我有以下代码(基于this回答)来创建'morphable'圈<>正方形。
它在iPhone上运行良好:
但在iPad上运行不太好(运行相同版本的iOS - 10):
代码是:
-(UIBezierPath*)circlePathWithCenter:(CGPoint)center andRadius:(CGFloat)radius {
UIBezierPath *circlePath = [UIBezierPath bezierPath];
[circlePath addArcWithCenter:center radius:radius startAngle:-M_PI endAngle:-M_PI/2 clockwise:YES];
[circlePath addArcWithCenter:center radius:radius startAngle:-M_PI/2 endAngle:0 clockwise:YES];
[circlePath addArcWithCenter:center radius:radius startAngle:0 endAngle:M_PI/2 clockwise:YES];
[circlePath addArcWithCenter:center radius:radius startAngle:M_PI/2 endAngle:M_PI clockwise:YES];
[circlePath closePath];
NSLog(@"%@", [circlePath debugDescription]);
return circlePath;
}
- (UIBezierPath *)squarePathWithCenter:(CGPoint)center andSize:(CGFloat)size
{
CGFloat startX = center.x-size/2;
CGFloat startY = center.y-size/2;
UIBezierPath *squarePath = [UIBezierPath bezierPath];
[squarePath moveToPoint:CGPointMake(startX, startY)];
[squarePath addLineToPoint:squarePath.currentPoint];
[squarePath addLineToPoint:CGPointMake(startX+size, startY)];
[squarePath addLineToPoint:squarePath.currentPoint];
[squarePath addLineToPoint:CGPointMake(startX+size, startY+size)];
[squarePath addLineToPoint:squarePath.currentPoint];
[squarePath addLineToPoint:CGPointMake(startX, startY+size)];
[squarePath addLineToPoint:squarePath.currentPoint];
[squarePath closePath];
NSLog(@"%@", [squarePath debugDescription]);
return squarePath;
}
动画代码是:
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"path"];
animation.duration = 0.5;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.fromValue = (__bridge id)(_innerShape.path);
animation.toValue = (__bridge id)(_innerSquare.CGPath);
_innerShape.path = _innerSquare.CGPath;
[_innerShape addAnimation:animation forKey:@"animatePath"];
仔细检查路径后,我注意到iPad版本上有更多'curveto'点(运行相同的代码)。从上一期的讨论来看,我认为控制点的数量必须相同才能实现平稳过渡。
设备之间预期的点数是否不同?是否有更可靠的方法来实现可变形状?
圈子的iPad调试:
<UIBezierPath: 0x6c4f0d0; <MoveTo {13.5, 45.000004}>,
<CurveTo {44.999996, 13.5} {13.499998, 27.603035} {27.603027, 13.500002}>,
<CurveTo {45, 13.5} {44.999996, 13.5} {45, 13.5}>,
<LineTo {45, 13.5}>,
<CurveTo {76.5, 45} {62.396969, 13.499999} {76.5, 27.603031}>,
<CurveTo {76.5, 45} {76.5, 45} {76.5, 45}>,
<LineTo {76.5, 45}>,
<CurveTo {45, 76.5} {76.5, 62.396969} {62.396969, 76.5}>,
<CurveTo {45, 76.5} {45, 76.5} {45, 76.5}>,
<LineTo {45, 76.5}>,
<CurveTo {13.5, 45} {27.603031, 76.5} {13.499999, 62.396969}>,
<CurveTo {13.5, 44.999996} {13.5, 45} {13.5, 44.999996}>,
<Close>
iPhone版:
<UIBezierPath: 0x6180000b24e0; <MoveTo {13.5, 44.999999999999993}>,
<CurveTo {45, 13.5} {13.500000000000002, 27.603030380330004} {27.603030380330011, 13.499999999999998}>,
<LineTo {45, 13.5}>,
<CurveTo {76.5, 45} {62.396969619669989, 13.500000000000002} {76.5, 27.603030380330011}>,
<LineTo {76.5, 45}>,
<CurveTo {45, 76.5} {76.5, 62.396969619669989} {62.396969619669989, 76.5}>,
<LineTo {45, 76.5}>,
<CurveTo {13.5, 45.000000000000007} {27.603030380330011, 76.5} {13.500000000000002, 62.396969619669996}>,
<Close>
两者都是正方形:
<UIBezierPath: 0x6000000b0f80; <MoveTo {29.25, 29.25}>,
<LineTo {29.25, 29.25}>,
<LineTo {60.75, 29.25}>,
<LineTo {60.75, 29.25}>,
<LineTo {60.75, 60.75}>,
<LineTo {60.75, 60.75}>,
<LineTo {29.25, 60.75}>,
<LineTo {29.25, 60.75}>,
<Close>
答案 0 :(得分:3)
如果在两条路径之间进行转换,那么它们具有相同数量的分段非常重要。
有两种基本方法:
一种方法是将圆圈创建为多个线段,然后组成相同数量的线段的平方。您只需使用足够多的段,使圆圈呈现圆形:
static NSInteger segments = 360;
- (UIBezierPath*)circlePathWithCenter:(CGPoint)center andRadius:(CGFloat)radius {
CGFloat startAngle = -M_PI * 3.0 / 4.0;
