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匹配虚线填充动画分析实现

匹配虚线填充动画分析实现

作者: godBlessMe__ | 来源:发表于2018-11-01 23:08 被阅读0次

    设计师给了一个交互动画需要实现,是项目房间模块匹配中的一个交互动效:圆球随着实线转,实线填充虚线,圆球转到顶端开始减速,越过顶端开始加速,如图:

    circle1

    circle2

    一开始会想如何去让一个圆球绕着圆心去转,难道是需要套什么数学公式么?思考了下,iOS 动画库中并没有这种操作,然后思考了一下上面的部件层级。

    部件层级

    1. 一个外环圆,很好实现
    2. 外环圆包着内环虚线
    3. 一个做圆环动效的实线
    4. 一个固定的圆球
    5. 一个随圆环滚动的圆球

    过程拆分

    外环圆和内环虚线都非常好实现,第一反应就是 CAShapeLayer 去画各种图形,并且 ShapeLayer 在性能上是优化的。

    查了很久没看见有圆球绕着锚点做圆周运动的 API,于是我拿 Sketch 尝试分解了一下,如图所示:

    circleLevel

    如图所示,换了个思路,虽然没有圆球绕着锚点做圆周运动的 API,但是可以把它放在父 layer 上,然父 layer 围绕自己的圆心自转,那么这个圆球也就绕着圆心运动了。

    实现

    首先从最简单的开始

    外圈大圆和内圈虚线圆环

    确定它们的贝塞尔曲线 path 直接绘制:

    CGFloat bigLayerWidth = self.bounds.size.width;
    CGFloat bigLayerHeight = self.bounds.size.height;
    
    CGPoint position = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
    
    UIBezierPath *bigLayerPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, bigLayerWidth, bigLayerHeight)];
    
    
    _bigLayer = [CAShapeLayer layer];
    _bigLayer.frame = CGRectMake(0, 0, bigLayerWidth, bigLayerHeight);
    _bigLayer.path = bigLayerPath.CGPath;
    _bigLayer.lineWidth = 1.f;
    _bigLayer.strokeColor = Color(whiteColor).CGColor;
    _bigLayer.fillColor = Color(clearColor).CGColor;
    _bigLayer.position = position;
    [self.layer addSublayer:_bigLayer];
    
    CGFloat contentLayerWidth = bigLayerWidth - 32;
    CGFloat contentLayerHeight = bigLayerHeight - 32;
    CGRect contentLayerRect = CGRectMake(0, 0, contentLayerWidth, contentLayerHeight);
    
    UIBezierPath *centralCirclePath = [UIBezierPath bezierPathWithOvalInRect:contentLayerRect];
    
    _dashCircleLayer = [CAShapeLayer layer];
    _dashCircleLayer.bounds = contentLayerRect;
    _dashCircleLayer.path = centralCirclePath.CGPath;
    _dashCircleLayer.fillColor = Color(clearColor).CGColor;
    _dashCircleLayer.strokeColor =Color(whiteColor).CGColor;
    _dashCircleLayer.lineDashPattern = @[@1, @1];
    _dashCircleLayer.lineWidth = 0.5f;
    _dashCircleLayer.position = position;
    [self.layer addSublayer:_dashCircleLayer];
    

    此时的效果如图所示:

    CircleLevel2

    内圈动画层的绘制

    要画的有三个部分:

    • 需要旋转的圆环
    • 需要旋转的圆球父 layer
    • 需要旋转的圆球
    // 要做动画的圆环
    _dynamicCircleLayer = [CAShapeLayer layer];
    _dynamicCircleLayer.bounds = contentLayerRect;
    _dynamicCircleLayer.path = centralCirclePath.CGPath;
    _dynamicCircleLayer.fillColor = Color(clearColor).CGColor;
    _dynamicCircleLayer.lineWidth = 1.0f;
    _dynamicCircleLayer.strokeColor = Color(whiteColor).CGColor;
    _dynamicCircleLayer.strokeStart = 0;
    _dynamicCircleLayer.strokeEnd = 1;
    _dynamicCircleLayer.affineTransform = CGAffineTransformMakeRotation(M_PI + M_PI_2);
    _dynamicCircleLayer.position = position;
    [self.layer addSublayer:_dynamicCircleLayer];
    
