iOS 动画 —— transform
了解仿射变换,我们可以先区别一下
view.transform
和view.layer.transform
。
@property(nonatomic) CGAffineTransform transform; // view 的属性
@property CATransform3D transform; // layer 的属性
- view.transform:一般是View的旋转,拉伸移动等属性,是二维的,通常使用都是前缀CGAffineTransform的类。
- view.layer.transform:可以在3D模式下面的变化,通常使用的都是前缀为CATransform3D的类。
view.transform = CGAffineTransformIdentity;
[UIView animateWithDuration:1.0f animations:^{
view.transform = CGAffineTransformMakeScale(2.0f, 2.0f);
}];
CABasicAnimation *transformAnimation = [CABasicAnimation animationWithKeyPath:@"transform"];
transformAnimation.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(2.0, 2.0, 1.0)];
transformAnimation.beginTime = CACurrentMediaTime();
transformAnimation.duration = 1.0f;
transformAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[view.layer addAnimation:transformAnimation forKey:@"transformAnimation"];
view.layer.transform = CATransform3DIdentity;
[UIView animateWithDuration:1.0f animations:^{
view.layer.transform = CATransform3DMakeScale(2.0, 2.0, 1.0);
}];
说白了两者的区别就是在 二维和 三维的区别,用CGAffineTransform 和CATransform3D 的区别。
**CGAffineTransform **
CGAffineTransformIdentity
//位移仿射 ---- 理解为平移 (CGFloat tx,CGFloat ty)
CGAffineTransformMakeTranslation
CGAffineTransformTranslate
//旋转仿射 ---- 理解为旋转 (CGFloat angle)
CGAffineTransformMakeRotation
CGAffineTransformRotate
//缩放仿射 --- 理解缩放大小 (CGFloat sx, CGFloat sy)
CGAffineTransformMakeScale
CGAffineTransformScale
** CATransform3D **
CATransform3DIdentity
//位移3D仿射 ==> (CGFloat tx, CGFloat ty, CGFloat tz)
CATransform3DMakeTranslation
CATransform3DTranslation
//旋转3D仿射 ==> (CGFloat angle, CGFloat x, CGFloat y, CGFloat z)
CATransform3DMakeRotation
CATransform3DRotation
//缩放3D仿射 ==> (CGFloat angle, CGFloat x, CGFloat y, CGFloat z)
CATransform3DMakeScale
CATransform3DScale
//叠加3D仿射效果
CATransform3DConcat
//仿射基础3D方法,可以直接做效果叠加
CGAffineTransformMake (sx,shx,shy,sy,tx,ty)
//检查是否有做过仿射3D效果 == ((CATransform3D t))
CATransform3DIsIdentity(transform)
//检查2个3D仿射效果是否相同
CATransform3DEqualToTransform(transform1,transform2)
//3D仿射效果反转(反效果,比如原来扩大,就变成缩小)
CATransform3DInvert(transform)
CATransform3D与CGAffineTransform的转换
//将一个CGAffinrTransform转化为CATransform3D
CATransform3D CATransform3DMakeAffineTransform (CGAffineTransform m);
//判断一个CATransform3D是否可以转换为CAAffineTransformbool
CATransform3DIsAffine (CATransform3D t);
//将CATransform3D转换为CGAffineTransform
CGAffineTransform CATransform3DGetAffineTransform (CATransform3D t);
当我们改变过一个view.transform
属性或者view.layer.transform
的时候需要恢复默认状态的话,记得先把他 们重置为:
view.transform = CGAffineTransformIdentity;
view.layer.transform = CATransform3DIdentity;
二维:
一组二维,平移,缩放,旋转二维这块,不过多记录,看看效果就好啦,强大的是CATransform3DIdentity,好多意想不到的效果都可以构成,此处抛砖引玉,以一个经典的立体翻转效果展示它的强大,很多人都模仿过啦,源自iOS 3D UI --- CALayer的transform扩展 .
效果:
scrollerCube.gif
这是一个在 UIScollerView 并带UIPageControl的滑动展示
核心代码:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
NSInteger currentPage = self.pageControl.currentPage;
//当前视图View
UIView *currentView = self.viewArray[currentPage];
//上一个View
UIView *lastView = nil;
if (currentPage-1 >= 0) {
lastView = self.viewArray[currentPage-1];
}
//下一个View
UIView *nextView = nil;
if (currentPage+1 <= self.viewArray.count - 1) {
nextView = _viewArray[currentPage+1];
}
//本次偏移距离
CGFloat currentOffset = scrollView.contentOffset.x - currentPage*self.view.bounds.size.width;
//本次偏移角度
CGFloat angle = currentOffset/self.view.bounds.size.width * M_PI_2;
// NSLog(@"currentOffset === %f angle === %f",currentOffset, angle);
//当前 视图变换
[self currentViewAnimation:currentView angle:angle offset:currentOffset];
//下一个视图移动变幻
[self lastViewAnimation:lastView angle:angle offset:currentOffset];
//上一个视图移动变幻
[self nextViewAnimaiton:nextView angle:angle offset:currentOffset];
}
CATransform3D CATransform3DMakePerspective(CGPoint center, float disZ)
{
CATransform3D transformToCenter = CATransform3DMakeTranslation(-center.x, -center.y, 0);
CATransform3D transformBack = CATransform3DMakeTranslation(center.x, center.y, 0);
CATransform3D transform = CATransform3DIdentity;
transform.m34 = -1.0f/disZ;
