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CoreAnimation学习笔记(二)

CoreAnimation学习笔记(二)

作者: LX2014 | 来源:发表于2017-06-16 14:58 被阅读78次

    书接上回http://www.jianshu.com/p/785446472727

    九,缓冲

    (一)动画速度

    可以给动画CAAnimation设置animation.timingFunction来控制动画的速度,也可以通过给事务CATransaction设置timingFunction来设置事务中的多个动画的速度。
    这里有一些方式来创建CAMediaTimingFunction,最简单的方式是调用+timingFunctionWithName:的构造方法。这里传入如下几个常量之一(CALayer对应的):

    kCAMediaTimingFunctionLinear 
    kCAMediaTimingFunctionEaseIn 
    kCAMediaTimingFunctionEaseOut 
    kCAMediaTimingFunctionEaseInEaseOut
    kCAMediaTimingFunctionDefault
    

    1,下面是通过layer来实现的控制动画速度的例子:

    - (void)viewDidLoad
    {
    [super viewDidLoad];
    //create a red layer
    self.colorLayer = [CALayer layer];
    self.colorLayer.frame = CGRectMake(0, 0, 100, 100);
    self.colorLayer.position = CGPointMake(self.view.bounds.size.width/2.0, self.view.bounds.size.height/2.0);
    self.colorLayer.backgroundColor = [UIColor redColor].CGColor;
    [self.view.layer addSublayer:self.colorLayer];
    }
    
    - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
    {
    //configure the transaction
    [CATransaction begin];
    [CATransaction setAnimationDuration:1.0];
    [CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]];
    //set the position
    self.colorLayer.position = [[touches anyObject] locationInView:self.view];
    //commit transaction
    [CATransaction commit];
    }
    

    2,UIView控制动画速度的参数有:

    UIViewAnimationOptionCurveEaseInOut 
    UIViewAnimationOptionCurveEaseIn 
    UIViewAnimationOptionCurveEaseOut 
    UIViewAnimationOptionCurveLinear
    

    以下是通过UIView来实现的控制动画速度的例子:

      - (void)viewDidLoad
    {
    [super viewDidLoad];
    //create a red layer
    self.colorView = [[UIView alloc] init];
    self.colorView.bounds = CGRectMake(0, 0, 100, 100);
    self.colorView.center = CGPointMake(self.view.bounds.size.width / 2, self.view.bounds.size.height / 2);
    self.colorView.backgroundColor = [UIColor redColor];
    [self.view addSubview:self.colorView];
    }
    
    - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
    {
    //perform the animation
    [UIView animateWithDuration:1.0 delay:0.0
                        options:UIViewAnimationOptionCurveEaseOut
                     animations:^{
                            //set the position
                            self.colorView.center = [[touches anyObject] locationInView:self.view];
                        }
                     completion:NULL];
    }
    

    3,缓冲和关键帧动画
    CAKeyframeAnimation有一个NSArray类型的timingFunctions属性,我们可以用它来对每次动画的步骤指定不同的计时函数。但是指定函数的个数一定要等于keyframes数组的元素个数减一,因为它是描述每一帧之间动画速度的函数:

    - (void)viewDidLoad
    {
    [super viewDidLoad];
    //create sublayer
    self.colorLayer = [CALayer layer];
    self.colorLayer.frame = CGRectMake(50.0f, 50.0f, 100.0f, 100.0f);
    self.colorLayer.backgroundColor = [UIColor blueColor].CGColor;
    //add it to our view
    [self.layerView.layer addSublayer:self.colorLayer];
    }
    
    - (IBAction)changeColor
    {
    //create a keyframe animation
    CAKeyframeAnimation *animation = [CAKeyframeAnimation animation];
    animation.keyPath = @"backgroundColor";
    animation.duration = 2.0;
    animation.values = @[
                         (__bridge id)[UIColor blueColor].CGColor,
                         (__bridge id)[UIColor redColor].CGColor,
                         (__bridge id)[UIColor greenColor].CGColor,
                         (__bridge id)[UIColor blueColor].CGColor ];
    //add timing function
    CAMediaTimingFunction *fn = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseIn];
    animation.timingFunctions = @[fn, fn, fn];
    //apply animation to layer
    [self.colorLayer addAnimation:animation forKey:nil];
    }
    
