/** * 贝塞尔曲线 */ function bezier(points, times) { // 0、以3个控制点为例,点A,B,C,AB上设置点D,BC上设置点E,DE连线上设置点F,则最终的贝塞尔曲线是点F的坐标轨迹。 // 1、计算相邻控制点间距。 // 2、根据完成时间,计算每次执行时D在AB方向上移动的距离,E在BC方向上移动的距离。 // 3、时间每递增100ms,则D,E在指定方向上发生位移, F在DE上的位移则可通过AD/AB = DF/DE得出。 // 4、根据DE的正余弦值和DE的值计算出F的坐标。 // 邻控制AB点间距 var bezier_points = []; var points_D = []; var points_E = []; const DIST_AB = Math.sqrt(Math.pow(points[1]['x'] - points[0]['x'], 2) + Math.pow(points[1]['y'] - points[0]['y'], 2)); // 邻控制BC点间距 const DIST_BC = Math.sqrt(Math.pow(points[2]['x'] - points[1]['x'], 2) + Math.pow(points[2]['y'] - points[1]['y'], 2)); // D每次在AB方向上移动的距离 const EACH_MOVE_AD = DIST_AB / times; // E每次在BC方向上移动的距离 const EACH_MOVE_BE = DIST_BC / times; // 点AB的正切 const TAN_AB = (points[1]['y'] - points[0]['y']) / (points[1]['x'] - points[0]['x']); // 点BC的正切 const TAN_BC = (points[2]['y'] - points[1]['y']) / (points[2]['x'] - points[1]['x']); // 点AB的弧度值 const RADIUS_AB = Math.atan(TAN_AB); // 点BC的弧度值 const RADIUS_BC = Math.atan(TAN_BC); // 每次执行 for (var i = 1; i <= times; i++) { // AD的距离 var dist_AD = EACH_MOVE_AD * i; // BE的距离 var dist_BE = EACH_MOVE_BE * i; // D点的坐标 var point_D = {}; point_D['x'] = dist_AD * Math.cos(RADIUS_AB) + points[0]['x']; point_D['y'] = dist_AD * Math.sin(RADIUS_AB) + points[0]['y']; points_D.push(point_D); // E点的坐标 var point_E = {}; point_E['x'] = dist_BE * Math.cos(RADIUS_BC) + points[1]['x']; point_E['y'] = dist_BE * Math.sin(RADIUS_BC) + points[1]['y']; points_E.push(point_E); // 此时线段DE的正切值 var tan_DE = (point_E['y'] - point_D['y']) / (point_E['x'] - point_D['x']); // tan_DE的弧度值 var radius_DE = Math.atan(tan_DE); // 地市DE的间距 var dist_DE = Math.sqrt(Math.pow((point_E['x'] - point_D['x']), 2) + Math.pow((point_E['y'] - point_D['y']), 2)); // 此时DF的距离 var dist_DF = (dist_AD / DIST_AB) * dist_DE; // 此时DF点的坐标 var point_F = {}; point_F['x'] = dist_DF * Math.cos(radius_DE) + point_D['x']; point_F['y'] = dist_DF * Math.sin(radius_DE) + point_D['y']; bezier_points.push(point_F); } return { 'bezier_points': bezier_points }; } /** * 播放加入购物车动画 */ function playAnimation(param, callBack) { console.log("playAnimation"); //页面对象 var page = param.page; //点击事件 var event = param.event; if (!page.data.hide_good_box) return; page.finger = {}; var topPoint = {}; page.finger['y'] = event.touches["0"].clientY; page.finger['x'] = event.touches["0"].clientX; if (page.finger['x'] > page.busPos['x']) { page.isFingerXQtBusX = true; } else { page.isFingerXQtBusX = false; } if (page.finger['y'] < page.busPos['y']) { topPoint['y'] = page.finger['y'] - 150; } else { topPoint['y'] = page.busPos['y'] - 150; } topPoint['x'] = Math.abs(page.finger['x'] - page.busPos['x']) / 2; if (page.finger['x'] > page.busPos['x']) { topPoint['x'] = (page.finger['x'] - page.busPos['x']) / 2 + page.busPos['x']; } else { topPoint['x'] = (page.busPos['x'] - page.finger['x']) / 2 + page.finger['x']; } if (page.isFingerXQtBusX) { page.linePos = bezier([page.busPos, topPoint, page.finger], 30); //启动动画 startAnimation(page,callBack); } else { page.linePos = bezier([page.finger, topPoint, page.busPos], 30); //启动动画 startAnimationTow(page,callBack); } } function startAnimation(page, callBack) { var index = 29, bezier_points = page.linePos['bezier_points']; page.setData({ hide_good_box: false, bus_x: page.finger['x'], bus_y: page.finger['y'] }) page.timer = setInterval(function () { page.setData({ bus_x: bezier_points[index]['x'], bus_y: bezier_points[index]['y'] }) index--; if (index < 0) { clearInterval(page.timer); page.setData({ hide_good_box: true, hideCount: false, count: page.data.count += 1 }) callBack(); } }, 20); } function startAnimationTow(page, callBack) { var index = 0, bezier_points = page.linePos['bezier_points']; page.setData({ hide_good_box: false, bus_x: page.finger['x'], bus_y: page.finger['y'] }) page.timer = setInterval(function () { page.setData({ bus_x: bezier_points[index]['x'], bus_y: bezier_points[index]['y'] }) index++; if (index > 28) { clearInterval(page.timer); page.setData({ hide_good_box: true, hideCount: false, count: page.data.count += 1 }) callBack(); } }, 20); } module.exports = { bezier: bezier, playAnimation: playAnimation, }