return CATransform3DConcat(CATransform3DConcat(transformToCenter, transform), transformBack);
}
CATransform3D CATransform3DPerspect(CATransform3D t, CGPoint center, float disZ)
{
return CATransform3DConcat(t, CATransform3DMakePerspective(center, disZ));
}
- (void)currentViewAnimation:(UIView *)currentView angle:(CGFloat)angle offset:(CGFloat)currentOffset {
//设置锚点
currentView.layer.anchorPoint = CGPointMake(0.5, 0.5);
//向屏幕前方移动
CATransform3D move = CATransform3DMakeTranslation(0, 0, self.view.bounds.size.width/2);
//旋转
CATransform3D rotate = CATransform3DMakeRotation(-angle, 0, 1, 0);
//平移
CATransform3D plaintMove = CATransform3DMakeTranslation(currentOffset, 0, 0);
//向屏幕后方移动
CATransform3D back = CATransform3DMakeTranslation(0, 0, -self.view.bounds.size.width/2);
//连接
CATransform3D concat = CATransform3DConcat(CATransform3DConcat(move, CATransform3DConcat(rotate, plaintMove)),back);
CATransform3D transform = CATransform3DPerspect(concat, CGPointMake(currentOffset/2, self.view.bounds.size.height), 6000.0f);
currentView.layer.transform = transform;
}
- (void)nextViewAnimaiton:(UIView *)nextView angle:(CGFloat)angle offset:(CGFloat)currentOffset {
//设置锚点
nextView.layer.anchorPoint=CGPointMake(0.5, 0.5);
//向屏幕前方移动
CATransform3D move = CATransform3DMakeTranslation(0, 0, self.view.bounds.size.width/2);
//旋转
CATransform3D rotate = CATransform3DMakeRotation(-angle+M_PI_2, 0, 1, 0);
//平移
CATransform3D plaintMove =CATransform3DMakeTranslation(currentOffset - self.view.bounds.size.width, 0, 0);
//向屏幕后方移动
CATransform3D back = CATransform3DMakeTranslation(0, 0, -self.view.bounds.size.width/2);
//拼接
CATransform3D concat = CATransform3DConcat(CATransform3DConcat(move, CATransform3DConcat(rotate, plaintMove)),back);
CATransform3D transform = CATransform3DPerspect(concat, CGPointMake(self.view.bounds.size.width/2+currentOffset/2, self.view.bounds.size.height), 6000.0f);
//添加变幻特效
nextView.layer.transform = transform;
}
- (void)lastViewAnimation:(UIView *)lastView angle:(CGFloat)angle offset:(CGFloat)currentOffset {
//设置锚点
lastView.layer.anchorPoint=CGPointMake(0.5, 0.5);
//向屏幕前方移动
CATransform3D move = CATransform3DMakeTranslation(0, 0, self.view.bounds.size.width/2);
//旋转
CATransform3D rotate = CATransform3DMakeRotation(-angle-M_PI_2, 0, 1, 0);
//平移
CATransform3D plaintMove=CATransform3DMakeTranslation( currentOffset+self.view.bounds.size.width, 0, 0);
//向屏幕后方移动
CATransform3D back = CATransform3DMakeTranslation(0, 0, -self.view.bounds.size.width/2);
CATransform3D concat = CATransform3DConcat(CATransform3DConcat(move, CATransform3DConcat(rotate, plaintMove)),back);
CATransform3D transform = CATransform3DPerspect(concat, CGPointMake(-self.view.bounds.size.width/2+currentOffset/2, self.view.bounds.size.height), 6000.0f);
//添加变幻特效
lastView.layer.transform = transform;
}
注意点1:CATransform3DConcat 叠加3D仿射效果
很多时候,一个效果我们无法达到我们的yu'qi,必须需要组合起来,而此时CATransform3DConcat
的作用就凸现来啦。
**注意点2 **: 还是那个重置问题
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
NSInteger currentPage = scrollView.contentOffset.x / self.view.bounds.size.width;
self.pageControl.currentPage = currentPage;
//3D变幻恢复原状态
for (UIView * view in self.viewArray) {
view.layer.transform=CATransform3DIdentity;
}
}
注意点3:滑动的边界显示还有问题
此处是scrollview滑动时偏移量转角度的问题,需要用反三角函数重新计算下角度就好了,这时就显现出我的数学基础原来这样啊
注意点4:那个 m34 的使用,是透视效果,要操作的这个对象要有旋转的角度,否则没有效果。
struct CATransform3D
{
CGFloat m11, m12, m13, m14;
CGFloat m21, m22, m23, m24;
CGFloat m31, m32, m33, m34;
CGFloat m41, m42, m43, m44;
};
从网上查阅得,通过矩阵控制坐标变换。( 备注来源 )
struct CATransform3D
{
CGFloat m11(x缩放), m12(y切变), m13(旋转), m14();
CGFloat m21(x切变), m22(y缩放), m23(和m32一起决定x轴的旋转), m24();
CGFloat m31(和m13一起决定y轴的旋转),m32(和m23一起决定x轴的旋转), m33(z缩放), m34(透视效果,要操作的这个对象要有旋转的角度,否则没有效果。正直/负值都有意义);
CGFloat m41(x平移), m42(y平移), m43(z平移), m44(初始为1);
};
// 参考:http://blog.csdn.net/gyjjone/article/details/50317439
其中,m34:
透视效果m34
= -1/M,M越小,透视效果越明显,必须在有旋转效果的前提下,才会看到透视效果。
备注参考:
http://blog.csdn.net/gyjjone/article/details/50317439
http://liuyanwei.jumppo.com/2015/11/24/iOS-affine-transfermation-animation.html?
http://www.cocoachina.com/bbs/read.php?tid=117061&page=1