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UIBezierPath先来对付它

UIBezierPath先来对付它

作者: 赖熊 | 来源:发表于2017-03-27 14:47 被阅读0次
    4.gif 1.gif
    2.gif
    3.gif
    4

    先上图,这就是所谓的贝尔曲线,公式我不会,我也不懂,感觉大学白学了
    果冻参考链接

    先来一个简单一点的果冻效果:

    4.gif

    代码没有什么难度,所以注释比较少,来直接上代码

    //
    //  PullCircleView.m
    //  MyTest
    //
    //  Created by 丁祥 on 2017/3/24.
    //  Copyright © 2017年 wonders. All rights reserved.
    //
    
    #import "PullCircleView.h"
    #define boundSize 150
    @interface CircleView : UIView
    
    @end
    
    @interface PullCircleView()
    @property (nonatomic,strong)CAShapeLayer *shapeLayer;
    @property (nonatomic,assign)double r1;
    @property (nonatomic,assign)double r2;
    @property (nonatomic,assign)double x1;
    @property (nonatomic,assign)double x2;
    @property (nonatomic,assign)double y1;
    @property (nonatomic,assign)double y2;
    @property (nonatomic,assign)double d;
    @property (nonatomic,assign)CGPoint pointA;
    @property (nonatomic,assign)CGPoint pointB;
    @property (nonatomic,assign)CGPoint pointC;
    @property (nonatomic,assign)CGPoint pointD;
    @property (nonatomic,assign)CGPoint pointM;
    @property (nonatomic,assign)CGPoint pointN;
    
    @property (nonatomic,strong)CADisplayLink *displayLink;
    @property (nonatomic,strong)CircleView *circleViewOne;//为了做出弹簧效果
    @property (nonatomic,strong)CircleView *circleViewTwo;//为了做出弹簧效果
    @property (nonatomic,assign)BOOL state;//点断以后
    
    @end
    @implementation PullCircleView
    
    - (instancetype)initWithFrame:(CGRect)frame
    {
        
        self =[super initWithFrame:frame];
        if (self) {
            
            _shapeLayer =[CAShapeLayer layer];
            _shapeLayer.fillColor=[UIColor redColor].CGColor;
            [self.layer addSublayer:_shapeLayer];
            [self loadData];
            [self addGesture];
            
            _circleViewOne =[[CircleView alloc] initWithFrame:CGRectMake(0, 0, 2*_r1, 2*_r1)];
            
            _circleViewOne.center =CGPointMake(_x1, _y1);
            
            _circleViewTwo =[[CircleView alloc] initWithFrame:CGRectMake(0, 0, 2*_r2, 2*_r2)];
            
            _circleViewTwo.center =CGPointMake(_x2, _y2);
            
            _state =YES;
            
            [self addSubview:_circleViewOne];
            [self addSubview:_circleViewTwo];
            
        }
        
        return self;
    
    }
    
    - (void)addGesture
    {
        _displayLink =[CADisplayLink displayLinkWithTarget:self selector:@selector(calcauLayer)];
        [_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
        _displayLink.paused =YES;
        
        UIPanGestureRecognizer *pan =[[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pullLayer:)];
        [self addGestureRecognizer:pan];
    
    
    }
    
    - (void)calcauLayer
    {
        CALayer *layer =_circleViewTwo.layer.presentationLayer;
        _x2 =layer.position.x;
        _y2 =layer.position.y;
        
        CGFloat scale = (1 - [self getDistance]/boundSize);
        _circleViewOne.transform = CGAffineTransformMakeScale(scale, scale);
        [self updateLayer];
    }
    
    - (void)updateLayer
    {
        
        [self setNeedsDisplay];
    
    }
    
    - (void)pullLayer:(UIPanGestureRecognizer *)pangesture
    {
        if (pangesture.state == UIGestureRecognizerStateChanged){
            
            CGPoint point =[pangesture locationInView:self];
            _x2 =point.x;
            _y2 =point.y;
            _circleViewTwo.center =CGPointMake(_x2, _y2);
            
            if ([self getDistance]<boundSize) {
                
            CGFloat scale = (1 - [self getDistance]/boundSize);
            scale = MAX(0.25, scale);
            _circleViewOne.transform = CGAffineTransformMakeScale(scale, scale);
            [self updateLayer];
    
