- 高德地图点平滑移动
今天给大家带来的是项目中遇到的行程轨迹,就是小车在地图上面根据路线平滑移动。为啥要特意写一下这个,因为在网上找了好久的资源都没有找到暂停再移动的方法。接下来就给大家看看怎么暂停再移动吧。由于之前都是用的自己项目中的代码。这次为了方便大家看,我就自己写了一个demo。首先,点平滑移动的demo 是直接拷贝的源码,这部分相信大家也不注重。暂停之后再移动才是重点。
废话不多说,直接贴代码:
暂停后继续移动的重要代码
- (void)button2 { // 点击stop 按钮
//结束未完成动画
for (MAAnnotationMoveAnimation *animation in [self.annotation allMoveAnimations]) {
[animation cancel];
self.animationDurationTime += animation.elapsedTime; // 这里为啥要用 += ,是因为他每次开启动画都是一个新的 动画。
self.passedPointCount += (int)animation.passedPointCount; // 将动画的时间和动画经过的点记录一下。
}
}
下面是继续滑动
- (void)button3{
// 获取走过的点的个数,再进行动画
int passCount = self.passedPointCount;
CLLocationCoordinate2D commonPolyLineCoords[5- passCount]; // 这里的5 是你之前线路的点的个数
for (int i = 0; i < 5 - passCount; i++) {
commonPolyLineCoords[i].latitude = coords1[i + passCount].latitude;
commonPolyLineCoords[i].longitude = coords1[i + passCount].longitude;
}
// 这样新的移动的点集合就拿到了。
self.annotation.coordinate = CLLocationCoordinate2DMake(coords1[passCount].latitude, coords1[passCount].longitude);
[self.annotation addMoveAnimationWithKeyCoordinates:commonPolyLineCoords count:5 - passCount withDuration:10 - self.animationDurationTime withName:nil completeCallback:^(BOOL isFinished) {
// 注意这里面是需要使用weak self 的 ---完成回调
} stepCallback:^(MAAnnotationMoveAnimation *currentAni) {
// 每一个点的回调
}];
}
下面是整个控制器的代码,有点多,有不懂的,下面mark 一下。希望能帮助大家。
#import "MovingAnnotationViewController.h"
#import <MAMapKit/MAMapKit.h>
@interface MovingAnnotationViewController () <MAMapViewDelegate>
{
CLLocationCoordinate2D coords1[5];
CLLocationCoordinate2D coords2[6];
CLLocationCoordinate2D coords3[10];//五角星
}
@property (nonatomic, strong) MAMapView *mapView;
@property (nonatomic, strong) MAAnimatedAnnotation* annotation;
@property (nonatomic,assign) int passedPointCount; // 移动过的点count
@property (nonatomic,assign) CGFloat animationDurationTime; // 动画开始了的时间
@end
@implementation MovingAnnotationViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
[self initCoordinates];
self.mapView = [[MAMapView alloc] initWithFrame:self.view.bounds];
self.mapView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
self.mapView.delegate = self;
[self.view addSubview:self.mapView];
//add overlay
MAPolyline *polyline1 = [MAPolyline polylineWithCoordinates:coords1 count:sizeof(coords1) / sizeof(coords1[0])];
MAPolyline *polyline2 = [MAPolyline polylineWithCoordinates:coords2 count:sizeof(coords2) / sizeof(coords2[0])];
MAPolyline *polyline3 = [MAPolyline polylineWithCoordinates:coords3 count:sizeof(coords3) / sizeof(coords3[0])];
[self.mapView addOverlays:@[polyline1, polyline2, polyline3]];
MAAnimatedAnnotation *anno = [[MAAnimatedAnnotation alloc] init];
anno.coordinate = coords1[0];
self.annotation = anno;
[self.mapView addAnnotation:self.annotation];
[self initButton];
}
- (void)initCoordinates {
///1
coords1[0].latitude = 39.852136;
coords1[0].longitude = 116.30095;
coords1[1].latitude = 39.852136;
coords1[1].longitude = 116.40095;
coords1[2].latitude = 39.932136;
coords1[2].longitude = 116.40095;
coords1[3].latitude = 39.932136;
coords1[3].longitude = 116.40095;
coords1[4].latitude = 39.982136;
coords1[4].longitude = 116.48095;
///2
coords2[0].latitude = 39.982136;
coords2[0].longitude = 116.48095;
coords2[1].latitude = 39.832136;
coords2[1].longitude = 116.42095;
coords2[2].latitude = 39.902136;
coords2[2].longitude = 116.42095;
coords2[3].latitude = 39.902136;
coords2[3].longitude = 116.44095;
coords2[4].latitude = 39.932136;
coords2[4].longitude = 116.44095;
///3
[self generateStarPoints:coords3 pointsCount:10 atCenter:CLLocationCoordinate2DMake(39.800892, 116.293413)];//生成多角星的坐标
coords2[5] = coords3[0];
}
/*!
