先回顾上篇所说的"正向运动学":以人行走的例子来说,基本上可以理解为大腿驱动小腿,小腿驱动脚,从而引发的一系列姿态调整和运动。再举一个例子,我们用着拿一根软鞭或链条的一端挥舞,被手挥舞的这一端会把"能量"向另一端传递(即固定端驱动紧接的部分,而紧接的部分又驱动下一段紧接的部分),从而使整个系统也随之运动.
而"反向运动学"正好相反,举个不恰当的例子,小时候估计很多人玩过“死”青蛙(之所以要说是死的,是为了排除活体的自主运动),用手去拖死青蛙的脚(即自由端),会发现拉脚的同时,也带动青蛙的大腿在拖动,进而拖动了整体青蛙“尸体”;如果换成链条的例子,则相当于反过来,我们拿起链条的另一端拖动,会带动与它紧密关联的部分一起运动,从而带动整个链条一起被拖动。
单关节拖动:
package {import flash.display.Sprite;import flash.events.Event;public class OneSegmentDrag extends Sprite {private var segment0:Segment;public function OneSegmentDrag() {init();}private function init():void {segment0=new Segment(100,20);addChild(segment0);segment0.x=stage.stageWidth/2;segment0.y=stage.stageHeight/2;addEventListener(Event.ENTER_FRAME,EnterFrameHandler);}private function EnterFrameHandler(event:Event):void {var dx:Number=mouseX-segment0.x;var dy:Number=mouseY-segment0.y;var angle:Number=Math.atan2(dy,dx);segment0.rotation=angle*180/Math.PI;var w:Number=segment0.getPin().x-segment0.x;var h:Number=segment0.getPin().y-segment0.y;segment0.x=mouseX-w;segment0.y=mouseY-h;}} }
示意图:
双关节的拖动:
var seg1:Segment = new Segment(100,20); seg1.x = 100; seg1.y = 50; addChild(seg1);var seg2:Segment = new Segment(100,10); seg2.x = seg1.getPin().x; seg2.y = seg1.getPin().y; addChild(seg2);addEventListener(Event.ENTER_FRAME,EnterFrameHandler);function EnterFrameHandler(e:Event):void{//seg2跟着鼠标动var dx1:Number = mouseX - seg2.x;var dy1:Number = mouseY - seg2.y;var angle1:Number = Math.atan2(dy1,dx1);seg2.rotation = angle1*180/Math.PI;var w1:Number = seg2.getPin().x - seg2.x;var h1:Number = seg2.getPin().y - seg2.y;seg2.x = mouseX-w1;seg2.y = mouseY-h1;//seg1跟着seg2动var dx2:Number = seg2.x - seg1.x;var dy2:Number = seg2.y - seg1.y;var angle2:Number = Math.atan2(dy2,dx2);seg1.rotation = angle2*180/Math.PI;var w2:Number = seg1.getPin().x - seg1.x;var h2:Number = seg1.getPin().y - seg1.y;seg1.x = seg2.x -w2;seg1.y = seg2.y -h2; }
多关节的拖动:
var segNum:Number=10; var segs:Array=new Array(segNum);function init():void {for (var i:int=0; i<segNum; i++) {segs[i]=new Segment(40,12);segs[i].x=stage.stageWidth/2;segs[i].y=stage.stageHeight/2;addChild(segs[i]);}addEventListener(Event.ENTER_FRAME,EnterFrameHandler); }function EnterFrameHandler(e:Event):void {drag(segs[segNum-1],mouseX,mouseY);for (var i:int=segNum-2; i>=0; i--) {drag(segs[i],segs[i+1].x,segs[i+1].y);} }//拖动的封装 function drag(seg:Segment,targetX:Number,targetY:Number):void {var dx:Number=targetX-seg.x;var dy:Number=targetY-seg.y;var angle:Number=Math.atan2(dy,dx);seg.rotation=angle*180/Math.PI;var w:Number=seg.getPin().x-seg.x;var h:Number=seg.getPin().y-seg.y;seg.x=targetX-w;seg.y=targetY-h; }init();
如果说反向运动学的拖动,是用外力拖“死青蛙”的脚,则反向运动学中的伸展则正好相反,它相当于把青蛙的身体固定住,而青蛙的脚主动伸出去够某一物体(好吧,死青蛙是不会主动去抓物体的,人死不能复生,青蛙也一样,也许换成另一种说法更容易理解:我们坐在位子上不动,想伸手去拿桌子远处的东西,其实就是这个意思)
ok,如果感觉还不是太晕的话,再来小结下“正向运动”与“反向运动”的区别:
人行走时“下肢”系统的运动之所以被称做正向运动,主要特征是大腿先动,从而驱动小腿,而小腿又驱动脚,更准确的讲可以理解为“固定端驱动自由端”,能量的传递是自上而下,从固定端传递到自由端,也就是所谓的“正向”。
而人伸手去拿东西,可以看作 “手带动上臂”,而“上臂又带动胳膊”,即“自由端带动固定端”,能量的传递是自下而上,从自由端传递到固定端,即所谓的“反向”。