            }else{
                
                self.shapeLayer.path =nil;
                [UIView animateWithDuration:0.5 delay:0 usingSpringWithDamping:0.3 initialSpringVelocity:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
                    
                    _circleViewOne.transform =CGAffineTransformMakeScale(1, 1);
                    
                } completion:^(BOOL finished) {
                    
                    _state =NO;
                    
                    
                }];
            
            }
            
        
        }else if (pangesture.state == UIGestureRecognizerStateEnded){
            
            if (_state) {
                
                _displayLink.paused =NO;
    
            }
            [UIView animateWithDuration:2 delay:0 usingSpringWithDamping:0.5 initialSpringVelocity:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
                
                _x2 =_x1;
                _y2 =_y1;
                _circleViewTwo.center =CGPointMake(_x2, _y2);
                
            } completion:^(BOOL finished) {
                
                if (finished) {
                    
                    _displayLink.paused =YES;
                    
                    _state =YES;
                }
                
            }];
        }
        
    
    
    }
    
    - (void)drawRect:(CGRect)rect
    {
        
        double d =[self getDistance];
        double sin =[self getSin];
        double cos =[self getCos];
        _r1 =_circleViewOne.frame.size.width/2;
        _r2 =_circleViewTwo.frame.size.width/2;
        
        _pointA =CGPointMake(_x1-_r1*cos, _y1 +_r1*sin);
        _pointB =CGPointMake(_x1+_r1*cos, _y1 -_r1*sin);
        _pointC =CGPointMake(_x2+_r2*cos, _y2 -_r2*sin);
        _pointD =CGPointMake(_x2-_r2*cos, _y2 +_r2*sin);
        _pointM = CGPointMake(_pointA.x+(d / 2) * sin, _pointA.y + (d / 2) * cos);
        _pointN = CGPointMake(_pointB.x + (d / 2) * sin, _pointB.y+ (d / 2) * cos);
        
        UIBezierPath *path =[UIBezierPath bezierPath];
    
        [path moveToPoint:_pointA];
        [path addLineToPoint:_pointB];
        [path addQuadCurveToPoint:_pointC controlPoint:_pointN];
        [path addLineToPoint:_pointD];
        [path addQuadCurveToPoint:_pointA controlPoint:_pointM];
        self.shapeLayer.path =path.CGPath;
    
    }
    
    - (void)loadData
    {
        
        _x1 =200;
        _y1 =200;
        _x2 =200;
        _y2 =200;
        _r1 =15;
        _r2 =20;
    
    }
    
    - (double)getDistance
    {
        
        double d  =(_x2 -_x1)*(_x2 -_x1) +(_y2 -_y1)*(_y2 -_y1);
        
        _d =sqrtf(d);
    
        return _d;
    
    }
    
    - (double)getSin
    {
        
        double d =[self getDistance];
        if (d ==0) {
            return 0;
        }
        
        return (_x2 -_x1)/d;
    }
    
    - (double)getCos
    {
        
        double d =[self getDistance];
        
        if (d==0) {
            return 0;
        }
        
        return (_y2 -_y1)/d;
        
    }
    
    @end
    
    @implementation CircleView
    
    - (instancetype)initWithFrame:(CGRect)frame
    {
        
        self =[super initWithFrame:frame];
        if (self) {
            
            self.clipsToBounds =YES;
            self.layer.cornerRadius =MIN(self.bounds.size.width, self.bounds.size.height)/2.0;
            self.backgroundColor =[UIColor redColor];
            
        }
        
        return self;
    
    }
    
    
    @end
    
    
    1.中间用到了CADisplayLink 结合UIBezierPath来去更新drawRect
    
    2.用到了阻尼系数的动画,也就是spring函数
    
    3.对于动画,可以选择spring函数,也可以用keysAnimal这个动画,不过要设置多个关键帧,所以直接选择spring函数比较方便
    
    4.关键就是UIBezierPath的各个点的计算问题,可以根据前三个图,来认识一下UIBezierPath的特性,然后去计算就比较容易
    
    在写的过程我遇到的问题:
    1. 断点的计算,开始的圆我都是用path画的后来发现,还有断点问题,又重新写了一下,
    2.曲线的曲度,我开始是不改变原点的大小,去改变曲线cotrolPoint的位置,但是形变无法控制,折腾一下午没成功,还是去改变原点的scale比较靠谱
    

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