用20行代码用动画实现一个旋转一圈的圆形

作者: 庄msia | 来源:发表于2018-05-28 17:20 被阅读21次

    先来一张实际效果的预览

    2018-05-28 16_52_51.gif

    实现这个效果只需要20多行代码哦

    废话不多说,首先要画一个 layer

    CAShapeLayer *processLayer = [CAShapeLayer layer];
    [self.view.layer addSublayer:processLayer];
    _processLayer = processLayer;
    processLayer.frame = (CGRect){{self.view.bounds.size.width/2.0-100, self.view.bounds.size.height/2.0-100}, 200, 200};
    processLayer.fillColor = [UIColor redColor].CGColor;
    

    然后用CAKeyframeAnimation来做这个动画,keyFrame 的关键在于每帧的路径。这里的解决方法是用 for 循环来画每帧的扇形

    (原理好像古人算圆周率的办法啊hhh)

    NSInteger accuracy = 200;
    NSMutableArray *pathArr = @[].mutableCopy;
    
    CGFloat angle = 1.0/(CGFloat)(accuracy)*360.0;
    CGFloat center = 100;
    CGFloat radius = center;
    
    for (NSInteger pos=0; pos<=accuracy; ++pos) {
    
        UIBezierPath *toPath = [UIBezierPath bezierPath];
        [toPath moveToPoint:CGPointMake(center, center)];
    
        for (NSInteger curretnPos = 0; curretnPos<=pos; ++curretnPos) {
            CGFloat radian = angle*(curretnPos - accuracy/4.0)  / 180.0 * M_PI;
            CGFloat x = center + radius * cos(radian);
            CGFloat y = center + radius * sin(radian);
    
            [toPath addLineToPoint:CGPointMake(x, y)];
        }
    
        [toPath closePath];
        [pathArr addObject:toPath.CGPath];
    }
    

    其中accuracy是精度,越高的精度生成的曲线就更圆,也会产生更多的帧,动画就越流畅,这里精度为200,即200帧

    由于cos(0)和 sin(0)对应的其实是圆的最右边,为了让圆从顶部开始画,这里需要减掉1/4pi的角度

    看到两层 for 循环是不是很不爽,那就来改进一下,把里面那层 for 循环改成直接画圆算了

    NSInteger accuracy = 100;
    NSMutableArray *pathArr = @[].mutableCopy;
    
    CGFloat angle = 1.0/(CGFloat)(accuracy)*360.0;
    CGFloat radius = 100;
    CGFloat startAngle = angle*(0 - accuracy/4.0)/ 180.0 * M_PI;
    CGPoint centerPoint = CGPointMake(processLayer.bounds.size.width/2.0, processLayer.bounds.size.height/2.0);
    for (NSInteger pos=0; pos<=accuracy; ++pos) {
    
        UIBezierPath *toPath = [UIBezierPath bezierPath];
    
        [toPath moveToPoint:centerPoint];
    
        CGFloat endAngle = angle*(pos - accuracy/4.0)/ 180.0 * M_PI;
    
        [toPath addArcWithCenter:centerPoint radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES];
    
    
        [toPath closePath];
    
        [pathArr addObject:toPath.CGPath];
    }
    

    最后就是把动画应用到processLayer上了

    CAKeyframeAnimation *animate = [CAKeyframeAnimation animationWithKeyPath:@"path"];
    animate.removedOnCompletion = NO;
    animate.duration = 2;
    animate.fillMode = kCAFillModeForwards;
    animate.values = pathArr;
    animate.calculationMode = kCAAnimationDiscrete;
    
    [processLayer addAnimation:animate forKey:@"animate"];
    

    完成

    上面说到accuracy越高的精度生成的曲线就更圆。那么反过来想,精度低的时候不就是多边形了吗?比如把accuracy改成10,就能画出10边形(虽然结果动画非常地不流畅)

    2018-05-28 17_19_10.gif

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