如何围绕对角线旋转CALayer?

时间:2010-03-07 01:29:21

标签: iphone animation core-animation calayer flip

我正在尝试在iPhone应用程序等棋盘游戏中使用翻转动画。动画应该看起来像一个旋转的游戏片并改变其背面的颜色(有点像Reversi piece)。我已经设法创建了一个围绕其正交轴翻转片段的动画,但是当我尝试通过改变围绕z轴的旋转来绕着对角轴翻转时,实际图像也会旋转(不出意料)。相反,我想围绕对角轴“按原样”旋转图像。

我尝试更改layer.sublayerTransform,但没有成功。

这是我目前的实施。它的工作原理是解决在动画结束时获取镜像图像的问题。解决方案是实际上不将图层旋转180度,而是将其旋转90度,更改图像然后将其旋转回来。

最终版本:基于Lorenzos建议创建离散键控动画并计算每帧的变换矩阵。相反,该版本试图根据图层大小估计所需的“引导”帧数,然后使用线性键控动画。此版本以任意角度旋转,因此绕对角线旋转使用45度角。

使用示例:

[someclass flipLayer:layer image:image angle:M_PI/4]

实现:

- (void)animationDidStop:(CAAnimationGroup *)animation
                finished:(BOOL)finished {
  CALayer *layer = [animation valueForKey:@"layer"];

  if([[animation valueForKey:@"name"] isEqual:@"fadeAnimation"]) {
    /* code for another animation */
  } else if([[animation valueForKey:@"name"] isEqual:@"flipAnimation"]) {
    layer.contents = [animation valueForKey:@"image"];
  }

  [layer removeAllAnimations];
}

- (void)flipLayer:(CALayer *)layer
            image:(CGImageRef)image
            angle:(float)angle {
  const float duration = 0.5f;

  CAKeyframeAnimation *rotate = [CAKeyframeAnimation
                                 animationWithKeyPath:@"transform"];
  NSMutableArray *values = [[[NSMutableArray alloc] init] autorelease];
  NSMutableArray *times = [[[NSMutableArray alloc] init] autorelease];
  /* bigger layers need more "guiding" values */
  int frames = MAX(layer.bounds.size.width, layer.bounds.size.height) / 2;
  int i;
  for (i = 0; i < frames; i++) {
    /* create a scale value going from 1.0 to 0.1 to 1.0 */
    float scale = MAX(fabs((float)(frames-i*2)/(frames - 1)), 0.1);

    CGAffineTransform t1, t2, t3;
    t1 = CGAffineTransformMakeRotation(angle);
    t2 = CGAffineTransformScale(t1, scale, 1.0f);
    t3 = CGAffineTransformRotate(t2, -angle);
    CATransform3D trans = CATransform3DMakeAffineTransform(t3);

    [values addObject:[NSValue valueWithCATransform3D:trans]];
    [times addObject:[NSNumber numberWithFloat:(float)i/(frames - 1)]];
  }
  rotate.values = values;
  rotate.keyTimes = times;
  rotate.duration = duration;
  rotate.calculationMode = kCAAnimationLinear;

  CAKeyframeAnimation *replace = [CAKeyframeAnimation
                                  animationWithKeyPath:@"contents"];
  replace.duration = duration / 2;
  replace.beginTime = duration / 2;
  replace.values = [NSArray arrayWithObjects:(id)image, nil];
  replace.keyTimes = [NSArray arrayWithObjects:
                      [NSNumber numberWithDouble:0.0f], nil];
  replace.calculationMode = kCAAnimationDiscrete;

  CAAnimationGroup *group = [CAAnimationGroup animation];
  group.duration = duration;
  group.timingFunction = [CAMediaTimingFunction
                          functionWithName:kCAMediaTimingFunctionLinear];
  group.animations = [NSArray arrayWithObjects:rotate, replace, nil];
  group.delegate = self;
  group.removedOnCompletion = NO;
  group.fillMode = kCAFillModeForwards;
  [group setValue:@"flipAnimation" forKey:@"name"];
  [group setValue:layer forKey:@"layer"];
  [group setValue:(id)image forKey:@"image"];

  [layer addAnimation:group forKey:nil];
}

原始代码:

+ (void)flipLayer:(CALayer *)layer
          toImage:(CGImageRef)image
        withAngle:(double)angle {
  const float duration = 0.5f;

