[Toc]
translateX与left的取舍
为了让一个div盒子运动起来,可以通过修改translateX使它运动,也可以通过定位并修改left使它水平运动.
- timeline-frames-macbook1.png
左上方的图片是通过改变元素top/left进行动画的帧率,而右上方则是调用translate函数的帧率。我们可以明显看出左图的每一帧都执行了相对较长时间的paint,在每一帧内,cpu都需要计算该元素的其他样式,特别是相对需要复杂计算的盒阴影,渐变,圆角等样式,最后都需要将这些样式应用到该元素内。从这个角度看,如果对于较为老旧的移动设备进行相对复杂的动画,那么效果肯定不理想。
而通过调用 translate,会启动硬件加速,即在 GPU 层对该元素进行渲染。这样,CPU 就会相对解放出来进行其他的计算,GPU 对样式的计算相对较快,且保证较大的帧率。我们可以通过 2d 和 3d 的 transform 来启用 GPU 计算。
- 简要总结:因为translateX会使用GPU对元素进行渲染,解放CPU的算力,因此相较于直接修改left,使用translateX对硬件更友好.
补间动画的代码
var Tween = {
Linear: function (t, b, c, d) {
return c * t / d + b;
},
Quad: {
easeIn: function (t, b, c, d) {
return c * (t /= d) * t + b;
},
easeOut: function (t, b, c, d) {
return -c * (t /= d) * (t - 2) + b;
},
easeInOut: function (t, b, c, d) {
if ((t /= d / 2) < 1) return c / 2 * t * t + b;
return -c / 2 * ((--t) * (t - 2) - 1) + b;
}
},
Cubic: {
easeIn: function (t, b, c, d) {
return c * (t /= d) * t * t + b;
},
easeOut: function (t, b, c, d) {
return c * ((t = t / d - 1) * t * t + 1) + b;
},
easeInOut: function (t, b, c, d) {
if ((t /= d / 2) < 1) return c / 2 * t * t * t + b;
return c / 2 * ((t -= 2) * t * t + 2) + b;
}
},
Quart: {
easeIn: function (t, b, c, d) {
return c * (t /= d) * t * t * t + b;
},
easeOut: function (t, b, c, d) {
return -c * ((t = t / d - 1) * t * t * t - 1) + b;
},
easeInOut: function (t, b, c, d) {
if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b;
return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
}
},
Quint: {
easeIn: function (t, b, c, d) {
return c * (t /= d) * t * t * t * t + b;
},
easeOut: function (t, b, c, d) {
return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
},
easeInOut: function (t, b, c, d) {
if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b;
return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
}
},
Sine: {
easeIn: function (t, b, c, d) {
return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
},
easeOut: function (t, b, c, d) {
return c * Math.sin(t / d * (Math.PI / 2)) + b;
},
easeInOut: function (t, b, c, d) {
return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;
}
},
Expo: {
easeIn: function (t, b, c, d) {
return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;
},
easeOut: function (t, b, c, d) {
return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;
},
easeInOut: function (t, b, c, d) {
if (t == 0) return b;
if (t == d) return b + c;
if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b;
return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;
}
},
Circ: {
easeIn: function (t, b, c, d) {
return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
},
easeOut: function (t, b, c, d) {
return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;
},
easeInOut: function (t, b, c, d) {
if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;
return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;
}
},
Elastic: {
easeIn: function (t, b, c, d, a, p) {
if (t == 0) return b;
if ((t /= d) == 1) return b + c;
if (!p) p = d * .3;
if (!a || a < Math.abs(c)) {
a = c;
var s = p / 4;
} else var s = p / (2 * Math.PI) * Math.asin(c / a);
return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
},
easeOut: function (t, b, c, d, a, p) {
if (t == 0) return b;
if ((t /= d) == 1) return b + c;
if (!p) p = d * .3;
if (!a || a < Math.abs(c)) {
a = c;
var s = p / 4;
} else var s = p / (2 * Math.PI) * Math.asin(c / a);
