如何使用CAAnimation进行曲线/圆弧动画?

时间:2010-10-27 12:30:02

标签: ios caanimation

我有一个项目被删除的用户界面,我想模仿iOS邮件中的“移动到文件夹”效果。将小写字母图标“抛出”到文件夹中的效果。我的将被倾倒在垃圾箱中。

我尝试在图层上使用CAAnimation来实现它。至于我在文档中可以看到,我应该能够设置byValuetoValue,CAAnimation应该插值。我希望做一个小曲线,所以项目会经过项目开始位置上方和左侧的一点。

    CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:@"position"];
[animation setDuration:2.0f];
[animation setRemovedOnCompletion:NO];
[animation setFillMode:kCAFillModeForwards];    
[animation setTimingFunction:[CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseOut]];
[animation setFromValue:[NSValue valueWithCGPoint:fromPoint]];
[animation setByValue:[NSValue valueWithCGPoint:byPoint]];
[animation setToValue:[NSValue valueWithCGPoint:CGPointMake(512.0f, 800.0f)]];
[animation setRepeatCount:1.0];

我玩了一段时间,但在我看来,Apple意味着线性插值。 添加byValue不会计算出漂亮的弧或曲线,也不会通过它为项目设置动画。

我该怎么做这样的动画?

感谢您给予的任何帮助。

5 个答案:

答案 0 :(得分:30)

使用UIBezierPath

(如果你使用的是iOS 6或之前的版本,请不要忘记链接然后import QuartzCore

示例代码

你可以使用一个跟随路径的动画,方便的是,CAKeyframeAnimation支持CGPath,可以从UIBezierPath获得。斯威夫特3

func animate(view : UIView, fromPoint start : CGPoint, toPoint end: CGPoint)
{
    // The animation
    let animation = CAKeyframeAnimation(keyPath: "position")

    // Animation's path
    let path = UIBezierPath()

    // Move the "cursor" to the start
    path.move(to: start)

    // Calculate the control points
    let c1 = CGPoint(x: start.x + 64, y: start.y)
    let c2 = CGPoint(x: end.x,        y: end.y - 128)

    // Draw a curve towards the end, using control points
    path.addCurve(to: end, controlPoint1: c1, controlPoint2: c2)

    // Use this path as the animation's path (casted to CGPath)
    animation.path = path.cgPath;

    // The other animations properties
    animation.fillMode              = kCAFillModeForwards
    animation.isRemovedOnCompletion = false
    animation.duration              = 1.0
    animation.timingFunction        = CAMediaTimingFunction(name:kCAMediaTimingFunctionEaseIn)

    // Apply it
    view.layer.add(animation, forKey:"trash")
}

了解UIBezierPath

Bezier路径(或Bezier Curves,准确)的工作方式与您在photoshop,烟花,草图中找到的路径完全相同......它们有两个“控制点”,每个顶点一个。例如,我刚刚制作的动画:

enter image description here

像这样工作bezier路径。参见documentation on the specifics,但它基本上是两个点,将弧线拉向某个方向。

绘制路径

关于UIBezierPath的一个很酷的功能是,您可以使用CAShapeLayer在屏幕上绘制它们,从而帮助您可视化它将遵循的路径。

// Drawing the path
let *layer          = CAShapeLayer()
layer.path          = path.cgPath
layer.strokeColor   = UIColor.black.cgColor
layer.lineWidth     = 1.0
layer.fillColor     = nil

self.view.layer.addSublayer(layer)

改进原始示例

计算你自己的bezier路径的想法是,你可以使动态完全动态,因此,动画可以根据多种因素改变它将要做的曲线,而不仅仅是硬编码,就像我在例如,控制点可以按如下方式计算:

// Calculate the control points
let factor : CGFloat = 0.5

let deltaX : CGFloat = end.x - start.x
let deltaY : CGFloat = end.y - start.y

let c1 = CGPoint(x: start.x + deltaX * factor, y: start.y)
let c2 = CGPoint(x: end.x                    , y: end.y - deltaY * factor)

最后一段代码使得这些点与上图相似,但是在可变量中,相对于点形成的三角形,乘以一个等于“张力”值的因子

答案 1 :(得分:7)

使用CABasicAnimation设置位置动画会使其沿直线移动是完全正确的。还有另一个名为CAKeyframeAnimation的类用于执行更高级的动画。

values

的数组

除了基本动画的toValuefromValuebyValue,您可以使用values数组或完整path来确定值方式。如果您想先将位置设置为侧面然后向下设置动画,则可以传递3个位置的数组(开始,中间,结束)。

CGPoint startPoint = myView.layer.position;
CGPoint endPoint   = CGPointMake(512.0f, 800.0f); // or any point
CGPoint midPoint   = CGPointMake(endPoint.x, startPoint.y);

CAKeyframeAnimation *move = [CAKeyframeAnimation animationWithKeyPath:@"position"];
move.values = @[[NSValue valueWithCGPoint:startPoint],
                [NSValue valueWithCGPoint:midPoint],
                [NSValue valueWithCGPoint:endPoint]];
move.duration = 2.0f;

myView.layer.position = endPoint; // instead of removeOnCompletion
[myView.layer addAnimation:move forKey:@"move the view"];

如果这样做,您会注意到视图从直线的起点移动到中点,而在另一条直线上移动到终点。缺少使其从中间点开始到结束的部分是更改动画的calculationMode

move.calculationMode = kCAAnimationCubic;

您可以通过更改tensionValuescontinuityValuesbiasValues属性来控制它。如果想要更精细的控制,可以定义自己的路径而不是values数组。

