iOS高级技术iOS - 地图开发动画

iOS MKMapView 地图轨迹回放的动画实现

2017-07-19  本文已影响491人  踢足球的程序员

这个动画是我们的app<柠檬跑步>1.6.0版本中的一个主要功能,先看效果:

运动轨迹.gif

我们只看轨迹回放相关的动画组,拆分后包含如下几个主要动画:
1、轨迹路径动画
2、轨迹渐变
3、领头点的路径动画
4、公里标记等元素动画

首先说明一下,地图轨迹是基于自定义的渲染器GradientPolylineRenderer并重写其drawMapRect方法绘制的(具体实现可参考我之前的文章),而这样在渲染器中绘制的轨迹是无法实现回放动画效果的(至少我没想到方法,如果有好的方案,也欢迎讨论)所以我的想法是,先不加载地图轨迹,用layer构建完动画组并播放后再移除layer,然后渲染地图。基于这种方案,动画组内各动画的实现原理如下

1:轨迹路径动画
我用的是CAShapeLayer绘制,CAShapeLayer 是 CALayer 的子类,但是比 CALayer 更灵活,可以画出各种图形

#pragma mark - 构造shapeLayer
- (void)initShapeLayerWithPath:(CGPathRef)path{
    self.shapeLayer = [[CAShapeLayer alloc] init];
    self.shapeLayer.strokeColor = [UIColor greenColor].CGColor;
    self.shapeLayer.fillColor = [UIColor clearColor].CGColor;
    self.shapeLayer.lineJoin = kCALineCapRound;
    self.shapeLayer.path = path;
}

而无论动画1还是动画2,既然有路径,就需要以坐标点来构建Path(CGPathRef):

//cPoints为传参 即下段代码中的CLLocationCoordinate2D *smoothTrackPoints
CGPoint *points = [self pointsForCoordinates:cPoints count:count];
CGPathRef path = [self pathForPoints:points count:count];
//smoothTrackArray为我代码中轨迹平滑算法处理后的坐标点数组(主要看起内部结构即可) smoothTrackCount = smoothTrackArray.count;
float *velocity;
smoothTrackPoints = malloc(sizeof(CLLocationCoordinate2D)*smoothTrackCount);
velocity = malloc(sizeof(float)*smoothTrackCount);
    
for(int i=0;i<smoothTrackCount;i++){
    @autoreleasepool {
        NSDictionary *dic = [smoothTrackArray objectAtIndex:i];
        CLLocationDegrees latitude  = [dic[@"latitude"] doubleValue];
        CLLocationDegrees longitude = [dic[@"longitude"] doubleValue];
        CLLocationCoordinate2D coordinate = CLLocationCoordinate2DMake(latitude, longitude);
        velocity[i] = [dic[@"speed"] doubleValue];
        smoothTrackPoints[i] = coordinate;
    }
}
#pragma mark - 经纬度转屏幕坐标, 调用者负责释放内存!
- (CGPoint *)pointsForCoordinates:(CLLocationCoordinate2D *)coordinates count:(NSUInteger)count{
    if (coordinates == NULL || count <= 1)
    {
        return NULL;
    }
    
    /* 申请屏幕坐标存储空间. */
    CGPoint *points = (CGPoint *)malloc(count * sizeof(CGPoint));
    
    /* 经纬度转换为屏幕坐标. */
    for (int i = 0; i < count; i++)
    {
        points[i] = [self.mapView convertCoordinate:coordinates[i] toPointToView:self.mapView];
    }
    
    return points;
}
#pragma mark - 构建path, 调用者负责释放内存!
- (CGMutablePathRef)pathForPoints:(CGPoint *)points count:(NSUInteger)count{
    if (points == NULL || count <= 1){
        return NULL;
    }
    
    CGMutablePathRef path = CGPathCreateMutable();
    CGPathAddLines(path, NULL, points, count);
    return path;
}

图层有了,为其添加动画:

CAAnimation *shapeLayerAnimation = [self constructShapeLayerAnimation];
    shapeLayerAnimation.delegate = self;
    shapeLayerAnimation.removedOnCompletion = NO;
    shapeLayerAnimation.fillMode = kCAFillModeForwards;
    [self.shapeLayer addAnimation:shapeLayerAnimation forKey:@"shape"];
#pragma mark - 构建shapeLayer的basicAnimation
- (CAAnimation *)constructShapeLayerAnimation{
    CABasicAnimation *theStrokeAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
    theStrokeAnimation.duration = kAnimationDuration;
    theStrokeAnimation.fromValue = @0.f;
    theStrokeAnimation.toValue = @1.f;
    theStrokeAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
    return theStrokeAnimation;
}

2:轨迹渐变
上面的方法只能绘制纯色的回放动画,若想有渐变效果,就要引入CAGradientLayer,至于CAGradientLayer的渐变原理、参数等本文不做详述了,可查阅API文档

#pragma mark - 构造gradientLayer
- (void)initGradientLayerWithPoints:(CGPoint *)points Count:(NSUInteger)count{
    if(count<1){
        return;
    }
    self.gradientLayer = [[CALayer alloc] init];
    for(int i=0;i<count-1;i++){
        @autoreleasepool {
            CGPoint point1 = points[i];
            CGPoint point2 = points[i+1];
            double xDiff = point2.x-point1.x;
            double yDiff = point2.y-point1.y;
            CGPoint startPoint,endPoint;
            double offset = 0.;
            