@brief 生成多角星坐标
@param coordinates 输出的多角星坐标数组指针。内存需在外申请,方法内不释放,多角星坐标结果输出。
@param pointsCount 输出的多角星坐标数组元素个数。
@param starCenter 多角星的中心点位置。
*/
- (void)generateStarPoints:(CLLocationCoordinate2D *)coordinates pointsCount:(NSUInteger)pointsCount atCenter:(CLLocationCoordinate2D)starCenter
{
#define STAR_RADIUS 0.05
#define PI 3.1415926
NSUInteger starRaysCount = pointsCount / 2;
for (int i =0; i<starRaysCount; I++)
{
float angle = 2.f*i/starRaysCount*PI;
int index = 2 * I;
coordinates[index].latitude = STAR_RADIUS* sin(angle) + starCenter.latitude;
coordinates[index].longitude = STAR_RADIUS* cos(angle) + starCenter.longitude;
index++;
angle = angle + (float)1.f/starRaysCount*PI;
coordinates[index].latitude = STAR_RADIUS/2.f* sin(angle) + starCenter.latitude;
coordinates[index].longitude = STAR_RADIUS/2.f* cos(angle) + starCenter.longitude;
}
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void)initButton
{
UIButton *button1=[UIButton buttonWithType:UIButtonTypeRoundedRect];
button1.frame = CGRectMake(10, 80, 70,25);
button1.backgroundColor = [UIColor redColor];
[button1 setTitle:@"Go" forState:UIControlStateNormal];
[button1 addTarget:self action:@selector(button1) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:button1];
UIButton *button2=[UIButton buttonWithType:UIButtonTypeRoundedRect];
button2.frame = CGRectMake(10, 120,70,25);
button2.backgroundColor = [UIColor redColor];
[button2 setTitle:@"Stop" forState:UIControlStateNormal];
[button2 addTarget:self action:@selector(button2) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:button2];
UIButton *button3=[UIButton buttonWithType:UIButtonTypeRoundedRect];
button3.frame = CGRectMake(10, 160,70,25);
button3.backgroundColor = [UIColor redColor];
[button3 setTitle:@"Continue" forState:UIControlStateNormal];
[button3 addTarget:self action:@selector(button3) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:button3];
}
- (void)button1 {
self.annotation.coordinate = coords1[0];
// MAAnimatedAnnotation *anno = self.annotation;
// [anno addMoveAnimationWithKeyCoordinates:coords1 count:sizeof(coords1) / sizeof(coords1[0]) withDuration:5 withName:nil completeCallback:^(BOOL isFinished) {
// }];
//
// [anno addMoveAnimationWithKeyCoordinates:coords2 count:sizeof(coords2) / sizeof(coords2[0]) withDuration:5 withName:nil completeCallback:^(BOOL isFinished) {
// }];
//
//
// [anno addMoveAnimationWithKeyCoordinates:coords3 count:sizeof(coords3) / sizeof(coords3[0]) withDuration:5 withName:nil completeCallback:^(BOOL isFinished) {
// }];
self.annotation.title = @"涛胖子带你飞";
[self.mapView setSelectedAnnotations:@[self.annotation]];
// 点在 coords1 的这条线上面平滑移动