  CAKeyframeAnimation *diag = [CAKeyframeAnimation
                               animationWithKeyPath:@"transform.rotation.z"];
  diag.duration = duration;
  diag.values = [NSArray arrayWithObjects:
                 [NSNumber numberWithDouble:angle],
                 [NSNumber numberWithDouble:0.0f],
                 nil];
  diag.keyTimes = [NSArray arrayWithObjects:
                   [NSNumber numberWithDouble:0.0f],
                   [NSNumber numberWithDouble:1.0f],
                   nil];
  diag.calculationMode = kCAAnimationDiscrete;

  CAKeyframeAnimation *flip = [CAKeyframeAnimation
                               animationWithKeyPath:@"transform.rotation.y"];
  flip.duration = duration;
  flip.values = [NSArray arrayWithObjects:
                 [NSNumber numberWithDouble:0.0f],
                 [NSNumber numberWithDouble:M_PI / 2],
                 [NSNumber numberWithDouble:0.0f],
                 nil];
  flip.keyTimes = [NSArray arrayWithObjects:
                   [NSNumber numberWithDouble:0.0f],
                   [NSNumber numberWithDouble:0.5f],
                   [NSNumber numberWithDouble:1.0f],
                   nil];
  flip.calculationMode = kCAAnimationLinear;

  CAKeyframeAnimation *replace = [CAKeyframeAnimation
                                  animationWithKeyPath:@"contents"];
  replace.duration = duration / 2;
  replace.beginTime = duration / 2;
  replace.values = [NSArray arrayWithObjects:(id)image, nil];
  replace.keyTimes = [NSArray arrayWithObjects:
                      [NSNumber numberWithDouble:0.0f], nil];
  replace.calculationMode = kCAAnimationDiscrete;

  CAAnimationGroup *group = [CAAnimationGroup animation];
  group.removedOnCompletion = NO;
  group.duration = duration;
  group.timingFunction = [CAMediaTimingFunction
                          functionWithName:kCAMediaTimingFunctionLinear];
  group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil];
  group.fillMode = kCAFillModeForwards;

  [layer addAnimation:group forKey:nil];
}

3 个答案:

答案 0 :(得分:6)

你可以这样伪造它:创建一个仿射变换,沿着它的对角线折叠图层:

A-----B           B
|     |          /
|     |   ->   A&D
|     |        /
C-----D       C

更改图像,并在另一个动画中将CALayer转换回来。 这将产生围绕其对角线旋转的层的错觉。

如果我记得数学正确的话应该是矩阵:

0.5 0.5 0
0.5 0.5 0
0   0   1

更新: 好吧,CA真的不喜欢使用简并变换,但你可以用这种方式近似:

CGAffineTransform t1 = CGAffineTransformMakeRotation(M_PI/4.0f);
CGAffineTransform t2 = CGAffineTransformScale(t1, 0.001f, 1.0f);
CGAffineTransform t3 = CGAffineTransformRotate(t2,-M_PI/4.0f);  

在我在模拟器上的测试中仍然存在问题,因为旋转比te平移更快,所以使用纯黑色方块效果有点奇怪。我想如果你有一个居中的精灵,周围有透明区域,那么效果将接近预期的效果。然后,您可以调整 t3 矩阵的值,看看是否有更吸引人的结果。

经过更多研究后,似乎应该通过关键帧为自己的过渡动画,以获得对过渡本身的最大控制。假设你要在一秒钟内显示这个动画,你应该使用kCAAnimationDiscrete在十分之一秒内显示10个矩阵。那些矩阵可以通过以下代码生成:

CGAffineTransform t1 = CGAffineTransformMakeRotation(M_PI/4.0f);
CGAffineTransform t2 = CGAffineTransformScale(t1, animationStepValue, 1.0f);
CGAffineTransform t3 = CGAffineTransformRotate(t2,-M_PI/4.0f);  

其中keyFrame的ech的animationStepValue取自此进程:

{1 0.7 0.5 0.3 0.1 0.3 0.5 0.7 1}

即:您生成十个不同的变换矩阵(实际上为9),将它们作为关键帧推送到每十分之一秒,然后使用“不插入”参数。您可以调整动画编号以平衡平滑度和性能*

*对不起可能的错误,最后一部分是在没有拼写检查的情况下编写的。

答案 1 :(得分:4)

我解决了。您可能已经有了解决方案,但这是我找到的。真的很简单......

