贝塞尔曲线动画类
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@@ -8,6 +8,7 @@ import android.animation.ValueAnimator;
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import android.content.Context;
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import android.graphics.PointF;
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import android.graphics.drawable.Drawable;
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import android.os.Handler;
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import android.util.AttributeSet;
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import android.util.Log;
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import android.view.View;
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@@ -27,11 +28,14 @@ public class BezierAnimationView extends RelativeLayout implements View.OnClickL
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private Context context;
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private int[] animation_drawable = {
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R.drawable.icon_common_heart_animation_vr00,
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R.drawable.icon_heart_unchoose_other,
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R.drawable.icon_map_marker_pondingl2,
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R.drawable.icon_map_marker_living};
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private Random random = new Random();
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private int width = 500, height = 210;
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private int width = 180, height = 140;
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private int drawableWidth, drawableHeight;
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private int resource = 0;
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private Handler handler = new Handler();
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private Runnable runnable;
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public BezierAnimationView(Context context) {
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this(context, null);
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@@ -54,13 +58,24 @@ public class BezierAnimationView extends RelativeLayout implements View.OnClickL
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@Override
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public void onClick(View view) {
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Log.d("执行点赞动画", "ppp");
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bezierAnimation();
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runnable = new Runnable() {
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@Override
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public void run() {
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try {
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Log.d("点赞--", "");
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bezierAnimation(resource);
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handler.postDelayed(this, 500);
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} catch (Exception e) {
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e.printStackTrace();
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}
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}
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};
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runnable.run();
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}
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private void bezierAnimation() {
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private void bezierAnimation(int resource) {
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final ImageView imageView = new ImageView(context);
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imageView.setBackgroundResource(animation_drawable[random.nextInt(animation_drawable.length - 1)]);
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imageView.setBackgroundResource(animation_drawable[resource]);
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RelativeLayout.LayoutParams params = new LayoutParams(ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT);
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params.addRule(ALIGN_BOTTOM);
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params.addRule(CENTER_HORIZONTAL);
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@@ -79,63 +94,66 @@ public class BezierAnimationView extends RelativeLayout implements View.OnClickL
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}
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});
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animatorSet.start();
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Log.d(TAG, "动画执行到--" + String.valueOf(resource));
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}
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private AnimatorSet getAnimatorSet(ImageView imageView) {
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AnimatorSet enter = new AnimatorSet();
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/*
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* 缩放动画
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* */
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//1、缩放动画
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AnimatorSet scaleAnimator = new AnimatorSet();
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ObjectAnimator alpha = ObjectAnimator.ofFloat(imageView, "alpha", 0.8f, 1f);
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ObjectAnimator scaleX = ObjectAnimator.ofFloat(imageView, "scaleX", 0.8f, 1f);
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ObjectAnimator scaleY = ObjectAnimator.ofFloat(imageView, "scaleY", 0.8f, 1f);
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scaleAnimator.setDuration(500);
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ObjectAnimator alpha = ObjectAnimator.ofFloat(imageView, "alpha", 0.3f, 1f);
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ObjectAnimator scaleX = ObjectAnimator.ofFloat(imageView, "scaleX", 0.3f, 1f);
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ObjectAnimator scaleY = ObjectAnimator.ofFloat(imageView, "scaleY", 0.3f, 1f);
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scaleAnimator.setDuration(1000);
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scaleAnimator.playTogether(alpha, scaleX, scaleY);
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/*
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* 贝塞尔动画
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* */
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ValueAnimator bezierAnimator = getBezierValueAnimator(imageView);
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/*
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* 两个动画按顺序播放
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* */
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//2、贝塞尔动画
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ValueAnimator bezierAnimator = getBezierAnimator(imageView);
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//3、两个动画按顺序播放
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enter.playSequentially(scaleAnimator, bezierAnimator);
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return enter;
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}
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/**
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* 获取贝塞尔曲线动画
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* 贝塞尔动画
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*
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* @param target
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* @return
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*/
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private ValueAnimator getBezierValueAnimator(View target) {
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private ValueAnimator getBezierAnimator(final ImageView imageView) {
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//初始化一个BezierEvaluator
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BezierEvaluator evaluator = new BezierEvaluator(getPointF(1), getPointF(1));
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//1、构建贝塞尔曲线的四个点
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PointF point0 = new PointF((width - drawableWidth) / 2, height - drawableHeight);
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PointF point1 = new PointF(random.nextInt(width), random.nextInt(height / 2));
