caanimation 整理了解 http://geeklu.com/2012/09/animation-in-ios/
几个可以用来实现热门APP应用PATH中menu效果的几个方法
+(CABasicAnimation *)opacityForever_Animation:(float)time //永久闪烁的动画
{
CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"opacity"];
animation.fromValue=[NSNumber numberWithFloat:1.0];
animation.toValue=[NSNumber numberWithFloat:0.0];
animation.autoreverses=YES;
animation.duration=time;
animation.repeatCount=FLT_MAX;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
return animation;
}
+(CABasicAnimation *)opacityTimes_Animation:(float)repeatTimes durTimes:(float)time; //有闪烁次数的动画
{
CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"opacity"];
animation.fromValue=[NSNumber numberWithFloat:1.0];
animation.toValue=[NSNumber numberWithFloat:0.4];
animation.repeatCount=repeatTimes;
animation.duration=time;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
animation.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.autoreverses=YES;
return animation;
}
+(CABasicAnimation *)moveX:(float)time X:(NSNumber *)x //横向移动
{
CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"transform.translation.x"];
animation.toValue=x;
animation.duration=time;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
return animation;
}
+(CABasicAnimation *)moveY:(float)time Y:(NSNumber *)y //纵向移动
{
CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"transform.translation.y"];
animation.toValue=y;
animation.duration=time;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
return animation;
}
+(CABasicAnimation *)scale:(NSNumber *)Multiple orgin:(NSNumber *)orginMultiple durTimes:(float)time Rep:(float)repeatTimes //缩放
{
CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"transform.scale"];
animation.fromValue=orginMultiple;
animation.toValue=Multiple;
animation.duration=time;
animation.autoreverses=YES;
animation.repeatCount=repeatTimes;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
return animation;
}
+(CAAnimationGroup *)groupAnimation:(NSArray *)animationAry durTimes:(float)time Rep:(float)repeatTimes //组合动画
{
CAAnimationGroup *animation=[CAAnimationGroup animation];
animation.animations=animationAry;
animation.duration=time;
animation.repeatCount=repeatTimes;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
return animation;
}
+(CAKeyframeAnimation *)keyframeAniamtion:(CGMutablePathRef)path durTimes:(float)time Rep:(float)repeatTimes //路径动画
{
CAKeyframeAnimation *animation=[CAKeyframeAnimation animationWithKeyPath:@"position"];
animation.path=path;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
animation.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.autoreverses=NO;
animation.duration=time;
animation.repeatCount=repeatTimes;
return animation;
}
+(CABasicAnimation *)movepoint:(CGPoint )point //点移动
{
CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"transform.translation"];
animation.toValue=[NSValue valueWithCGPoint:point];
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
return animation;
}
+(CABasicAnimation *)rotation:(float)dur degree:(float)degree direction:(int)direction repeatCount:(int)repeatCount //旋转
{
CATransform3D rotationTransform = CATransform3DMakeRotation(degree, 0, 0,direction);
CABasicAnimation* animation;
animation = [CABasicAnimation animationWithKeyPath:@"transform"];
animation.toValue= [NSValue valueWithCATransform3D:rotationTransform];
animation.duration= dur;
animation.autoreverses= NO;
animation.cumulative= YES;
animation.removedOnCompletion=NO;
animation.fillMode=kCAFillModeForwards;
animation.repeatCount= repeatCount;
animation.delegate= self;
return animation;
}
//==================Core Animation学习之anchorPoint=========//
anchorPoint(锚点)简单来说是用来确定“动画效果“的。先看下面这章图:
中间黑色的点就是anchorPoint了,它的取值在0-1,取到1就表示离原点最远。注意这个图是MacOS的图,ios的坐标系原点在左上角。
如果我要使得图形绕着左下角转呢?