    (二) 自定义缓冲函数

    除了+functionWithName:之外,CAMediaTimingFunction同样有另一个构造函数,一个有四个浮点参数的+functionWithControlPoints::::,可以定义两个控制点的x,y分别是cp1x,cp1y,cp2x,cp2y。CAMediaTimingFunction有一个叫做-getControlPointAtIndex:values:的方法,可以用来检索曲线的点。注意values:用浮点数组接收,不是CGPoint。index是从0-3的整数,0,3代表起点和终点,1,2代表起点和终点的控制点。self.layerView.layer.geometryFlipped = YES可以使坐标的原点在左下角,起点和终点的坐标是(0,0)和(1,1)。可以用UIBezierPath和CAShapeLayer来把它画出来:
    1,系统缓冲函数的路径:

    - (void)viewDidLoad {
    [super viewDidLoad];
    // Do any additional setup after loading the view.
    //create timing function
    CAMediaTimingFunction *function = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut];
    
    //get control points
    float cp1[2],cp2[2];
    [function getControlPointAtIndex:1 values:cp1];
    [function getControlPointAtIndex:2 values:cp2];
    
    CGPoint controlPoint1,controlPoint2;
    controlPoint1 = CGPointMake(cp1[0], cp1[1]);
    controlPoint2 = CGPointMake(cp2[0], cp2[1]);
    //create curve
    UIBezierPath *path = [[UIBezierPath alloc] init];
    [path moveToPoint:CGPointZero];
    [path addCurveToPoint:CGPointMake(1, 1)
            controlPoint1:controlPoint1 controlPoint2:controlPoint2];
    //scale the path up to a reasonable size for display
    [path applyTransform:CGAffineTransformMakeScale(200, 200)];
    //create shape layer
    CAShapeLayer *shapeLayer = [CAShapeLayer layer];
    shapeLayer.strokeColor = [UIColor redColor].CGColor;
    shapeLayer.fillColor = [UIColor clearColor].CGColor;
    shapeLayer.lineWidth = 4.0f;
    shapeLayer.path = path.CGPath;
    [self.layerView.layer addSublayer:shapeLayer];
    //flip geometry so that 0,0 is in the bottom-left
    self.layerView.layer.geometryFlipped = YES;
    }
    

    2,自定义的缓冲函数的路径:

     - (void)viewDidLoad {
    [super viewDidLoad];
    // Do any additional setup after loading the view.
    
    CAMediaTimingFunction *function = [CAMediaTimingFunction functionWithControlPoints:1 :0 :0.75 :1];
    //get control points
    CGPoint controlPoint1, controlPoint2;
    [function getControlPointAtIndex:1 values:(float *)&controlPoint1];
    [function getControlPointAtIndex:2 values:(float *)&controlPoint2];
    //create curve
    UIBezierPath *path = [[UIBezierPath alloc] init];
    [path moveToPoint:CGPointZero];
    [path addCurveToPoint:CGPointMake(1, 1)
            controlPoint1:controlPoint1 controlPoint2:controlPoint2];
    //scale the path up to a reasonable size for display
    [path applyTransform:CGAffineTransformMakeScale(200, 200)];
    //create shape layer
    CAShapeLayer *shapeLayer = [CAShapeLayer layer];
    shapeLayer.strokeColor = [UIColor redColor].CGColor;
    shapeLayer.fillColor = [UIColor clearColor].CGColor;
    shapeLayer.lineWidth = 4.0f;
    shapeLayer.path = path.CGPath;
    [self.layerView.layer addSublayer:shapeLayer];
    //flip geometry so that 0,0 is in the bottom-left
    self.layerView.layer.geometryFlipped = YES;
    }
    

    3,基于关键帧的缓冲:
    timingFunctions的个数是values的个数减1.

    - (void)viewDidLoad
    {
    [super viewDidLoad];
    //add ball image view
    UIImage *ballImage = [UIImage imageNamed:@"Ball.png"];
    self.ballView = [[UIImageView alloc] initWithImage:ballImage];
    [self.containerView addSubview:self.ballView];
    //animate
    [self animate];
    }
    
    - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
    {
    //replay animation on tap
    [self animate];
    }
    