您可以使用CABasicAnimation进行对角线旋转,但它需要是两个矩阵的串联,即图层的现有矩阵和CATransform3DRotate。 “技巧”是,在3DRotate中你需要指定要旋转的坐标。

代码看起来像这样:


CATransform3DConcat(theLayer.transform, CATransform3DRotate(CATransform3DIdentity, M_PI/2, -1, 1, 0));

这将使旋转看起来好像正方形的左上角围绕轴Y = X旋转,并且行进到右下角。

动画代码如下所示:


CABasicAnimation *ani1 = [CABasicAnimation animationWithKeyPath:@"transform"];

// set self as the delegate so you can implement (void)animationDidStop:finished: to handle anything you might want to do upon completion
[ani1 setDelegate:self];

// set the duration of the animation - a float
[ani1 setDuration:dur];

// set the animation's "toValue" which MUST be wrapped in an NSValue instance (except special cases such as colors)
ani1.toValue = [NSValue valueWithCATransform3D:CATransform3DConcat(theLayer.transform, CATransform3DRotate(CATransform3DIdentity, M_PI/2, -1, 1, 0))];

// give the animation a name so you can check it in the animationDidStop:finished: method
[ani1 setValue:@"shrink" forKey:@"name"];

// finally, apply the animation
[theLayer addAnimation:ani1 forKey@"arbitraryKey"];

就是这样!该代码将正方形(theLayer)旋转至隐身,因为它行进90度并呈现与屏幕正交。然后,您可以更改颜色,并执行完全相同的动画以将其重新调整。相同的动画是有效的,因为我们正在连接矩阵,因此每次要旋转时,只需执行两次,或将M_PI/2更改为M_PI

最后,应该注意,这让我疯了,完成后,图层将快速恢复到原始状态,除非您明确将其设置为结束动画状态。这意味着,就在行[theLayer addAnimation:ani1 forKey@"arbitraryKey"];之前,您需要添加


theLayer.transform = CATransform3DConcat(v.theSquare.transform, CATransform3DRotate(CATransform3DIdentity, M_PI/2, -1, 1, 0));

在动画完成后设置其值。这样可以防止捕捉回到原始状态。

希望这会有所帮助。如果不是你那么也许就像我们一样正在撞墙的人! :)

干杯,

克里斯

答案 2 :(得分:1)

这是一个Xamarin iOS示例,用于拍打方形按钮的角落,如狗耳(轻松移植到obj-c):

enter image description here

方法1:1x轴使用y的旋转动画(Xamarin.iOS中的示例,但可轻松移植到obj- C):

// add to the UIView subclass you wish to rotate, where necessary
AnimateNotify(0.10, 0, UIViewAnimationOptions.CurveEaseOut | UIViewAnimationOptions.AllowUserInteraction | UIViewAnimationOptions.BeginFromCurrentState, () =>
{
    // note the final 3 params indicate "rotate around x&y axes, but not z"
    var transf = CATransform3D.MakeRotation(-1 * (nfloat)Math.PI / 4, 1, 1, 0);
    transf.m34 = 1.0f / -500;
    Layer.Transform = transf;
}, null);

方法2 :只需将x-axis轮换和y-axis轮播添加到CAAnimationGroup,以便它们同时运行:

// add to the UIView subclass you wish to rotate, where necessary
AnimateNotify(1.0, 0, UIViewAnimationOptions.CurveEaseOut | UIViewAnimationOptions.AllowUserInteraction | UIViewAnimationOptions.BeginFromCurrentState, () =>
{
    nfloat angleTo = -1 * (nfloat)Math.PI / 4;
    nfloat angleFrom = 0.0f ;
    string animKey = "rotate";

    // y-axis rotation
    var anim = new CABasicAnimation();
    anim.KeyPath = "transform.rotation.y";
    anim.AutoReverses = false;
    anim.Duration = 0.1f;
    anim.From = new NSNumber(angleFrom);
    anim.To = new NSNumber(angleTo);

    // x-axis rotation
    var animX = new CABasicAnimation();
    animX.KeyPath = "transform.rotation.x";
    animX.AutoReverses = false;
    animX.Duration = 0.1f;
    animX.From = new NSNumber(angleFrom);
    animX.To = new NSNumber(angleTo);

    // add both rotations to a group, to run simultaneously
    var animGroup = new CAAnimationGroup();
    animGroup.Duration = 0.1f;
    animGroup.AutoReverses = false;
    animGroup.Animations = new CAAnimation[] {anim, animX};
    Layer.AddAnimation(animGroup, animKey);

    // add perspective
    var transf = CATransform3D.Identity;
    transf.m34 = 1.0f / 500;
    Layer.Transform = transf;

}, null);
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