我希望在从圆形过渡到圆角三角形时为动画设置动画。
TL; DR:如何在两个CAShapeLayer
形状之间为path
CGPath
制作动画?我知道他们需要拥有相同数量的控制点,但我认为我这样做了 - 这段代码有什么问题?
开始和结束状态看起来像这样: transition http://clrk.it/4vJS+
以下是我迄今为止尝试过的内容:我使用的是CAShapeLayer
,并动画了其path
属性的更改。
根据documentation(强调我的):
路径对象可以使用
CAPropertyAnimation
的任何具体子类进行动画处理。路径将作为"在线"的线性混合进行插值。点; "离线"可以非线性地插入点(例如,以保持曲线的导数的连续性)。 如果两条路径具有不同数量的控制点或细分,则结果未定义。
为了让圆圈和三角形具有相同数量的控制点,我将它们制作成四角形:圆形是一个圆角矩形,三角形是"隐藏&#34 ;一边是第四个控制点。
这是我的代码:
self.view.backgroundColor = .blueColor()
//CREATE A CASHAPELAYER
let shape = CAShapeLayer()
shape.frame = CGRect(x: 50, y: 50, width: 200, height: 200)
shape.fillColor = UIColor.redColor().CGColor
self.view.layer.addSublayer(shape)
let bounds = shape.bounds
//CREATE THE SQUIRCLE
let squareRadius: CGFloat = CGRectGetWidth(shape.bounds)/2
let topCorner = CGPointMake(bounds.midX, bounds.minY)
let rightCorner = CGPointMake(bounds.maxX, bounds.midY)
let bottomCorner = CGPointMake(bounds.midX, bounds.maxY)
let leftCorner = CGPointMake(bounds.minX, bounds.midY)
let squarePath = CGPathCreateMutable()
let squareStartingPoint = midPoint(leftCorner, point2: topCorner)
CGPathMoveToPoint(squarePath, nil, squareStartingPoint.x, squareStartingPoint.y)
addArcToPoint(squarePath, aroundPoint: topCorner, onWayToPoint: rightCorner, radius: squareRadius)
addArcToPoint(squarePath, aroundPoint: rightCorner, onWayToPoint: bottomCorner, radius: squareRadius)
addArcToPoint(squarePath, aroundPoint: bottomCorner, onWayToPoint: leftCorner, radius: squareRadius)
addArcToPoint(squarePath, aroundPoint: leftCorner, onWayToPoint: topCorner, radius: squareRadius)
CGPathCloseSubpath(squarePath)
let square = UIBezierPath(CGPath: squarePath)
//CREATE THE (FAKED) TRIANGLE
let triangleRadius: CGFloat = 25.0
let trianglePath = CGPathCreateMutable()
let triangleStartingPoint = midPoint(topCorner, point2: rightCorner)
let startingPoint = midPoint(topCorner, point2: leftCorner)
CGPathMoveToPoint(trianglePath, nil, startingPoint.x, startingPoint.y)
let cheatPoint = midPoint(topCorner, point2:bottomCorner)
addArcToPoint(trianglePath, aroundPoint: topCorner, onWayToPoint: cheatPoint, radius: triangleRadius)
addArcToPoint(trianglePath, aroundPoint: cheatPoint, onWayToPoint: bottomCorner, radius: triangleRadius)
addArcToPoint(trianglePath, aroundPoint: bottomCorner, onWayToPoint: leftCorner, radius: triangleRadius)
addArcToPoint(trianglePath, aroundPoint: leftCorner, onWayToPoint: topCorner, radius: triangleRadius)
CGPathCloseSubpath(trianglePath)
let triangle = UIBezierPath(CGPath: trianglePath)
shape.path = square.CGPath
......以及之后的viewDidAppear
:
let animation = CABasicAnimation(keyPath: "path")
animation.fromValue = self.square.CGPath
animation.toValue = self.triangle.CGPath
animation.duration = 3
self.shape.path = self.triangle.CGPath
self.shape.addAnimation(animation, forKey: "animationKey")
我有两个快速的小功能,可以使代码更清晰:
func addArcToPoint(path: CGMutablePath!, aroundPoint: CGPoint, onWayToPoint: CGPoint, radius: CGFloat) {
CGPathAddArcToPoint(path, nil, aroundPoint.x, aroundPoint.y, onWayToPoint.x, onWayToPoint.y, radius)
}
func midPoint(point1: CGPoint, point2: CGPoint) -> CGPoint {
return CGPointMake((point1.x + point2.x)/2, (point1.y + point2.y)/2)
}
我目前的结果如下:
注意:我试图从一个非常圆的方块构建圆圈,试图在矢量形状中获得相同数量的控制点。在上面的GIF中,角半径已减小,使转换更加明显。
您认为怎么回事?我怎么能达到这个效果呢?
答案 0 :(得分:6)
如果路径的当前点和第一个参数相等,则addArcToPoint()
会跳过创建线段的结果,因此您没有得到相同数量的控制点。
从其文档(强调我的):
如果当前点和弧的第一个切点(起点)不等于,则Quartz会将当前点的直线段附加到第一个切点。
你的三角形代码中的这两个调用不会产生线段,而相应的调用使得squircle会调用:
addArcToPoint(trianglePath, aroundPoint: cheatPoint, onWayToPoint: bottomCorner, radius: triangleRadius)
addArcToPoint(trianglePath, aroundPoint: bottomCorner, onWayToPoint: leftCorner, radius: triangleRadius)
但是,您可以通过调用CGPathAddLineToPoint
手动创建行。您可以使用CGPathApplierFunction
检查您的工作,这样您就可以枚举控制点。
还~~~ 我可能会建议旋转一个显示链接并编写一个为每个t ∈ [0, 1]
指定所需形状的函数,这可能是一个更清晰,更易于维护的解决方案。