跟手拖拽,转盘旋转,都不是难事,然而跟手转动一个转盘或者转盘上的指针,确是个值得思考的问题
查看效果(请用手机打开,或者用chrome的手机模式打开)
分析
一、 跟手拖拽的做法是:touchstart的时候记录下原始位置,touchmove的时候拿到位置的变化,动态更新位置就可以了
二、转盘转动的做法是:设定圆心为转动原点,动态的修改旋转角度(或者弧度)
三、 现在我们需要在手发生移动的时候,映射到角度或者弧度的变化,此时通过x轴方向和y轴方向的距离变化来映射将会是一片困顿,是时候发挥你的想象力了,请拿起你的纸和笔。这里就不卖关子了,直接上图:
注意到图片红色的点是圆心,绿色的点是touchstart时候记录下的起始点,蓝色的点是touchmove的过程中不断变化的目标点。我们的目标很明确,计算指针变化的角度(或弧度),用我仅有的初中数学知识思考得知,知道三角形的每个顶点,是可以求出每个顶角的角度。运用三角形的余弦定理,求弧度值:
//获得point2顶角的弧度值
//point1传入起始点,point2传入圆心,point3传入结束点,可求得指针运动的夹角弧度
function getAngle(point1, point2, point3) {
var bb = (point2.y - point1.y)*(point2.y - point1.y) + (point2.x - point1.x)*(point2.x - point1.x);
var aa = (point3.y - point1.y)*(point3.y - point1.y) + (point3.x - point1.x)*(point3.x - point1.x);
var cc = (point3.y - point2.y)*(point3.y - point2.y) + (point3.x - point2.x)*(point3.x - point2.x);
var cosa = (bb + cc - aa)/(2*Math.sqrt(bb)*Math.sqrt(cc));
return Math.acos(cosa);
}
四、 刚才只考虑了顺时针的情况,并没有考虑逆时针的方向
这种情况的弧度值为-getAngle(point1, point2, point3),这并不难理解,难点在于如何判断到底是逆时针还是顺时针,可以通过如下的面积量的方法来判断顺时针还是逆时针
//通过面积量的方法来判断顺时针还是逆时针
//point1传入圆心,point2传入起始点,point3传入终点
function duration(point1, point2, point3) {
var sp = (point1.x-point3.x)*(point2.y-point3.y)-(point1.y-point3.y)*(point2.x-point3.x);
console.log(sp);
if(sp>0) {//顺时针
return 1
} else if(sp<0) {//逆时针
return -1
} else {
return 0;
}
}
完整的程序代码
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>跟手转动罗盘指针</title>
<meta name="viewport" content="width=device-width,initial-scale=0.5,minimum-scale=1.0,user-scalable=0">
<style type="text/css">
+ {
padding: 0;
margin: 0;
}
html,
body,
.container {
width: 100%;
height: 100%;
background-color: rgb(5, 15, 77);
position: relative;
}
.circle {
width: 320px;
height: 262px;
position: absolute;
top: 50%;
margin-top: -131px;
background-image: url(img/circle.png);
background-size: 100% 100%;
}
.line {
width: 72px;
height: 138px;
background-image: url(img/line.png);
background-size: 100% 100%;
top: 0;
left: 123px;
position: absolute;
transform: rotate(0deg);
transform-origin: 36px 138px;
-webkit-transform: rotate(0deg);
-webkit-transform-origin: 36px 138px;
}
</style>
</head>
<body>
<script type="text/javascript">
var clientWidth = document.documentElement.clientWidth,
viewport = null,
viewportWidth = 'device-width',
viewportScale = 1;
if (clientWidth > 320) {
viewport = document.querySelector('meta[name="viewport"]');
viewportScale = clientWidth / 320;
viewportWidth = 320;
viewport.setAttribute('content', 'width=' + viewportWidth + ', initial-scale=' + viewportScale + ', maximum-scale=' + viewportScale + ', user-scalable=0');
}
</script>
<div class="container">
<div class="circle">
<div class="line" id='line'></div>
</div>
</div>
<script type="text/javascript" src="js/zepto.js"></script>
<script type="text/javascript">
//获得point2顶角的弧度值
function getAngle(point1, point2, point3) {
var bb = (point2.y - point1.y) * (point2.y - point1.y) + (point2.x - point1.x) * (point2.x - point1.x);
var aa = (point3.y - point1.y) * (point3.y - point1.y) + (point3.x - point1.x) * (point3.x - point1.x);
var cc = (point3.y - point2.y) * (point3.y - point2.y) + (point3.x - point2.x) * (point3.x - point2.x);
var cosa = (bb + cc - aa) / (2 * Math.sqrt(bb) * Math.sqrt(cc));
return Math.acos(cosa);
}
//通过面积量的方法来判断顺时针还是逆时针
//point1传入圆心,point2传入起始点,point3传入终点
function duration(point1, point2, point3) {
var sp = (point1.x-point3.x)*(point2.y-point3.y)-(point1.y-point3.y)*(point2.x-point3.x);
console.log(sp);
if(sp>0) {
return 1
} else if(sp<0) {
return -1
} else {
return 0;
}
}
var line = document.getElementById('line');
var oX = 0;
var oY = 0;
//全局记录
var rolate = 0;
//圆心
var pointCenter = {
x: 159,
y: 187
}
//初始移动点
var pointO = false;
var ro = 0;
//在手机浏览器(如微信)中打开页面拖动的时候页面会漏底
//禁掉默认事件,不然影响咱们的更手转动
$(document).on('touchstart', function(e) {
e.preventDefault();
}).on('touchmove', function(e) {
e.preventDefault();
});
line.addEventListener('touchstart', function(e) {
var touche = e.touches[0];
oX = touche.clientX;
oY = touche.clientY;
pointO = {
x: oX,
y: oY
}
});
line.addEventListener('touchmove', function(e) {
var mx = e.touches[0].clientX;
var my = e.touches[0].clientY;
ro = getAngle(pointO, pointCenter, {
x: mx,
y: my
});
ro = ro * duration(pointCenter, pointO, {
x: mx,
y: my
});
ro = rolate + ro;
$('#line').css({
'-webkit-transform': 'rotate(' + ro + 'rad)',
'transform': 'rotate(' + ro + 'rad)'
});
});
line.addEventListener('touchend', function() {
rolate = ro;
});
</script>
</body>
</html>
结语
这类效果,代码不需要很多,但是找到其中的规律再转化为机器认识的语言绝非易事,难就难在这个数学建模的过程,需要一点想象力,可以给予的经验就是,拿起你的笔和纸,去画,灵感自来。
源码在这里
欢迎一起交流