双关节的伸展:
上面的示例中,粗的关节当做胳膊,细的关节当做手臂,用鼠标在上面移动时,会发现手臂始终试图伸展到鼠标所在位置,但由于胳膊被固定点限制了,所以形成了这种效果。
下面是处理的示意图:
处理步骤:
1.手臂seg1,先绕着自己的固定点(x,y),朝鼠标所在点(mousex,mousey)旋转
2.得到一个新的点(tx,ty)--红色的实线三角形,然后胳膊seg2以(tx,ty)为目标旋转
3.重新将seg1挂到seg2的自由端
4.重复以上处理,直到二个关节的姿态不再有任何变化为止
var seg1:Segment=new Segment(80,10); seg1.x=130; seg1.y=160; addChild(seg1);var seg2:Segment=new Segment(60,20); seg2.x=seg1.getPin().x; seg2.y=seg1.getPin().y; addChild(seg2);function init():void {addEventListener(Event.ENTER_FRAME,EnterFrameHandler); }function EnterFrameHandler(e:Event):void {var dx:Number=mouseX-seg1.x;var dy:Number=mouseY-seg1.y;var angle:Number=Math.atan2(dy,dx);seg1.rotation=angle*180/Math.PI;var w:Number=seg1.getPin().x-seg1.x;var h:Number=seg1.getPin().y-seg1.y;var tx:Number=mouseX-w;var ty:Number=mouseY-h;dx=tx-seg2.x;dy=ty-seg2.y;angle=Math.atan2(dy,dx);seg2.rotation=angle*180/Math.PI;seg1.x=seg2.getPin().x;seg1.y=seg2.getPin().y; }init();
注意一个细节:反向运动伸展时,关节是倒着挂的,即最后一个addChild的Segment做为系统固定端,第一个Segment实例为做系统的伸展自由端。可以把上面的动画放慢到每秒一帧,上述处理步骤也许更容易看清楚
function EnterFrameHandler(e:Event):void {var dx:Number=mouseX-seg1.x;var dy:Number=mouseY-seg1.y;var angle:Number=Math.atan2(dy,dx);seg1.rotation=angle*180/Math.PI;var w:Number=seg1.getPin().x-seg1.x;var h:Number=seg1.getPin().y-seg1.y;var tx:Number=mouseX-w;var ty:Number=mouseY-h;dx=tx-seg2.x;dy=ty-seg2.y;angle=Math.atan2(dy,dx);seg2.rotation=angle*180/Math.PI;seg1.x=seg2.getPin().x;seg1.y=seg2.getPin().y;//新增的画线部分,以方便观察graphics.clear();graphics.lineStyle(1,0xff0000,0.5);graphics.moveTo(mouseX,mouseY);graphics.lineTo(seg1.getPin().x,seg1.getPin().y);graphics.lineStyle(1,0x0000ff,0.5);graphics.moveTo(mouseX,mouseY);graphics.lineTo(seg2.getPin().x,seg2.getPin().y);}
多关节的伸展:
var segNum:uint=10; var segs:Array=new Array(segNum); var i:int=0;function init():void {for (i=0; i<segNum; i++) {segs[i]=new Segment(50,10+2*i);segs[i].x=30;segs[i].y=30;addChild(segs[i]);}addEventListener(Event.ENTER_FRAME,EnterFrameHandler); }function EnterFrameHandler(e:Event):void {var target:Point=expand(segs[0],mouseX,mouseY);//记住:第一个为伸展末端,最后一个为固定端for (i=1; i<segNum; i++) {target=expand(segs[i],target.x,target.y); }//倒挂所有Segmentfor (i = segNum - 1; i > 0; i--) { hang(segs[i-1],segs[i]);}}function expand(seg:Segment,targetX:Number,targetY:Number):Point {var dx:Number=targetX-seg.x;var dy:Number=targetY-seg.y;var angle:Number=Math.atan2(dy,dx);seg.rotation=angle*180/Math.PI;var w:Number=seg.getPin().x-seg.x;var h:Number=seg.getPin().y-seg.y;var tx:Number=targetX-w;var ty:Number=targetY-h;return new Point(tx,ty); }function hang(segA:Segment,segB:Segment) {segA.x=segB.getPin().x;segA.y=segB.getPin().y; }init();
如果把目标点从鼠标位置换成某一个运动物体的坐标,效果会更好玩:
var segNum:uint=9; var segs:Array=new Array(segNum); var i:int=0; var ball:Ball; var gravity:Number=0.3; var bounce:Number=-0.95;function init():void {ball = new Ball(15);ball.vx=10;addChild(ball);//加入一个小球for (i=0; i<segNum; i++) {segs[i]=new Segment(45,10+1*i);segs[i].x=30;segs[i].y=30;addChild(segs[i]);}addEventListener(Event.ENTER_FRAME,EnterFrameHandler); }function EnterFrameHandler(e:Event):void {moveBall();//让小球动起来var target:Point=expand(segs[0],ball.x,ball.y);//最后一个跟着小球跑for (i=1; i<segNum; i++) {target=expand(segs[i],target.x,target.y);}for (i = segNum - 1; i > 0; i--) {hang(segs[i-1],segs[i]);} }function expand(seg:Segment,targetX:Number,targetY:Number):Point {var dx:Number=targetX-seg.x;var dy:Number=targetY-seg.y;var angle:Number=Math.atan2(dy,dx);seg.rotation=angle*180/Math.PI;var w:Number=seg.getPin().x-seg.x;var h:Number=seg.getPin().y-seg.y;var tx:Number=targetX-w;var ty:Number=targetY-h;return new Point(tx,ty); }function hang(segA:Segment,segB:Segment) {segA.x=segB.getPin().x;segA.y=segB.getPin().y; }function moveBall():void {ball.vy+=gravity;ball.x+=ball.vx;ball.y+=ball.vy;if (ball.x+ball.radius>stage.stageWidth) {ball.x=stage.stageWidth-ball.radius;ball.vx*=bounce;} else if (ball.x - ball.radius < 0) {ball.x=ball.radius;ball.vx*=bounce;}if (ball.y+ball.radius>stage.stageHeight) {ball.y=stage.stageHeight-ball.radius;ball.vy*=bounce;} else if (ball.y - ball.radius < 0) {ball.y=ball.radius;ball.vy*=bounce;} }init();
结合以前学到的碰撞检测,能做出更出色的交互效果:
var segNum:uint=4; var segs:Array=new Array(segNum); var i:int=0; var ball:Ball; var gravity:Number=0.2; var bounce:Number=-0.95;function init():void {ball=new Ball(15);ball.vx=10;addChild(ball);//加入一个小球for (i=0; i<segNum; i++) {segs[i]=new Segment(45,10+1*i);segs[i].x=300;segs[i].y=385;addChild(segs[i]);}addEventListener(Event.ENTER_FRAME,EnterFrameHandler); }function EnterFrameHandler(e:Event):void {moveBall();var target:Point=expand(segs[0],ball.x,ball.y);for (i=1; i<segNum; i++) {target=expand(segs[i],target.x,target.y);}for (i = segNum - 1; i > 0; i--) {hang(segs[i-1],segs[i]);}checkHit();//碰撞检测 }function expand(seg:Segment,targetX:Number,targetY:Number):Point {var dx:Number=targetX-seg.x;var dy:Number=targetY-seg.y;var angle:Number=Math.atan2(dy,dx);seg.rotation=angle*180/Math.PI;var w:Number=seg.getPin().x-seg.x;var h:Number=seg.getPin().y-seg.y;var tx:Number=targetX-w;var ty:Number=targetY-h;return new Point(tx,ty); }function hang(segA:Segment,segB:Segment) {segA.x=segB.getPin().x;segA.y=segB.getPin().y; }function moveBall():void {ball.vy+=gravity;ball.x+=ball.vx;ball.y+=ball.vy;if (ball.x+ball.radius>stage.stageWidth) {ball.x=stage.stageWidth-ball.radius;ball.vx*=bounce;} else if (ball.x - ball.radius < 0) {ball.x=ball.radius;ball.vx*=bounce;}if (ball.y+ball.radius>stage.stageHeight) {ball.y=stage.stageHeight-ball.radius;ball.vy*=bounce;} else if (ball.y - ball.radius < 0) {ball.y=ball.radius;ball.vy*=bounce;} }function checkHit():void {var segment:Segment=segs[0];var dx:Number=segment.getPin().x-ball.x;var dy:Number=segment.getPin().y-ball.y;var dist:Number=Math.sqrt(dx*dx+dy*dy);if (dist<ball.radius) {ball.vx+=Math.random()*2-1;//给小球一个很小的随机x轴向速度(这样看起来小球会在x轴上突然慢下来)ball.vy-=1.001;//y轴速度反向(这样看上去,会被反扔出去了)} }init();