            CAGradientLayer *gradientLayer = [[CAGradientLayer alloc] init];
            //相邻两个最标点 构造一个渐变图层
            [gradientLayer setFrame:CGRectMake(MIN(point1.x, point2.x)-3, MIN(point1.y, point2.y)-3, fabs(xDiff)+6, fabs(yDiff)+6)];
            
            //渐变方向
            if(xDiff>0.){
                if(yDiff>0.){
                    if(xDiff>yDiff){
                        offset = yDiff/xDiff;
                        startPoint = CGPointMake(0, 0);
                        endPoint = CGPointMake(offset, 1);
                    }else{
                        offset = xDiff/yDiff;
                        startPoint = CGPointMake(0, 0);
                        endPoint = CGPointMake(1, offset);
                    }
                }else{
                    if(xDiff>fabs(yDiff)){
                        offset = fabs(yDiff)/xDiff;
                        startPoint = CGPointMake(1, 0);
                        endPoint = CGPointMake(1, offset);
                    }else{
                        offset = xDiff/fabs(yDiff);
                        startPoint = CGPointMake(1, 0);
                        endPoint = CGPointMake(0, offset);
                    }
                }
            }else{
                if(yDiff>0.){
                    if(fabs(xDiff)>yDiff){
                        offset = yDiff/fabs(xDiff);
                        startPoint = CGPointMake(0, 1);
                        endPoint = CGPointMake(offset, 0);
                    }else{
                        offset = fabs(xDiff)/yDiff;
                        startPoint = CGPointMake(1, 0);
                        endPoint = CGPointMake(1-offset, 1);
                    }
                }else{
                    if(fabs(xDiff)>fabs(yDiff)){
                        offset = fabs(yDiff)/fabs(xDiff);
                        startPoint = CGPointMake(1, 1);
                        endPoint = CGPointMake(1-offset, 0);
                    }else{
                        offset = fabs(xDiff)/fabs(yDiff);
                        startPoint = CGPointMake(1, 1);
                        endPoint = CGPointMake(0, 1-offset);
                    }
                }
            }
            gradientLayer.cornerRadius = 6;
            gradientLayer.startPoint = startPoint;
            gradientLayer.endPoint = endPoint;
            
            gradientLayer.colors = @[[[StaticVariable sharedInstance].gradientColors objectAtIndex:i],
                                     [[StaticVariable sharedInstance].gradientColors objectAtIndex:i+1]];
            [self.gradientLayer addSublayer:gradientLayer];
        }
    }
    [self.gradientLayer setMask:self.shapeLayer];
    [self.mapView.layer addSublayer:self.gradientLayer];
}

上面代码的作用是构建多个gradientLayer(有多少轨迹点就铺多少gradientLayer),而其中的gradientColors数组是地图渲染时的颜色拷贝

- (void) velocity:(float*)velocity ToHue:(float**)_hue count:(int)count{
    *_hue = malloc(sizeof(float)*count);
    for (int i=0;i<count;i++){
        float curVelo = velocity[i];
        if(curVelo>0.){
            curVelo = ((curVelo < V_MIN) ? V_MIN : (curVelo  > V_MAX) ? V_MAX : curVelo);
            (*_hue)[i] = H_MIN + ((curVelo-V_MIN)*(H_MAX-H_MIN))/(V_MAX-V_MIN);
        }else if(curVelo==kPauseSpeed){
            //暂停颜色
            (*_hue)[i] = kPauseSpeed;
        }else{
            //超速颜色
            (*_hue)[i] = 0.;
        }
        
        //填充轨迹渐变数组
        UIColor *color;
        if(curVelo>0.){
            color = [UIColor colorWithHue:(*_hue)[i] saturation:1.0f brightness:1.0f alpha:1.0f];
        }else{
            color = [UIColor colorWithHue:(*_hue)[i] saturation:1.0f brightness:1.0f alpha:0.0f];
        }
        [[StaticVariable sharedInstance].gradientColors addObject:(__bridge id)color.CGColor];
    }
}

上面代码中关于颜色计算的部分已在我之前文章中阐述,这里只是为了展示gradientColors的颜色是与地图渲染的颜色一致的,毕竟动画播放完渲染地图的时候不能有色差。

3:领头点的路径动画
仔细看动画效果,前面一直有个发光的点,对mapview上的大头针Annotation添加关键帧动画即可

MKAnnotationView *annotationView = [self.mapView viewForAnnotation:self.headAnnotation];
    CAAnimation *annotationAnimation = [self constructAnnotationAnimationWithPath:path];
    [annotationView.layer addAnimation:annotationAnimation forKey:@"annotation"];
    [annotationView.annotation setCoordinate:cPoints[count - 1]];
#pragma mark - 构建Annotation动画
- (CAAnimation *)constructAnnotationAnimationWithPath:(CGPathRef)path{
    if (path == NULL){
        return nil;
    }
    
    CAKeyframeAnimation *keyFrameAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
    keyFrameAnimation.duration = kAnimationDuration;
    keyFrameAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
    keyFrameAnimation.path = path;
    keyFrameAnimation.calculationMode = kCAAnimationPaced;
    return keyFrameAnimation;
}

4:公里标记等元素动画
这些基本上是对view的frame进行变更,主要的是展现时机,基于动画的代理方法加上些时间推算的逻辑即可,这里就不摘代码了。(为什么要推算时机而不是path移动到相应点的事件?一是根本没有这样的方法,二是iOS的动画其实不是逐渐的改变大小或者位置,在动画播放之前frame或者point就已经发生变化了,这个可以打印输出看)

- (void)animationDidStart:(CAAnimation *)anim;
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag;

以上基本构建出了轨迹回放的动画效果

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