实现思路
核心要点
贝塞尔曲线的“控制点不动,数据点动”
如何模拟波浪?
1:波浪的话其实就是一条曲线
2:采用2/3阶贝塞尔曲线就可以画出来
如何模拟波浪的流动?
波浪的流动,其实就是“波浪的一个从左到右的一个平移过程”
如何平移波浪?
预先从屏幕左边线画出“一个振动周期”的波浪,然后“从左到右”慢慢改变“数据点的横坐标”就可以了
为什么要预先画“一个振动周期”的波浪?
1:波浪是由波一个接着一个产生和传播的,相邻周期内的波的形状是一样的
2:当前一个波移动一个波长之后所处的位置 正好是当前波所在上一个周期的位置,这两个波会完全重合,这样再进行后续波浪移动的时候,就可以无缝衔接起来
平移的距离是多少?
一个波长的距离
如何实现波浪的循环往复的运动?
只需要完成波在一个“振动周期”内的移动就行,然后无限循环此过程
参考
https://www.gcssloop.com/customview/Path_Bezier
https://www.jianshu.com/p/55c721887568
https://baike.baidu.com/item/%E6%B3%A2%E9%95%BF/829184
效果图
实现
public class WaveView extends View {
//波浪个数
private int mWaveCount = 1;
//波长
private int mWaveLength;
//波浪的高度
private int mWaveHeight = 70;
//"数据"点的纵坐标
private int mStartY;
//偏移量,就是"预先从屏幕左边线画出"一个振动周期"的波浪"这个波浪的起始点
private int mOffset;
//是否开启了动画
private boolean isStartAniFlag;
private Path mWavePath = new Path();
private Paint mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
public WaveView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
mPaint.setStyle(Paint.Style.FILL);
mPaint.setColor(Color.LTGRAY);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mStartY = h / 2;
mWaveLength = w / mWaveCount;
mOffset = -mWaveLength;
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//重置path
mWavePath.reset();
//画波浪
drawWave(canvas);
//通过lineTo()、close()构造从波浪到屏幕底部的封闭图形
mWavePath.lineTo(getWidth(), getHeight());
mWavePath.lineTo(0, getHeight());
mWavePath.close();
//
canvas.drawPath(mWavePath, mPaint);
}
private void drawWave(Canvas canvas) {
mWavePath.moveTo(isStartAniFlag ? mOffset : 0, mStartY);
if (isStartAniFlag) {
drawMoveWave(canvas);
} else {
drawUnMoveWave(canvas);
}
}
private void drawMoveWave(Canvas canvas) {
int waveCount = mWaveCount + 1;
for (int i = 0; i < waveCount; i++) {
mWavePath.quadTo(mOffset + mWaveLength / 4, mStartY - mWaveHeight,
mOffset + mWaveLength / 2, mStartY);
mWavePath.quadTo(mOffset + mWaveLength * 3 / 4, mStartY + mWaveHeight,
mOffset + mWaveLength, mStartY);
mOffset += mWaveLength;
}
}
private void drawUnMoveWave(Canvas canvas) {
int offset = 0;
for (int i = 0; i < mWaveCount; i++) {
mWavePath.quadTo(offset + mWaveLength / 4, mStartY - mWaveHeight,
offset + mWaveLength / 2, mStartY);
mWavePath.quadTo(offset + mWaveLength * 3 / 4, mStartY + mWaveHeight,
offset + mWaveLength, mStartY);
offset += mWaveLength;
}
}
public void setOffset(int offset) {
mOffset = offset;
postInvalidateOnAnimation();
}
public int getOffset() {
return mOffset;
}
public void startAni() {
ObjectAnimator animator = ObjectAnimator.ofInt(this, "offset", -mWaveLength, 0);
animator.setRepeatMode(ValueAnimator.RESTART);
//设置restart模式的话,还需要设置repeatCount才会重复执行动画
animator.setRepeatCount(Animation.INFINITE);
animator.setDuration(1000);
animator.setInterpolator(new LinearInterpolator());
animator.addListener(new Animator.AnimatorListener() {
@Override
public void onAnimationStart(Animator animation) {
isStartAniFlag = true;
}
@Override
public void onAnimationEnd(Animator animation) {
isStartAniFlag = false;
}
@Override
public void onAnimationCancel(Animator animation) {
isStartAniFlag = false;
}
@Override
public void onAnimationRepeat(Animator animation) {
}
});
animator.start();
}
}