圆到矩形变换动画 [英] Circle to rectangle transformation animation

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本文介绍了圆到矩形变换动画的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我是iOS新手,我需要做以下动画:





将圆转换为矩形应该是平滑的,但在上面的动画中它不是很平滑。



我做的是创建一个圆圈和使用以下代码的矩形






完整项目: https://github.com/hamishknight/Circle-to-Rect-Animation


I am very new to iOS and I need to do following animation:

Transformation of the circle to rectangle should be smooth, but in above animation it's not very smooth.

What I did is create a circle and a rectangle using following code in this tutorial:

  Circle : 
        class OvalLayer: CAShapeLayer {

        let animationDuration: CFTimeInterval = 0.3

        override init() {
            super.init()
            fillColor = Colors.red.CGColor
            path = ovalPathSmall.CGPath
        }

        required init?(coder aDecoder: NSCoder) {
            fatalError("init(coder:) has not been implemented")
        }

        var ovalPathSmall: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 50.0, y: 50.0, width: 0.0, height: 0.0))
        }

        var ovalPathLarge: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 2.5, y: 17.5, width: 95.0, height: 95.0))
        }

        var ovalPathSquishVertical: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 2.5, y: 20.0, width: 95.0, height: 90.0))
        }

        var ovalPathSquishHorizontal: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 5.0, y: 20.0, width: 90.0, height: 90.0))
        }

        func expand() {
            let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
            expandAnimation.fromValue = ovalPathLarge.CGPath// change ovalPathLarge to ovalPathSmail for animation
            expandAnimation.toValue = ovalPathLarge.CGPath
            expandAnimation.duration = animationDuration
            expandAnimation.fillMode = kCAFillModeForwards
            expandAnimation.removedOnCompletion = false
            addAnimation(expandAnimation, forKey: nil)
        }

    }

Rectangle : 

    class RectangleLayer: CAShapeLayer {


    override init() {
        super.init()
        fillColor = Colors.clear.CGColor
        lineWidth = 5.0
        path = rectanglePathFull.CGPath
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    var rectanglePathFull: UIBezierPath {
        let rectanglePath = UIBezierPath()
        rectanglePath.moveToPoint(CGPoint(x: 0.0, y: 100.0))
        rectanglePath.addLineToPoint(CGPoint(x: 0.0, y: -lineWidth))
        rectanglePath.addLineToPoint(CGPoint(x: 100.0, y: -lineWidth))
        rectanglePath.addLineToPoint(CGPoint(x: 100.0, y: 100.0))
        rectanglePath.addLineToPoint(CGPoint(x: -lineWidth / 2, y: 100.0))
        rectanglePath.closePath()

//        fillColor = Colors.red.CGColor
        return rectanglePath
    }

//    var topLeft: UIBezierPath {}

    func animateStrokeWithColor(color: UIColor, view : UIView) {
        strokeColor = color.CGColor

//        CATransaction.setDisableActions(true)
//        view.layer.bounds.size.height = view.layer.bounds.width + 50

        let strokeAnimation: CABasicAnimation = CABasicAnimation(keyPath: "bounds.size.width") //bounds.size.width
        strokeAnimation.fromValue = view.layer.bounds.width
        strokeAnimation.toValue = view.layer.bounds.size.width - 50
        strokeAnimation.duration = 0.4
        addAnimation(strokeAnimation, forKey: nil)
    }
}

my view : 

    protocol HolderViewDelegate:class {
    func animateLabel()
}

class HolderView: UIView {

    let ovalLayer = OvalLayer()
    let redRectangleLayer = RectangleLayer()

    var parentFrame :CGRect = CGRectZero
    weak var delegate:HolderViewDelegate?

    override init(frame: CGRect) {
        super.init(frame: frame)
        backgroundColor = Colors.clear
    }

    required init?(coder: NSCoder) {
        super.init(coder: coder)
    }

    func addOval() {
        layer.addSublayer(ovalLayer)
        ovalLayer.expand()
//        NSTimer.scheduledTimerWithTimeInterval(0.3, target: self, selector: "wobbleOval",
//            userInfo: nil, repeats: false)
    }

    func expandRectangle(){
        NSTimer.scheduledTimerWithTimeInterval(0.45, target: self,
            selector: "drawRedAnimatedRectangle",
            userInfo: nil, repeats: false)
    }

    func drawRedAnimatedRectangle() {
        layer.addSublayer(redRectangleLayer)
        redRectangleLayer.animateStrokeWithColor(Colors.red,view: self)
    }

But I have no idea how to do my animation, please can anyone help me?

解决方案

If you want both the scaling up and corner radius reduction to happen at the same time, you can simplify the code from my other answer significantly.

You now no longer need to 'chain' the animations together, so you can add them both to a single CAAnimationGroup and run them concurrently.

The properties we use will remain almost identical, except with the addition of a groupAnim property and deletion of the cornerRadiusUndoAnim.

class ViewController2: UIViewController {

    let animLayer = CALayer() // the layer that is going to be animated
    let cornerRadiusAnim = CABasicAnimation(keyPath: "cornerRadius") // the corner radius reducing animation
    let widthAnim = CABasicAnimation(keyPath: "bounds.size.width") // the width animation
    let groupAnim = CAAnimationGroup() // the combination of the corner and width animation
    let animDuration = NSTimeInterval(1.0) // the duration of one 'segment' of the animation
    let layerSize = CGFloat(100) // the width & height of the layer (when it's a square)

    ...        

We can now just add the setup for the CAAnimationGroup, adding both our corner radius animation and our scaling animation

override func viewDidLoad() {
    super.viewDidLoad()

    let rect = view.frame

    animLayer.backgroundColor = UIColor.blueColor().CGColor // color of the layer, feel free to change
    animLayer.frame = CGRect(x: rect.width-layerSize*0.5, y: rect.height-layerSize*0.5, width: layerSize, height: layerSize)
    animLayer.cornerRadius = layerSize*0.5;
    animLayer.anchorPoint = CGPoint(x: 1, y: 1) // sets so that when the width is changed, it goes to the left
    view.layer.addSublayer(animLayer)

    // decreases the corner radius
    cornerRadiusAnim.duration = animDuration
    cornerRadiusAnim.fromValue = animLayer.cornerRadius
    cornerRadiusAnim.toValue = 0;
    cornerRadiusAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) // timing function to make it look nice

    // increases the width
    widthAnim.duration = animDuration
    widthAnim.fromValue = animLayer.frame.size.width
    widthAnim.toValue = rect.size.width
    widthAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) // timing function to make it look nice

    // adds both animations to a group animation
    groupAnim.animations = [cornerRadiusAnim, widthAnim]
    groupAnim.duration = animDuration;
    groupAnim.autoreverses = true; // auto-reverses the animation once completed

}

Finally, we can run the group animation when the view gets touched, and both animations will run concurrently together (and auto-reverse when done).

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    animLayer.addAnimation(groupAnim, forKey: "anims") // runs both animations concurrently
}


Result


Full project: https://github.com/hamishknight/Circle-to-Rect-Animation

这篇关于圆到矩形变换动画的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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