    // 要做动画的父 layer
    UIBezierPath *rectPath = [UIBezierPath bezierPathWithRect:contentLayerRect];
    _dynamicContentLayer = [CAShapeLayer layer];
    _dynamicContentLayer.bounds = contentLayerRect;
    _dynamicContentLayer.path = rectPath.CGPath;
    _dynamicContentLayer.fillColor = Color(clearColor).CGColor;
    _dynamicContentLayer.strokeColor= Color(redColor).CGColor;
    _dynamicContentLayer.position = position;
    [self.layer addSublayer:_dynamicContentLayer];
    
    // 父 layer 上的圆球
    CGFloat ballLayerRadius = 4;
    
    _dynamicBallLayer = [CAShapeLayer layer];
    _dynamicBallLayer.frame = CGRectMake(0, 0, 2 * ballLayerRadius, 2 * ballLayerRadius);
    _dynamicBallLayer.cornerRadius = ballLayerRadius;
    _dynamicBallLayer.backgroundColor = Color(whiteColor).CGColor;
    _dynamicBallLayer.position = CGPointMake(contentLayerWidth / 2.0, 0);
    [_dynamicContentLayer addSublayer:_dynamicBallLayer];
    

    此时效果如图所示:

    CircleLevel3

    不动圆球的绘制

    _staticContentLayer = [CAShapeLayer layer];
    _staticContentLayer.bounds = contentLayerRect;
    _staticContentLayer.fillColor = Color(clearColor).CGColor;
    _staticContentLayer.strokeColor= Color(whiteColor).CGColor;
    _staticContentLayer.position = position;
    
    [self.layer addSublayer:_staticContentLayer];
    
    _staticBallLayer = [CAShapeLayer layer];
    _staticBallLayer.frame = CGRectMake(0, 0, 2 * ballLayerRadius, 2 * ballLayerRadius);
    _staticBallLayer.cornerRadius = ballLayerRadius;
    _staticBallLayer.backgroundColor = Color(whiteColor).CGColor;
    _staticBallLayer.position = CGPointMake(contentLayerWidth / 2.0, 0);
    [_staticContentLayer addSublayer:_staticBallLayer];
    

    隐藏圆球父试图开始动画

    重力加速度动画,如果使用系统的 dynamic 感应系统就太麻烦了,我选择用动画选项淡入淡出模拟:

    - (void)makeLayersAnimated {
    
     // 圆环动画
     CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
     pathAnimation.duration = 3.0f;
     // 模拟重力加速度动画
     pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
     pathAnimation.fromValue = [NSNumber numberWithFloat:0.00f];
     pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
     pathAnimation.fillMode = kCAFillModeForwards;
     pathAnimation.removedOnCompletion = NO;
     pathAnimation.repeatCount = INFINITY;
     [_dynamicCircleLayer addAnimation:pathAnimation forKey:@"strokeEndAnimation"];
    
     // 圆球动画
     CABasicAnimation *animation = [CABasicAnimation animation];
     animation.keyPath = @"transform.rotation";
     animation.duration = 3.0f;
     animation.repeatCount = INFINITY;
     animation.byValue = @(M_PI * 2);
     animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];;
     [_dynamicContentLayer addAnimation:animation forKey:animation.keyPath];
    }
    

    最后在父控制器的 View 上添加这个 matching view:

    CPMatchingView *matchingView = [[CPMatchingView alloc] initWithFrame:CGRectMake(100, 100, 200, 200)];
    [self.view addSubview:matchingView];
    

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