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PointF point2 = new PointF(random.nextInt(width), random.nextInt(height / 2) + height / 2);
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PointF point3 = new PointF(random.nextInt(width - drawableWidth), 0);
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// 起点固定,终点随机
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ValueAnimator animator = ValueAnimator.ofObject(evaluator, new PointF((width - 40) / 2, height - 80),
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new PointF(random.nextInt(getWidth()), 0));
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animator.addUpdateListener(new BezierListener(target));
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animator.setTarget(target);
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animator.setDuration(3000);
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return animator;
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//2、创建贝塞尔属性动画
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BezierEvaluator evaluator = new BezierEvaluator(point0, point1);
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final ValueAnimator valueAnimator = ObjectAnimator.ofObject(evaluator, point2, point3);
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valueAnimator.setInterpolator(new LinearInterpolator());
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valueAnimator.setDuration(1000);
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//3、监听贝塞尔曲线估值器返回值
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valueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
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@Override
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public void onAnimationUpdate(ValueAnimator animation) {
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//4、获取BezierEvaluator中evaluate()返回的运行轨迹坐标点,设置点赞图片路线
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PointF pointF = (PointF) animation.getAnimatedValue();
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imageView.setX(pointF.x);
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imageView.setY(pointF.y);
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//6、获取BezierEvaluator中evaluate()返回的参数t,设置消失动画
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float t = animation.getAnimatedFraction();
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imageView.setAlpha(1 - t + 0.2f);
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}
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});
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if (resource >= 3) {
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handler.removeCallbacks(runnable);
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return null;
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} else {
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resource += 1;
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}
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return valueAnimator;
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}
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/**
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* 获取一条路径的两个控制点
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*
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* @param scale
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*/
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private PointF getPointF(int scale) {
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PointF pointF = new PointF();
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//减去100 是为了控制 x轴活动范围
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pointF.x = random.nextInt((width));
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//再Y轴上 为了确保第二个控制点 在第一个点之上,我把Y分成了上下两半
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pointF.y = random.nextInt((height)) / scale;
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return pointF;
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}
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}
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@@ -11,34 +11,44 @@ import android.graphics.PointF;
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*/
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public class BezierEvaluator implements TypeEvaluator<PointF> {
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private PointF pointF1;
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private PointF pointF2;
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private PointF point1;
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private PointF point2;
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public BezierEvaluator(PointF point1, PointF point2) {
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this.pointF1 = point1;
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this.pointF2 = point2;
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this.point1 = point1;
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this.point2 = point2;
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}
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@Override
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public PointF evaluate(float time, PointF startValue, PointF endValue) {
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float timeLeft = 1.0f - time;
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//结果
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public PointF evaluate(float t, PointF point0, PointF point3) {
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PointF point = new PointF();
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//t 取值为 [0,1]
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PointF point0 = (PointF)startValue;//起点
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PointF point3 = (PointF)endValue;//终点
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/**
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* 三阶贝塞尔公式
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*
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* B(t)=(1 - t)^3 P0
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* + 3 t (1 - t)^2 P1
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* + 3 t^2 (1 - t) P2
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* + t^3 P3
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*/
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point.x = point0.x * (1 - t) * (1 - t) * (1 - t)
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+ 3 * point1.x * t * (1 - t) * (1 - t)
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+ 3 * point2.x * t * t * (1 - t)
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+ point3.x * t * t * t;
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// 贝塞尔公式
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point.x = timeLeft * timeLeft * timeLeft * (point0.x)
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+ 3 * timeLeft * timeLeft * time * (pointF1.x)
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+ 3 * timeLeft * time * time * (pointF2.x)
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+ time * time * time * (point3.x);
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point.y = timeLeft * timeLeft * timeLeft * (point0.y)
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+ 3 * timeLeft * timeLeft * time * (pointF1.y)
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+ 3 * timeLeft * time * time * (pointF2.y)
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+ time * time * time * (point3.y);
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/**
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* 三阶贝塞尔公式
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*
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* B(t)=(1 - t)^3 P0
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* + 3 t (1 - t)^2 P1
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* + 3 t^2 (1 - t) P2
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* + t^3 P3
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*/
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point.y = point0.y * (1 - t) * (1 - t) * (1 - t)
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+ 3 * point1.y * t * (1 - t) * (1 - t)
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+ 3 * point2.y * t * t * (1 - t)
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+ point3.y * t * t * t;
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return point;
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}
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