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Android - 如何使 RotateAnimation 更流畅和 "physical"?

转载 作者:行者123 更新时间:2023-11-29 14:22:58 26 4
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我正在实现一种“罗盘箭头”,它使用磁场传感器根据设备的物理方向跟随目的地。突然我遇到了一个小问题。

获得方位角和方位角是可以的,但是执行逼真的动画变成了一项非常艰巨的任务。我尝试使用不同的插值器使动画更“物理”(即在真实的指南针中,箭头在发夹旋转后振荡,在运动过程中加速和减速等)。

现在我正在使用 interpolator.accelerate_decelerate 一切都很好,直到更新开始快速到达。这使得动画相互重叠并且箭头变得抽搐和紧张。我想避免这种情况。我试图实现一个队列,让每个下一个动画都等到上一个结束,或者丢弃很快到来的更新。这让动画看起来很流畅,但是箭头的行为变得完全不合逻辑。

所以我有两个问题:

1) 有没有办法在动画相互重叠的情况下使动画过渡更加平滑

2) 有没有办法停止当前正在处理的动画并获取对象的中间位置?

我的代码如下。 UpdateRotation() 方法处理方向和轴承更新,并执行外部 viewArrow View 的动画。

public class DirectionArrow {

// View that represents the arrow
final View viewArrow;

// speed of rotation of the arrow, degrees/sec
final double rotationSpeed;

// current values of bearing and azimuth
float bearingCurrent = 0;
float azimuthCurrent = 0;


/*******************************************************************************/

/**
* Basic constructor
*
* @param view View representing an arrow that should be rotated
* @param rotationSpeed Speed of rotation in deg/sec. Recommended from 50 (slow) to 500 (fast)
*/
public DirectionArrow(View view, double rotationSpeed) {
this.viewArrow = view;
this.rotationSpeed = rotationSpeed;
}

/**
* Extended constructor
*
* @param viewArrow View representing an arrow that should be rotated
* @param rotationSpeed Speed of rotation in deg/sec. Recommended from 50 (slow) to 500 (fast)
* @param bearing Initial bearing
* @param azimuth Initial azimuth
*/
public DirectionArrow(View viewArrow, double rotationSpeed, float bearing, float azimuth){
this.viewArrow = viewArrow;
this.rotationSpeed = rotationSpeed;
UpdateRotation(bearing, azimuth);
}

/**
* Invoke this to update orientation and animate the arrow
*
* @param bearingNew New bearing value, set >180 or <-180 if you don't need to update it
* @param azimuthNew New azimuth value, set >360 or <0 if you don't need to update it
*/
public void UpdateRotation(float bearingNew, float azimuthNew){

// look if any parameter shouldn't be updated
if (bearingNew < -180 || bearingNew > 180){
bearingNew = bearingCurrent;
}
if (azimuthNew < 0 || azimuthNew > 360){
azimuthNew = azimuthCurrent;
}

// log
Log.println(Log.DEBUG, "compass", "Setting rotation: B=" + bearingNew + " A=" + azimuthNew);

// calculate rotation value
float rotationFrom = bearingCurrent - azimuthCurrent;
float rotationTo = bearingNew - azimuthNew;

// correct rotation angles
if (rotationFrom < -180) {
rotationFrom += 360;
}
while (rotationTo - rotationFrom < -180) {
rotationTo += 360;
}
while (rotationTo - rotationFrom > 180) {
rotationTo -= 360;
}

// log again
Log.println(Log.DEBUG, "compass", "Start Rotation to " + rotationTo);

// create an animation object
RotateAnimation rotateAnimation = new RotateAnimation(rotationFrom, rotationTo,
Animation.RELATIVE_TO_SELF, (float) 0.5, Animation.RELATIVE_TO_SELF, (float) 0.5);

// set up an interpolator
rotateAnimation.setInterpolator(viewArrow.getContext(), interpolator.accelerate_decelerate);

// force view to remember its position after animation
rotateAnimation.setFillAfter(true);

// set duration depending on speed
rotateAnimation.setDuration((long) (Math.abs(rotationFrom - rotationTo) / rotationSpeed * 1000));

// start animation
viewArrow.startAnimation(rotateAnimation);

// update cureent rotation
bearingCurrent = bearingNew;
azimuthCurrent = azimuthNew;
}
}

最佳答案

这是我的自定义 ImageDraw 类,我在其中根据偶极子在磁场中的圆周运动方程实现了指向箭头的物理行为。

它不使用任何动画器或插值器——在每次迭代时,角度位置都是根据物理参数重新计算的。这些参数可以通过 setPhysical 方法进行广泛调整。例如,为了使旋转更平滑和更慢,增加alpha(阻尼系数),使箭头更灵敏,增加mB(磁场系数),使箭头在旋转时振荡,增加 inertiaMoment

