WPF弹性、惯性效果应用
WPF弹性、惯性效果。已发布在了一些网站,都是这里写的
代码改编自微软示例代码库
// Copyright © Microsoft Corporation. All Rights Reserved.
// This code released under the terms of the
// Microsoft Public License (MS-PL, http://opensource.org/licenses/ms-pl.html.)
就3个函数
/// </summary>
/// <param name="translation_control">需动画的组件</param>
/// <param name="mode">模式:0-弹性,2-惯性</param>
/// <param name="orientation">方向:0-正向,1-反向</param>
/// <param name="axis">轴:0-左右,1-上下</param>
/// <param name="delay">延时</param>
/// <param name="_begin">开始动画位置</param>
/// <param name="_end">结束动画位置</param>
/// <param name="amplitude">振幅</param>
/// <param name="suppression">硬度</param>
public void Translation(FrameworkElement translation_control, int mode, int orientation, int axis, double delay, double _begin, double _end, double amplitude = 8, double suppression = 3) /// </summary>
/// <param name="main">在哪个Grid内</param>
/// <param name="width">组件宽度</param>
/// <param name="height">组件高度</param>
/// <param name="direction">方向:0-横向,1-纵向</param>
/// <param name="rotate_control">组件</param>
/// <param name="begin_angel">起始角度</param>
/// <param name="timeDelay">延时</param>
public CushionRotate(Grid main, double width, double height, int direction, UserControl rotate_control, double begin_angel, double timeDelay) /// </summary>
/// <param name="mode">模式:0-弹性,1-惯性</param>
/// <param name="amplitude">振幅</param>
/// <param name="suppression">硬度</param>
public void Rotate(int mode, double amplitude = 8, double suppression = 3)
效果如图
基本代码
using System;
using System.Windows;
using System.Windows.Media.Animation; public class BounceDoubleAnimation : DoubleAnimationBase
{
public enum EdgeBehaviorEnum
{
EaseIn, EaseOut, EaseInOut
} public static readonly DependencyProperty EdgeBehaviorProperty =
DependencyProperty.Register("EdgeBehavior",
typeof(EdgeBehaviorEnum),
typeof(BounceDoubleAnimation),
new PropertyMetadata(EdgeBehaviorEnum.EaseInOut)); public static readonly DependencyProperty BouncesProperty =
DependencyProperty.Register("Bounces",
typeof(int),
typeof(BounceDoubleAnimation),
new PropertyMetadata(5)); public static readonly DependencyProperty BouncinessProperty =
DependencyProperty.Register("Bounciness",
typeof(double),
typeof(BounceDoubleAnimation),
new PropertyMetadata(3.0)); public static readonly DependencyProperty FromProperty =
DependencyProperty.Register("From",
typeof(double?),
typeof(BounceDoubleAnimation),
new PropertyMetadata(null)); public static readonly DependencyProperty ToProperty =
DependencyProperty.Register("To",
typeof(double?),
typeof(BounceDoubleAnimation),
new PropertyMetadata(null)); public EdgeBehaviorEnum EdgeBehavior
{
get
{
return (EdgeBehaviorEnum)GetValue(EdgeBehaviorProperty);
}
set
{
SetValue(EdgeBehaviorProperty, value);
}
} public int Bounces
{
get
{
return (int)GetValue(BouncesProperty);
}
set
{
if (value > 0)
{
SetValue(BouncesProperty, value);
}
else
{
throw new ArgumentException("can't set the bounces to " + value);
}
}
} public double Bounciness
{
get
{
return (double)GetValue(BouncinessProperty);
}
set
{
if (value > 0)
{
SetValue(BouncinessProperty, value);
}
else
{
throw new ArgumentException("can't set the bounciness to " + value);
}
}
} public double? From
{
get
{
return (double?)GetValue(FromProperty);
}
set
{ SetValue(FromProperty, value); }
} public double? To
{
get
{
return (double?)GetValue(ToProperty);
}
set
{ SetValue(ToProperty, value); }
} protected override double GetCurrentValueCore(
double defaultOriginValue,
double defaultDestinationValue,
AnimationClock clock)
{
double returnValue;
double start = From != null ? (double)From : defaultOriginValue;
double delta = To != null ? (double)To - start : defaultOriginValue - start; switch (this.EdgeBehavior)
{
case EdgeBehaviorEnum.EaseIn:
returnValue = easeIn(clock.CurrentProgress.Value, start, delta, Bounciness, Bounces);
break;
case EdgeBehaviorEnum.EaseOut:
returnValue = easeOut(clock.CurrentProgress.Value, start, delta, Bounciness, Bounces);
break;
case EdgeBehaviorEnum.EaseInOut:
default:
returnValue = easeInOut(clock.CurrentProgress.Value, start, delta, Bounciness, Bounces);
break;
}
return returnValue;