    - (void)animate
    {
    //reset ball to top of screen
    self.ballView.center = CGPointMake(150, 32);
    //create keyframe animation
    CAKeyframeAnimation *animation = [CAKeyframeAnimation animation];
    animation.keyPath = @"position";
    animation.duration = 1.0;
    animation.delegate = self;
    animation.values = @[
                         [NSValue valueWithCGPoint:CGPointMake(150, 32)],
                         [NSValue valueWithCGPoint:CGPointMake(150, 268)],
                         [NSValue valueWithCGPoint:CGPointMake(150, 140)],
                         [NSValue valueWithCGPoint:CGPointMake(150, 268)],
                         [NSValue valueWithCGPoint:CGPointMake(150, 220)],
                         [NSValue valueWithCGPoint:CGPointMake(150, 268)],
                         [NSValue valueWithCGPoint:CGPointMake(150, 250)],
                         [NSValue valueWithCGPoint:CGPointMake(150, 268)]
                         ];
    
    animation.timingFunctions = @[
                                  [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseIn],
                                  [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseOut],
                                  [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseIn],
                                  [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseOut],
                                  [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseIn],
                                  [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseOut],
                                  [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseIn]
                                  ];
    
    animation.keyTimes = @[@0.0, @0.3, @0.5, @0.7, @0.8, @0.9, @0.95, @1.0];
    //apply animation
    self.ballView.layer.position = CGPointMake(150, 268);
    [self.ballView.layer addAnimation:animation forKey:nil];
    }
    

    4,流程自动化
    通过时间线形取值,value = (endValue – startValue) × time + startValue;时间通过转化得到转化后的时间,去取该时间点的值。这里用的是bounceEaseOut(t)函数转化时间:

    - (void)viewDidLoad {
    [super viewDidLoad];
    // Do any additional setup after loading the view.
    
    //add ball image view
    UIImage *ballImage = [UIImage imageNamed:@"toTop.png"];
    self.ballView = [[UIImageView alloc] initWithImage:ballImage];
    [self.containerView addSubview:self.ballView];
    //animate
    [self animate];
    }
    
    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
    [self animate];
    }
    
    
    //弹性动画,转化时间的函数
    float bounceEaseOut(float t)
    {
    if (t < 4/11.0) {
        return (121 * t * t)/16.0;
    } else if (t < 8/11.0) {
        return (363/40.0 * t * t) - (99/10.0 * t) + 17/5.0;
    } else if (t < 9/10.0) {
        return (4356/361.0 * t * t) - (35442/1805.0 * t) + 16061/1805.0;
    }
    return (54/5.0 * t * t) - (513/25.0 * t) + 268/25.0;
    }
    
    
    float interpolate(float from, float to, float time)
    {
    return (to - from) * time + from;
    }
    
    - (id)interpolateFromValue:(id)fromValue toValue:(id)toValue time:(float)time
    {
    if ([fromValue isKindOfClass:[NSValue class]]) {
        //get type
        const char *type = [fromValue objCType];
        if (strcmp(type, @encode(CGPoint)) == 0) {
            CGPoint from = [fromValue CGPointValue];
            CGPoint to = [toValue CGPointValue];
            CGPoint result = CGPointMake(interpolate(from.x, to.x, time), interpolate(from.y, to.y, time));
            return [NSValue valueWithCGPoint:result];
        }
    }
    //provide safe default implementation
    return (time < 0.5)? fromValue: toValue;
    }
    
    - (void)animate
    {
    //reset ball to top of screen
    self.ballView.center = CGPointMake(150, 32);
    //set up animation parameters
    NSValue *fromValue = [NSValue valueWithCGPoint:CGPointMake(150, 32)];
    NSValue *toValue = [NSValue valueWithCGPoint:CGPointMake(150, 268)];
    CFTimeInterval duration = 1.0;
    //generate keyframes
    NSInteger numFrames = duration * 60;
    NSMutableArray *frames = [NSMutableArray array];
    for (int i = 0; i < numFrames; i++) {
        //等分时间,根据每个时间点获取value值
        float time = (1/(float)numFrames) * i;
        NSLog(@"时间是%f===from:%@===to:%@",time,fromValue,toValue);
        //apply easing(转化时间)
        time = bounceEaseOut(time);
        NSLog(@"转化后时间是%f===",time);
        //add keyframe
        [frames addObject:[self interpolateFromValue:fromValue toValue:toValue time:time]];
    }
    //create keyframe animation
    CAKeyframeAnimation *animation = [CAKeyframeAnimation animation];
    animation.keyPath = @"position";
    animation.duration = 1.0;
    animation.removedOnCompletion = NO;
    animation.fillMode = kCAFillModeForwards;
    //    animation.delegate = self;
    animation.values = frames;
    //apply animation
    [self.ballView.layer addAnimation:animation forKey:nil];
    }
    

    (十) 基于定时器的动画

    (一)定时帧

    1,定时器NSTimer

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