[self.annotation addMoveAnimationWithKeyCoordinates:coords1 count:sizeof(coords1) / sizeof(coords1[0]) withDuration:10 withName:nil completeCallback:^(BOOL isFinished) { // 完成回调
} stepCallback:^(MAAnnotationMoveAnimation *currentAni) { // 当前点的回调
}];
}
- (void)button2 {
//结束未完成动画
for (MAAnnotationMoveAnimation *animation in [self.annotation allMoveAnimations]) {
[animation cancel];
self.animationDurationTime += animation.elapsedTime; // 这里为啥要用 += ,是因为他每次开启动画都是一个新的 动画。
self.passedPointCount += (int)animation.passedPointCount;
}
}
- (void)button3{
// 获取走过的点的个数,再进行动画
int passCount = self.passedPointCount;
CLLocationCoordinate2D commonPolyLineCoords[5- passCount]; // 这里的5 是你之前线路的点的个数
for (int i = 0; i < 5 - passCount; i++) {
commonPolyLineCoords[i].latitude = coords1[i + passCount].latitude;
commonPolyLineCoords[i].longitude = coords1[i + passCount].longitude;
}
// 这样新的移动的点集合就拿到了。
self.annotation.coordinate = CLLocationCoordinate2DMake(coords1[passCount].latitude, coords1[passCount].longitude);
// 这里的时间就要改成这个动画的总时间 - 用了的时间
[self.annotation addMoveAnimationWithKeyCoordinates:commonPolyLineCoords count:5 - passCount withDuration:10 - self.animationDurationTime withName:nil completeCallback:^(BOOL isFinished) {
} stepCallback:^(MAAnnotationMoveAnimation *currentAni) {
}];
}
#pragma mark - mapview delegate
- (MAOverlayRenderer *)mapView:(MAMapView *)mapView rendererForOverlay:(id <MAOverlay>)overlay
{
if ([overlay isKindOfClass:[MAPolyline class]])
{
MAPolylineRenderer *polylineRenderer = [[MAPolylineRenderer alloc] initWithPolyline:overlay];
polylineRenderer.lineWidth = 8.f;
polylineRenderer.strokeImage = [UIImage imageNamed:@"arrowTexture"];
return polylineRenderer;
}
return nil;
}
- (MAAnnotationView *)mapView:(MAMapView *)mapView viewForAnnotation:(id<MAAnnotation>)annotation
{
if ([annotation isKindOfClass:[MAPointAnnotation class]])
{
NSString *pointReuseIndetifier = @"myReuseIndetifier";
MAAnnotationView *annotationView = (MAPinAnnotationView*)[mapView dequeueReusableAnnotationViewWithIdentifier:pointReuseIndetifier];
if (annotationView == nil)
{
annotationView = [[MAAnnotationView alloc] initWithAnnotation:annotation
reuseIdentifier:pointReuseIndetifier];
UIImage *imge = [UIImage imageNamed:@"jj_bt_praise_s"];
annotationView.image = imge;
}
annotationView.canShowCallout = YES;
annotationView.draggable = NO;
annotationView.rightCalloutAccessoryView = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
[annotationView setSelected:YES animated:NO];
return annotationView;
}
return nil;
}
运行:
IMG_0355.PNG
总结:因为高德大佬没有给我们动画暂停的API,那我们就先将动画取消,再找到取消动画之后的点,还有就是取消动画时用了的时间。然后再拿到剩下的点的集合。。最后进行动画。OK。。完美。
这个代码可能会有小伙伴在运行的时候发现,我擦,说好的平滑移动呢,为啥没有平滑移动,那么这里要说明一下,代码中的点距离都很大,实际开发中我们拿到的点肯定是很密集的,所以不用担心这个问题。
希望能帮助到大家。。
---来自涛胖子的工作笔记
点平滑移动的API
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