} protected override Freezable CreateInstanceCore()
{ return new BounceDoubleAnimation();
} private static double easeOut(double timeFraction, double start, double delta, double bounciness, int bounces)
{
double returnValue = 0.0;
returnValue = Math.Abs(Math.Pow((1 - timeFraction), bounciness)
* Math.Cos(2 * Math.PI * timeFraction * bounces));
returnValue = delta - (returnValue * delta);
returnValue += start;
return returnValue; }
private static double easeIn(double timeFraction, double start, double delta, double bounciness, int bounces)
{
double returnValue = 0.0;
returnValue = Math.Abs(Math.Pow((timeFraction), bounciness)
* Math.Cos(2 * Math.PI * timeFraction * bounces));
returnValue = returnValue * delta;
returnValue += start;
return returnValue;
}
private static double easeInOut(double timeFraction, double start, double delta, double bounciness, int bounces)
{
double returnValue = 0.0; if (timeFraction <= 0.5)
{
returnValue = easeIn(timeFraction * 2, start, delta / 2, bounciness, bounces);
}
else
{
returnValue = easeOut((timeFraction - 0.5) * 2, start, delta / 2, bounciness, bounces);
returnValue += delta / 2;
}
return returnValue;
}
} /// <summary>
///
/// </summary> public class BackDoubleAnimation : DoubleAnimationBase
{
public enum EdgeBehaviorEnum
{
EaseIn, EaseOut, EaseInOut
} public static readonly DependencyProperty EdgeBehaviorProperty =
DependencyProperty.Register("EdgeBehavior", typeof(EdgeBehaviorEnum), typeof(BackDoubleAnimation), new PropertyMetadata(EdgeBehaviorEnum.EaseIn)); public static readonly DependencyProperty AmplitudeProperty =
DependencyProperty.Register("Amplitude", typeof(double), typeof(BackDoubleAnimation), new PropertyMetadata(4.0)); public static readonly DependencyProperty SuppressionProperty =
DependencyProperty.Register("Suppression", typeof(double), typeof(BackDoubleAnimation), new PropertyMetadata(2.0)); public static readonly DependencyProperty FromProperty =
DependencyProperty.Register("From",
typeof(double?),
typeof(BackDoubleAnimation),
new PropertyMetadata(null)); public static readonly DependencyProperty ToProperty =
DependencyProperty.Register("To",
typeof(double?),
typeof(BackDoubleAnimation),
new PropertyMetadata(null)); public EdgeBehaviorEnum EdgeBehavior
{
get
{
return (EdgeBehaviorEnum)GetValue(EdgeBehaviorProperty);
}
set
{
SetValue(EdgeBehaviorProperty, value);
}
} public double Amplitude
{
get
{
return (double)GetValue(AmplitudeProperty);
}
set
{
SetValue(AmplitudeProperty, value);
}
} public double Suppression
{
get
{
return (double)GetValue(SuppressionProperty);
}
set
{
SetValue(SuppressionProperty, value);
}
} public double? From
{
get
{
return (double?)GetValue(FromProperty);
}
set
{ SetValue(FromProperty, value); }
} public double? To
{
get
{
return (double?)GetValue(ToProperty);
}
set
{ SetValue(ToProperty, value); }
} protected override double GetCurrentValueCore(double defaultOriginValue, double defaultDestinationValue, AnimationClock clock)
{
double returnValue;
double start = From != null ? (double)From : defaultOriginValue;
double delta = To != null ? (double)To - start : defaultOriginValue - start;
switch (this.EdgeBehavior)
{
case EdgeBehaviorEnum.EaseIn:
returnValue = easeIn(clock.CurrentProgress.Value, start, delta, Amplitude, Suppression);
break;
case EdgeBehaviorEnum.EaseOut:
returnValue = easeOut(clock.CurrentProgress.Value, start, delta, Amplitude, Suppression);
break;
case EdgeBehaviorEnum.EaseInOut:
default:
returnValue = easeInOut(clock.CurrentProgress.Value, start, delta, Amplitude, Suppression);
break;
}
return returnValue;
} protected override Freezable CreateInstanceCore()
{ return new BackDoubleAnimation();
} private static double easeOut(double timeFraction, double start, double delta, double amplitude, double suppression)
{
double returnValue = 0.0;
double frequency = 0.5; returnValue = Math.Pow((timeFraction), suppression)
* amplitude * Math.Sin(2 * Math.PI * timeFraction * frequency) + timeFraction;
returnValue = (returnValue * delta);
returnValue += start;
return returnValue;
} private static double easeIn(double timeFraction, double start, double delta, double amplitude, double suppression)