anchorPoint的效果应该很清楚了,旋转和缩放必须依赖这个坐标来确定效果。
注意anchorPoint的默认值是(0.5, 0.5)就是图一的效果。
//===========非常清楚的CATransform3D 讲解【转】=============//
CATransform3D CATransform3DMakeTranslation (CGFloat tx, CGFloat ty, CGFloat tz)
tx:X轴偏移位置,往下为正数。
ty:Y轴偏移位置,往右为正数。
tz:Z轴偏移位置,往外为正数。
例:
如果有2个图层,一个是绿色的,一个是红色的。先加载绿色,后加载红色。
tx,ty的左右偏移先不说了。
如果绿色的tz为-10 ,红色的tz为 0 效果如下。
如果绿色的tz为 0 ,红色的tz为-10 效果如下。
对于tz来说,值越大,那么图层就越往外(接近屏幕),值越小,图层越往里(屏幕里)。
CATransform3D CATransform3DTranslate (CATransform3D t, CGFloat tx,
CGFloat ty, CGFloat tz);
t:就是上一个函数。其他的都一样。
就可以理解为:函数的叠加,效果的叠加。
CATransform3D CATransform3DMakeScale
(CGFloat sx, CGFloat sy, CGFloat sz);
sx:X轴缩放,代表一个缩放比例,一般都是
0 --- 1 之间的数字。
sy:Y轴缩放。
sz:整体比例变换时,也就是m11(sx)==
m22(sy)时,若m33(sz)>1,图形整体缩小,若0<1,图形整体放大,若m33(sz)<0,发生关于原点的对称等比变换。
当sx =
1,sy = 1时。如图:
当sx =
0.5,sy = 0.5时。如图:
CATransform3D CATransform3DScale
(CATransform3D t, CGFloat sx, CGFloat sy, CGFloat
sz)
t:就是上一个函数。其他的都一样。
就可以理解为:函数的叠加,效果的叠加。
CATransform3D CATransform3DMakeRotation
(CGFloat angle, CGFloat x, CGFloat y, CGFloat z);
旋转效果。
angle:旋转的弧度,所以要把角度转换成弧度:角度
* M_PI / 180。
x:向X轴方向旋转。值范围-1
--- 1之间
y:向Y轴方向旋转。值范围-1 ---
1之间
z:向Z轴方向旋转。值范围-1 ---
1之间
例:向X轴旋转60度。 向Y轴旋转60度。 向Z轴旋转60度。
向
X轴,Y轴都旋转60度,就是沿着对角线旋转。
可以通过X,Y,Z轴同时变化,来旋转图像。
CATransform3D CATransform3DRotate (CATransform3D t, CGFloat angle,
CGFloat x, CGFloat y, CGFloat z);
t:就是上一个函数。其他的都一样。
就可以理解为:函数的叠加,效果的叠加。
CATransform3D CATransform3DInvert (CATransform3D t);
翻转效果。
未使用
使用
CGAffineTransform CATransform3DGetAffineTransform (CATransform3D
t);
bool CATransform3DIsAffine (CATransform3D t);
仿射效果。
就是把一个 CATransform3D 对象转换成一个 CGAffineTransform 对象。
也就是把 CATransform3D 矩阵
转换成 CGAffineTransform 矩阵
变换函数同时提供了可以比较一个变换矩阵是否是单位矩阵,或者两个矩阵是否相等。
bool CATransform3DIsIdentity (CATransform3D t);
bool
CATransform3DEqualToTransform (CATransform3D a, CATransform3D
b);
也可以通过修改数据结构和键值来设置变换效果。
struct CATransform3D
{
CGFloat m11, m12, m13, m14;
CGFloat m21, m22, m23, m24;
CGFloat m31, m32, m33, m34;
CGFloat m41, m42, m43, m44;
}
可以直接修改 其中的一个值,来达到相同的效果。
或者修改键值
[myLayer setValue:[NSNumber numberWithInt:0] forKeyPath:@"transform.rotation.x"];
CGFloat angle=0.5; // angle=0.5 向左,angle=-0.5向右边
CALayer *touchedLayer = [touchView layer];
float xpoint=[string floatValue];
const CGFloat boneScale = 1;
CATransform3D scale = CATransform3DMakeScale(boneScale , boneScale, 1);
touchedLayer.position = CGPointMake(xpoint,45);
touchedLayer.anchorPoint = CGPointMake(0.5, 0.0);
touchedLayer.bounds = CGRectMake(0,0,122,88);
touchedLayer.transform = scale;
CABasicAnimation* r1 = [CABasicAnimation animationWithKeyPath:@"transform"];
CATransform3D rot1 = CATransform3DMakeRotation(angle, 0,0,1);
rot1 = CATransform3DConcat(rot1, touchedLayer.transform);
r1.toValue = [NSValue valueWithCATransform3D:rot1];
r1.autoreverses = YES;
r1.repeatCount = NO;
r1.duration = 0.5;
r1.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[touchedLayer addAnimation:r1 forKey:nil];