要跟随<{1}}

您可以创建任何路径并指定该属性应遵循该路径。我在这里使用一个简单的弧

path

答案 2 :(得分:3)

试试这个肯定会解决你的问题,我在我的项目中使用了这个:

UILabel *label = [[[UILabel alloc] initWithFrame:CGRectMake(10, 126, 320, 24)] autorelease];
label.text = @"Animate image into trash button";
label.textAlignment = UITextAlignmentCenter;
[label sizeToFit];
[scrollView addSubview:label];

UIImageView *icon = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"carmodel.png"]] autorelease];
icon.center = CGPointMake(290, 150);
icon.tag = ButtonActionsBehaviorTypeAnimateTrash;
[scrollView addSubview:icon];

UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button.center = CGPointMake(40, 200);
button.tag = ButtonActionsBehaviorTypeAnimateTrash;
[button setTitle:@"Delete Icon" forState:UIControlStateNormal];
[button sizeToFit];
[button addTarget:self action:@selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[scrollView addSubview:button];
[scrollView bringSubviewToFront:icon];

- (void)buttonClicked:(id)sender {
    UIView *senderView = (UIView*)sender;
    if (![senderView isKindOfClass:[UIView class]])
        return;

    switch (senderView.tag) {
        case ButtonActionsBehaviorTypeExpand: {
            CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"transform"];
            anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
            anim.duration = 0.125;
            anim.repeatCount = 1;
            anim.autoreverses = YES;
            anim.removedOnCompletion = YES;
            anim.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1.2, 1.2, 1.0)];
            [senderView.layer addAnimation:anim forKey:nil];

            break;
        }

        case ButtonActionsBehaviorTypeAnimateTrash: {
            UIView *icon = nil;
            for (UIView *theview in senderView.superview.subviews) {
                if (theview.tag != ButtonActionsBehaviorTypeAnimateTrash)
                    continue;
                if ([theview isKindOfClass:[UIImageView class]]) {
                    icon = theview;
                    break;
                }
            }

            if (!icon)
                return;

            UIBezierPath *movePath = [UIBezierPath bezierPath];
            [movePath moveToPoint:icon.center];
            [movePath addQuadCurveToPoint:senderView.center
                             controlPoint:CGPointMake(senderView.center.x, icon.center.y)];

            CAKeyframeAnimation *moveAnim = [CAKeyframeAnimation animationWithKeyPath:@"position"];
            moveAnim.path = movePath.CGPath;
            moveAnim.removedOnCompletion = YES;

            CABasicAnimation *scaleAnim = [CABasicAnimation animationWithKeyPath:@"transform"];
            scaleAnim.fromValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
            scaleAnim.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(0.1, 0.1, 1.0)];
            scaleAnim.removedOnCompletion = YES;

            CABasicAnimation *opacityAnim = [CABasicAnimation animationWithKeyPath:@"alpha"];
            opacityAnim.fromValue = [NSNumber numberWithFloat:1.0];
            opacityAnim.toValue = [NSNumber numberWithFloat:0.1];
            opacityAnim.removedOnCompletion = YES;

            CAAnimationGroup *animGroup = [CAAnimationGroup animation];
            animGroup.animations = [NSArray arrayWithObjects:moveAnim, scaleAnim, opacityAnim, nil];
            animGroup.duration = 0.5;
            [icon.layer addAnimation:animGroup forKey:nil];

            break;
        }
    }
}

答案 3 :(得分:1)

我发现了怎么做。实际上可以分别为X和Y设置动画。如果你在同一时间(2.0秒以下)为它们设置动画并设置不同的计时功能,它会使它看起来像是从弧线移动而不是从开始到结束值的直线。要调整弧度,您需要设置不同的计时功能。不确定CAAnimation是否支持任何“性感”计时功能。

        const CFTimeInterval DURATION = 2.0f;
        CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:@"position.y"];
        [animation setDuration:DURATION];
        [animation setRemovedOnCompletion:NO];
        [animation setFillMode:kCAFillModeForwards];    
        [animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]];
        [animation setFromValue:[NSNumber numberWithDouble:400.0]];
        [animation setToValue:[NSNumber numberWithDouble:0.0]];
        [animation setRepeatCount:1.0];
        [animation setDelegate:self];
        [myview.layer addAnimation:animation forKey:@"animatePositionY"];

        animation = [CABasicAnimation animationWithKeyPath:@"position.x"];
        [animation setDuration:DURATION];
        [animation setRemovedOnCompletion:NO];
        [animation setFillMode:kCAFillModeForwards];    
        [animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]];
        [animation setFromValue:[NSNumber numberWithDouble:300.0]];
        [animation setToValue:[NSNumber numberWithDouble:0.0]];
        [animation setRepeatCount:1.0];
        [animation setDelegate:self];
        [myview.layer addAnimation:animation forKey:@"animatePositionX"];

编辑:

应该可以使用https://developer.apple.com/library/ios/#documentation/Cocoa/Reference/CAMediaTimingFunction_class/Introduction/Introduction.html(由functionWithControlPoints ::::引入的CAMediaTimingFunction)来改变计时功能 这是一个“立方贝塞尔曲线”。我确信谷歌有答案。 http://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves: - )

答案 4 :(得分:0)

几天前我有一个类似的问题,我用计时器实现了它,Brad说,但不是NSTimerCADisplayLink - 这是应该用于此目的的计时器,因为它与应用程序的frameRate同步并提供更流畅和更自然的动画。您可以在我的回答here中查看我的实现。这种技术确实比CAAnimation更能控制动画,而且复杂程度也不是很高。 CAAnimation无法绘制任何内容,因为它甚至不会重绘视图。它只会移动,变形和淡化已经绘制的内容。