{
double returnValue = 0.0;
double frequency = 0.5; returnValue = Math.Pow((1 - timeFraction), suppression)
* amplitude * Math.Sin(2 * Math.PI * timeFraction * frequency) * -1 + timeFraction;
returnValue = (returnValue * delta);
returnValue += start;
return returnValue;
} private static double easeInOut(double timeFraction, double start, double delta, double amplitude, double suppression)
{
double returnValue = 0.0; if (timeFraction <= 0.5)
{
return easeIn(timeFraction * 2, start, delta / 2, amplitude, suppression);
}
else
{
returnValue = easeOut((timeFraction - 0.5) * 2, start, delta / 2, amplitude, suppression);
returnValue += (delta / 2);
}
return returnValue;
}
}
例如旋转惯性
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Media3D; public class CushionRotate
{
private AxisAngleRotation3D axisAngleRotation;
private double b_angel, delay; public CushionRotate(Grid main, double width, double height, int direction, UserControl rotate_control, double begin_angel, double timeDelay)
{
delay = timeDelay;
b_angel = begin_angel; double Mesh_Width = width / 2;
double Mesh_Height = height / 2; Viewport3D viewport3D = new Viewport3D();
PerspectiveCamera perspectiveCamera = new PerspectiveCamera()
{
Position = new Point3D(0, 0, width * 2),
LookDirection = new Vector3D(0, 0, -1),
NearPlaneDistance = 100
};
viewport3D.Camera = perspectiveCamera;
ContainerUIElement3D containerUIElement3D = new ContainerUIElement3D();
DiffuseMaterial diffuseMaterial = new DiffuseMaterial();
Viewport2DVisual3D.SetIsVisualHostMaterial(diffuseMaterial, true);
MeshGeometry3D meshGeometry3D = new MeshGeometry3D()
{
TriangleIndices = new Int32Collection(new int[] { 0, 1, 2, 0, 2, 3 }),
TextureCoordinates = new PointCollection(new Point[] { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 0) }),
Positions = new Point3DCollection(new Point3D[] {
new Point3D(-Mesh_Width, Mesh_Height, 0), new Point3D(-Mesh_Width, -Mesh_Height, 0),
new Point3D(Mesh_Width, -Mesh_Height, 0), new Point3D(Mesh_Width, Mesh_Height, 0)
})
};
Viewport2DVisual3D viewport2DVisual3D = new Viewport2DVisual3D()
{
Geometry = meshGeometry3D,
Visual = rotate_control,
Material = diffuseMaterial
};
PointCollection Direction;
Vector3D vector3D;
if (direction == 0)
{
Direction = new PointCollection(new Point[] { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 0) });
vector3D = new Vector3D(0, 1, 0);
}
else
{
Direction = new PointCollection(new Point[] { new Point(1, 1), new Point(1, 0), new Point(0, 0), new Point(0, 1) });
vector3D = new Vector3D(1, 0, 0);
}
containerUIElement3D.Children.Add(viewport2DVisual3D);
axisAngleRotation = new AxisAngleRotation3D()
{
Angle = begin_angel,
Axis = vector3D
};
RotateTransform3D rotateTransform3D = new RotateTransform3D()
{
Rotation = axisAngleRotation
};
containerUIElement3D.Transform = rotateTransform3D;
ModelVisual3D modelVisual3D = new ModelVisual3D()
{
Content = new DirectionalLight(Colors.Transparent, new Vector3D(0, 0, -1))
};
viewport3D.Children.Add(containerUIElement3D);
viewport3D.Children.Add(modelVisual3D);
main.Children.Add(viewport3D);
} public void Rotate(int mode, double amplitude = 8, double suppression = 3)
{
if (mode == 0)
{
BounceDoubleAnimation bounceDoubleAnimation = new BounceDoubleAnimation()
{
From = b_angel,
To = 0,
Duration = new Duration(TimeSpan.Parse("0:0:" + delay.ToString())),
EdgeBehavior = BounceDoubleAnimation.EdgeBehaviorEnum.EaseOut,
};
axisAngleRotation.BeginAnimation(AxisAngleRotation3D.AngleProperty, bounceDoubleAnimation);
} if (mode == 1)
{
BackDoubleAnimation backDoubleAnimation = new BackDoubleAnimation()
{
From = b_angel,
To = 0,
Duration = new Duration(TimeSpan.Parse("0:0:" + delay.ToString())),
EdgeBehavior = BackDoubleAnimation.EdgeBehaviorEnum.EaseOut,
Amplitude = amplitude,
Suppression = suppression,
};
axisAngleRotation.BeginAnimation(AxisAngleRotation3D.AngleProperty, backDoubleAnimation);
}
}
}
整例下载及代码下载:
https://pan.baidu.com/s/129O9eYXF8zJ8eJYDDpI4LQ
WPF弹性、惯性效果应用的更多相关文章
- WPF Multi-Touch 开发:惯性效果(Inertia)
原文 WPF Multi-Touch 开发:惯性效果(Inertia) 从上一篇实例可以发现在图片移动过程中如果将手指移开屏幕则图片会立刻停止,根据这种情况WPF 提供另外一种惯性效果(Inertia ...