CGPoint point = CGPointMake(radius * cos(startAngle) + center.x, radius * sinf(startAngle) + center.y);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:point];
for (NSInteger angle = 1; angle <= segments; angle++) {
point = CGPointMake(radius * cos(startAngle + ((CGFloat)angle / 360.0 * M_PI * 2.0)) + center.x,
radius * sin(startAngle + ((CGFloat)angle / 360.0 * M_PI * 2.0)) + center.y);
[path addLineToPoint:point];
}
return path;
}
- (UIBezierPath *)squarePathWithCenter:(CGPoint)center andSize:(CGFloat)size {
CGFloat startX = center.x-size/2;
CGFloat startY = center.y-size/2;
CGFloat endX = startX+size;
CGFloat endY = startY;
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint point = CGPointMake(startX, startY);
[path moveToPoint:point];
for (NSInteger i = 1; i <= segments / 4; i++) {
CGPoint point = CGPointMake(startX + (endX - startX) * (CGFloat) i / 90.0,
startY + (endY - startY) * (CGFloat) i / 90.0);
[path addLineToPoint:point];
}
startX = endX; startY = endY;
endY += size;
for (NSInteger i = 1; i <= segments / 4; i++) {
CGPoint point = CGPointMake(startX + (endX - startX) * (CGFloat) i / 90.0,
startY + (endY - startY) * (CGFloat) i / 90.0);
[path addLineToPoint:point];
}
startX = endX; startY = endY;
endX -= size;
for (NSInteger i = 1; i <= segments / 4; i++) {
CGPoint point = CGPointMake(startX + (endX - startX) * (CGFloat) i / 90.0,
startY + (endY - startY) * (CGFloat) i / 90.0);
[path addLineToPoint:point];
}
startX = endX; startY = endY;
endY -= size;
for (NSInteger i = 1; i <= segments / 4; i++) {
CGPoint point = CGPointMake(startX + (endX - startX) * (CGFloat) i / 90.0,
startY + (endY - startY) * (CGFloat) i / 90.0);
[path addLineToPoint:point];
}
return path;
}
或者,您可以使用弧,但您可能希望确保两个路径中的线段和弧一对一匹配。例如,我可以将正方形渲染为一系列零半径圆弧,并在它们之间有线段,并将圆形渲染为一系列全尺寸圆弧,它们之间具有零长度线段。这样,每次拨打moveToPoint
,addArcWithCenter
和addLineToPoint
都会有一对一的对应关系:
- (UIBezierPath*)circlePathWithCenter:(CGPoint)center andRadius:(CGFloat)radius {
UIBezierPath *path = [UIBezierPath bezierPath];
CGFloat startAngle = -M_PI;
[path moveToPoint:CGPointMake(center.x - radius, center.y)];
for (NSInteger angle = 0; angle < 4; angle++) {
[path addArcWithCenter:center radius:radius startAngle:startAngle endAngle:startAngle + M_PI_2 clockwise:true];
[path addLineToPoint:path.currentPoint];
startAngle += M_PI_2;
}
return path;
}
- (UIBezierPath *)squarePathWithCenter:(CGPoint)center andSize:(CGFloat)size {
CGFloat startX = center.x-size/2;
CGFloat startY = center.y-size/2;
CGFloat angle = -M_PI;
CGFloat endX = startX+size;
CGFloat endY = startY;
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint point = CGPointMake(startX, startY);
[path moveToPoint:point];
[path addArcWithCenter:point radius:0 startAngle:angle endAngle:angle + M_PI_2 clockwise:true];
point = CGPointMake(endX, endY);
[path addLineToPoint:point];
angle += M_PI_2;
startX = endX; startY = endY;
endY += size;
[path addArcWithCenter:point radius:0 startAngle:angle endAngle:angle + M_PI_2 clockwise:true];
point = CGPointMake(endX, endY);
[path addLineToPoint:point];
angle += M_PI_2;
startX = endX; startY = endY;
endX -= size;
[path addArcWithCenter:point radius:0 startAngle:angle endAngle:angle + M_PI_2 clockwise:true];
point = CGPointMake(endX, endY);
[path addLineToPoint:point];
angle += M_PI_2;
startX = endX; startY = endY;
endY -= size;
[path addArcWithCenter:point radius:0 startAngle:angle endAngle:angle + M_PI_2 clockwise:true];
point = CGPointMake(endX, endY);
[path addLineToPoint:point];
return path;
}
产量:
这两种产生不同的效果,所以它取决于你的目标。