动画和重绘是通过在每次迭代时调用 invalidate() 隐式执行的。无需显式处理。

要更新箭头应旋转的角度,只需调用 rotationUpdate(由用户选择或使用设备方向传感器回调)。

/**
* Class CompassView extends Android ImageView to perform cool, real-life animation of objects
* such compass needle in magnetic field. Rotation is performed relative to the center of image.
*
* It uses angular motion equation of magnetic dipole in magnetic field to implement such animation.
* To vary behaviour (damping, oscillation, responsiveness and so on) set various physical properties.
*
* Use `setPhysical()` to vary physical properties.
* Use `rotationUpdate()` to change angle of "magnetic field" at which image should rotate.
*
*/

public class CompassView extends ImageView {

static final public float TIME_DELTA_THRESHOLD = 0.25f; // maximum time difference between iterations, s
static final public float ANGLE_DELTA_THRESHOLD = 0.1f; // minimum rotation change to be redrawn, deg

static final public float INERTIA_MOMENT_DEFAULT = 0.1f; // default physical properties
static final public float ALPHA_DEFAULT = 10;
static final public float MB_DEFAULT = 1000;

long time1, time2; // timestamps of previous iterations--used in numerical integration
float angle1, angle2, angle0; // angles of previous iterations
float angleLastDrawn; // last drawn anglular position
boolean animationOn = false; // if animation should be performed

float inertiaMoment = INERTIA_MOMENT_DEFAULT; // moment of inertia
float alpha = ALPHA_DEFAULT; // damping coefficient
float mB = MB_DEFAULT; // magnetic field coefficient

/**
* Constructor inherited from ImageView
*
* @param context
*/
public CompassView(Context context) {
super(context);
}

/**
* Constructor inherited from ImageView
*
* @param context
* @param attrs
*/
public CompassView(Context context, AttributeSet attrs) {
super(context, attrs);
}

/**
* Constructor inherited from ImageView
*
* @param context
* @param attrs
* @param defStyle
*/
public CompassView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}

/**
* onDraw override.
* If animation is "on", view is invalidated after each redraw,
* to perform recalculation on every loop of UI redraw
*/
@Override
public void onDraw(Canvas canvas){
if (animationOn){
if (angleRecalculate(new Date().getTime())){
this.setRotation(angle1);
}
} else {
this.setRotation(angle1);
}
super.onDraw(canvas);
if (animationOn){
this.invalidate();
}
}

/**
* Use this to set physical properties.
* Negative values will be replaced by default values
*
* @param inertiaMoment Moment of inertia (default 0.1)
* @param alpha Damping coefficient (default 10)
* @param mB Magnetic field coefficient (default 1000)
*/
public void setPhysical(float inertiaMoment, float alpha, float mB){
this.inertiaMoment = inertiaMoment >= 0 ? inertiaMoment : this.INERTIA_MOMENT_DEFAULT;
this.alpha = alpha >= 0 ? alpha : ALPHA_DEFAULT;
this.mB = mB >= 0 ? mB : MB_DEFAULT;
}


/**
* Use this to set new "magnetic field" angle at which image should rotate
*
* @param angleNew new magnetic field angle, deg., relative to vertical axis.
* @param animate true, if image shoud rotate using animation, false to set new rotation instantly
*/
public void rotationUpdate(final float angleNew, final boolean animate){
if (animate){
if (Math.abs(angle0 - angleNew) > ANGLE_DELTA_THRESHOLD){
angle0 = angleNew;
this.invalidate();
}
animationOn = true;
} else {
angle1 = angleNew;
angle2 = angleNew;
angle0 = angleNew;
angleLastDrawn = angleNew;
this.invalidate();
animationOn = false;
}
}

/**
* Recalculate angles using equation of dipole circular motion
*
* @param timeNew timestamp of method invoke
* @return if there is a need to redraw rotation
*/
protected boolean angleRecalculate(final long timeNew){

// recalculate angle using simple numerical integration of motion equation
float deltaT1 = (timeNew - time1)/1000f;
if (deltaT1 > TIME_DELTA_THRESHOLD){
deltaT1 = TIME_DELTA_THRESHOLD;
time1 = timeNew + Math.round(TIME_DELTA_THRESHOLD * 1000);
}
float deltaT2 = (time1 - time2)/1000f;
if (deltaT2 > TIME_DELTA_THRESHOLD){
deltaT2 = TIME_DELTA_THRESHOLD;
}

// circular acceleration coefficient
float koefI = inertiaMoment / deltaT1 / deltaT2;

// circular velocity coefficient
float koefAlpha = alpha / deltaT1;

// angular momentum coefficient
float koefk = mB * (float)(Math.sin(Math.toRadians(angle0))*Math.cos(Math.toRadians(angle1)) -
(Math.sin(Math.toRadians(angle1))*Math.cos(Math.toRadians(angle0))));

float angleNew = ( koefI*(angle1 * 2f - angle2) + koefAlpha*angle1 + koefk) / (koefI + koefAlpha);

// reassign previous iteration variables
angle2 = angle1;
angle1 = angleNew;
time2 = time1;
time1 = timeNew;

// if angles changed less then threshold, return false - no need to redraw the view
if (Math.abs(angleLastDrawn - angle1) < ANGLE_DELTA_THRESHOLD){
return false;
} else {
angleLastDrawn = angle1;
return true;
}
}

关于Android - 如何使 RotateAnimation 更流畅和 "physical"?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22725606/

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