- WPF提示框效果
WPF提示框效果 1,新建WPF应用程序 2,添加用户控件Message 3,在Message中编写如下代码 <Border x:Name="border" BorderTh ...
- wpf 模拟3D效果(和手机浏览图片效果相似)(附源码)
原文 wpf 模拟3D效果(和手机浏览图片效果相似)(附源码) pf的3D是一个很有意思的东西,类似于ps的效果,类似于电影动画的效果,因为动画的效果,(对于3D基础的摄像机,光源,之类不介绍,对于依 ...
- [WPF] 圆形等待效果
原文:[WPF] 圆形等待效果 自己做着玩儿的,留着以后用,效果类似下面的 GIF 动画. <Grid Width="35" Height="35"> ...
- WPF实现射线效果动画
原文:WPF实现射线效果动画 最近的一个项目中有个需求是:从一个点向其它多个点发出射线,要求这些射线同时发出,同时到达. 我就想到了用WPF的动画来实现.WPF中有Line类用于绘制直线,但这个类中好 ...
- WPF 的毛玻璃效果
原文:WPF 的毛玻璃效果 版权声明:本文为博主原创文章,未经博主允许不得转载. https://blog.csdn.net/koloumi/article/details/76917519 其实很简 ...
- WPF InkCanvas 毛笔效果
原文:WPF InkCanvas 毛笔效果 1.先来看看InkCanvas的一般用法: <InkCanvas> <InkCanvas.DefaultDrawingAttrib ...
- WPF实现抽屉效果
原文:WPF实现抽屉效果 界面代码(xaml): <Window x:Class="TransAnimation.MainWindow" xmlns="http:/ ...
- WPF 实现水纹效果
原文:WPF 实现水纹效果 鼠标滑过产生水纹,效果图如下: XMAL就放置了一个img标签 后台主要代码 窗体加载: private void Window_Loaded(object s ...
随机推荐
- CentOS7 yum 安装配置 MySQL 5.7
1.配置yum源 # 下载mysql源安装包 wget http://dev.mysql.com/get/mysql57-community-release-el7-8.noarch.rpm # 安装 ...
- Python抽象类以及元类
抽象基类: 继承的约束与协议 __doc__ = """ 抽象基类: 继承的约束与协议 # 抽象基类 --- 有点java的味道,也有点golang的味道,继承,协议,接 ...
- javaweb之Servlet,http协议以及请求转发和重定向
本文是作者原创,版权归作者所有.若要转载,请注明出处. 一直用的框架开发,快连Servlet都忘了,此文旨在帮自己和大家回忆一下Servlet主要知识点.话不多说开始吧 用idea构建Servlet项 ...
- QTabWidget 中 关于Tab 关闭和添加的基本教程!
QTabWidget是PyQt5 中使用较为广泛的容器之一,经常会在日常使用的软件中用到它:QTabwidget是由几个标签组成,每个标签可以当作一个界面,下面就是应用Qtabwidget的一个简单例 ...
- Scrum Master教你四招,瓦解团队内部刺头
摘要:<Scrum精髓>一书中将Scrum Master的职责总结为六类:敏捷教练,服务型领导,“保护伞”,“清道夫”,过程权威,“变革代言人”.作为“保护伞“,Scrum Master应 ...
- (七)logback 异步输出日志
<!-- 异步输出 --> <appender name="ASYNC-INFO" class="ch.qos.logback.classic.Asyn ...
- 01.DRF-Web应用模式
Web应用模式 在开发Web应用中,有两种应用模式: 前后端不分离 前后端分离 1 前后端不分离 在前后端不分离的应用模式中,前端页面看到的效果都是由后端控制,由后端渲染页面或重定向,也就是后端需要控 ...
- macos的两个快捷键和一个小tip
学校的linux协会介绍了一个免费的light轻量级加速器,昨天晚上十点左右的时候着手研究,发现其实就是一个代理服务器.在配置这个代理服务器的时候碰到了一些困难并最终都解决了.下面记录一下配置过程学到 ...
- 力扣:二叉树着色游戏(DFS详解)
有两位极客玩家参与了一场「二叉树着色」的游戏.游戏中,给出二叉树的根节点 root,树上总共有 n 个节点,且 n 为奇数,其中每个节点上的值从 1 到 n 各不相同. 游戏从「一号」玩家开始(「一号 ...
- 02 . Kubeadm部署Kubernetes及简单应用
kubeadm部署Kubernetes kubeadm简介 # kubeadm是一位高中生的作品,他叫Lucas Kaldstrom,芬兰人,17岁用业余时间完成的一个社区项目: # kubeadm的 ...