close(); paint.setColor(color); canvas.drawPath(path, paint); } public void drawCircleCCW(Canvas canvas, Paint paint, long clockTime) { long costTime = clockTime - startTime; float dx = speedX * costTime; float dy = speedY * costTime; double currentRadius = Math.sqrt(dx * dx + dy * dy); path.reset(); if (currentRadius > 0) { if (fromCenter) { path.moveTo(0, 0); } else { path.moveTo(dx / 3, dy / 3); } //1、利用反三角函数计算出小圆切线与所有小圆原点与(0,0)点的夹角 double asin = Math.asin(r / currentRadius); //2、计算出切线长度 double aspectRadius = Math.abs(Math.cos(asin) * currentRadius); float axLeft = (float) (aspectRadius * Math.cos(radians - asin)); float ayLeft = (float) (aspectRadius * Math.sin(radians - asin)); path.lineTo(axLeft, ayLeft); float axRight = (float) (aspectRadius * Math.cos(radians + asin)); float ayRight = (float) (aspectRadius * Math.sin(radians + asin)); path.lineTo(axRight, ayRight); path.addCircle(dx, dy, r, Path.Direction.CCW); } path.close(); paint.setColor(color); canvas.drawPath(path, paint); } public void drawBase(Canvas canvas, Paint paint, long clockTime) { long costTime = clockTime - startTime; float dx = speedX * costTime; float dy = speedY * costTime; double currentRadius = Math.sqrt(dx * dx + dy * dy); paint.setColor(color); if (currentRadius > 0) { double asin = Math.asin(r / currentRadius); //利用反三角函数计算出切线与圆的夹角 int t = 1; for (int i = 0; i < 2; i++) { double aspectRadius = Math.abs(Math.cos(asin) * currentRadius); //切线长度 float ax = (float) (aspectRadius * Math.cos(radians + asin * t)); float ay = (float) (aspectRadius * Math.sin(radians + asin * t)); if (fromCenter) { canvas.drawLine(0, 0, ax, ay, paint); } else { canvas.drawLine(dx / 3, dy / 3, ax, ay, paint); www.devze.com } t = -1; } } canvas.drawCircle(dx, dy, r, paint); } public void drawRect(Canvas canvas, Paint paint, long clockTime) { long costTime = clockTime - startTime; float dx = speedX * costTime; float dy = speedY * costTime; paint.setColor(color); RectF rectF = new RectF(dx - r, dy - r, dx + r, dy + r); canvas.drawRect(rectF, paint); // canvas.drawCircle(dx,dy,r,paint); } } }
四、总结
本篇我们大量使用了三角函数、反三角函数,因此一定要掌握好数学基础。
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