陀螺仪,如何限制视图的重叠? 我有4个根据陀螺仪传感器移动的视图。我要防止它们彼此重叠。请参阅the video。
#import "CMDeviceMotionDemo.h"
@import CoreMotion;
@interface CMDeviceMotionDemo ()
@property (nonatomic, strong) CMMotionManager * motionManager;
@property (weak, nonatomic) IBOutlet UIView *ball;
@property (weak, nonatomic) IBOutlet UIView *ball2;
@property (strong, nonatomic) IBOutletCollection(UIView) NSArray *allViewObject;
@end
@implementation CMDeviceMotionDemo
#pragma mark Nothing to change here
float X = 0;
float Y = 0;
float R = 120;
float X2 = 50;
float Y2 = 50;
float R2 = 120;
- (void)initBall
{
self.ball.frame = CGRectMake(300, 300, 120,120);
self.ball.layer.cornerRadius = self.ball.bounds.size.height / 2;
self.ball2.frame = CGRectMake(300, 300, 120,120);
self.ball2.layer.cornerRadius = self.ball2.bounds.size.height / 2;
}
- (void)updateBallWithRoll:(float)roll Pitch:(float)pitch Yaw:(float)yaw accX:(float)accX accY:(float)accY accZ:(float)accZ
{
// Roll NO : - 1
X += 2 * roll;
Y += 2 * pitch;
X *= 0.8;
Y *= 0.8;
CGFloat newX = self.ball.frame.origin.x + X;
CGFloat newY = self.ball.frame.origin.y + Y;
newX = fmin(280, fmax(0, newX));
newY = fmin(527, fmax(64, newY));
CGFloat newR = R + 10 * accZ;
X2 += 3 * roll;
Y2 += 3 * pitch;
X2 *= 0.6;
Y2 *= 0.6;
CGFloat newX2 = self.ball2.frame.origin.x + X2;
CGFloat newY2 = self.ball2.frame.origin.y + Y2;
newX2 = fmin(280, fmax(0, newX2));
newY2 = fmin(527, fmax(64, newY2));
self.ball.frame = CGRectMake(newX, newY, newR, newR);
self.ball2.frame = CGRectMake(newX2, newY2, newR, newR);
}
#pragma mark Assignments
-(void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:@selector(updateDeviceMotion) userInfo:nil repeats:YES];
// TODO: 2.1
// 2.1 Create a CMMotionManager instance and store it in the property "motionManager"
self.motionManager = [[CMMotionManager alloc] init];
// 2.1 Set the motion update interval to 1/60
self.motionManager.deviceMotionUpdateInterval = 1.0 / 60.0;
// 2.1 Start updating the motion using the reference frame CMAttitudeReferenceFrameXArbitraryCorrectedZVertical
[self.motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryCorrectedZVertical];
}
-(void) updateDeviceMotion
{
// TODO: 2.2
// 2.2 Get the deviceMotion from motionManager
CMDeviceMotion *deviceMotion = self.motionManager.deviceMotion;
// 2.2 Return if the returned CMDeviceMotion object is nil
if(deviceMotion == nil)
{
return;
}
// 2.2 Get the attitude from CMDeviceMotion
CMAttitude *attitude = deviceMotion.attitude;
// 2.2 Get the userAcceleration from CMDeviceMotion
CMAcceleration userAcceleration = deviceMotion.userAcceleration;
// 2.2 Call "updateBallWithRoll:Pitch:Yaw:accX:accY:accZ:" on self with the appropriate arguments
float roll = attitude.roll;
float pitch = attitude.pitch;
float yaw = attitude.yaw;
float accX = userAcceleration.x;
float accY = userAcceleration.y;
float accZ = userAcceleration.z;
[self updateBallWithRoll:roll Pitch:pitch Yaw:yaw accX:accX accY:accY accZ:accZ ];//accZ
}
-(void)viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:animated];
if(self.motionManager != nil){
// TODO: 2.3
// 2.3 Stop updating the motionManager
[self.motionManager stopDeviceMotionUpdates];
// 2.3 Set the ivar "motionManager" to nil
self.motionManager = nil;
}
}
@end