return (a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b);
},
easeInOut: function (t, b, c, d, a, p) {
if (t == 0) return b;
if ((t /= d / 2) == 2) return b + c;
if (!p) p = d * (.3 * 1.5);
if (!a || a < Math.abs(c)) {
a = c;
var s = p / 4;
} else var s = p / (2 * Math.PI) * Math.asin(c / a);
if (t < 1) return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;
}
},
Back: {
easeIn: function (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c * (t /= d) * t * ((s + 1) * t - s) + b;
},
easeOut: function (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
},
easeInOut: function (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
}
},
Bounce: {
easeIn: function (t, b, c, d) {
return c - Tween.Bounce.easeOut(d - t, 0, c, d) + b;
},
easeOut: function (t, b, c, d) {
if ((t /= d) < (1 / 2.75)) {
return c * (7.5625 * t * t) + b;
} else if (t < (2 / 2.75)) {
return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
} else if (t < (2.5 / 2.75)) {
return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
} else {
return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
}
},
easeInOut: function (t, b, c, d) {
if (t < d / 2) return Tween.Bounce.easeIn(t * 2, 0, c, d) * .5 + b;
else return Tween.Bounce.easeOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
}
}
}
函数说明
- Linear:线性匀速运动效果;
- Quadratic:二次方的缓动(t^2);
- Cubic:三次方的缓动(t^3);
- Quartic:四次方的缓动(t^4);
- Quintic:五次方的缓动(t^5);
- Sinusoidal:正弦曲线的缓动(sin(t));
- Exponential:指数曲线的缓动(2^t);
- Circular:圆形曲线的缓动(sqrt(1-t^2));
- Elastic:指数衰减的正弦曲线缓动;
- Back:超过范围的三次方缓动((s+1)t^3 – st^2);
- Bounce:指数衰减的反弹缓动。
参数说明
/*
* t: current time(当前时间);
* b: beginning value(初始值);
* c: change in value(变化量);
* d: duration(持续时间)。
*/
补间动画的使用
-
使一个盒子从{left:500px}处开始,5000ms内水平线性匀速运动-300px
let oD1 = document.querySelector('#d1') function Linear(t, b, c, d) { return c * t / d + b } let time = 0 let timer = setInterval(() => { time += 1000 / 60 let left = Linear(time, 0, -400, 5000) oD1.style.transform = 'translateX(' + left + 'px)' if (time >= 5000) { clearInterval(timer) timer = null } }, 1000 / 60)可以使用
requestAnimationFrame代替setInterval
补间动画的封装
/*
示例:
TweenAnimation(oWrapper,'translateX',0,500,5000,60,'linear')
*/
/**
* @description:
* @param {*} el 对象
* @param {*} style 属性字符串
* @param {*} startPos 起始位置
* @param {*} endPos 终点位置
* @param {*} duration 持续时间
* @param {*} frame 帧数
* @param {*} type 动画类型
* @param {*} callback 回调函数
* @return {*} 没有返回值
*/
function tweenAnimation(el, style, startPos, displacement, duration, frame, type, callback) {
var Tween = {
// 复制上面的补间动画在此处
}
// 初始化参数
el = (typeof el === 'object') ? el : document.querySelector(el)
let fn = null
if (/(\w+)\.?(\w+)?/g.test(type)) {
if (RegExp.$2) {
fn = Tween[RegExp.$1][RegExp.$2] ? Tween[RegExp.$1][RegExp.$2] : Tween.Linear
} else {
fn = Tween[RegExp.$1] ? Tween[RegExp.$1] : Tween.Linear
}
}
frame = typeof frame === 'number' ? frame : 60
// 设定timer的储存变量
if (el[style] === undefined) {
el[style] = {}
}
// 设定interval
let dis
let time = 0
function animation() {
time += (1000 / frame)
dis = fn(time, startPos, displacement, duration)
transformCSS(el, style, dis)
if (time < duration) {
el[style].requestID = requestAnimationFrame(animation, 1000 / frame)
}
}
el[style].requestID = requestAnimationFrame(animation, 1000 / frame)
}
- 通过将
requestAnimationFrame的请求ID保存在el[style].requestID中,达到可以随时取消补间动画的效果(通过cancaelAnimationFrame取消)
参考博客
10.30
