CATransformLayer与CALayer有着细微的差别,但这些差别会影响到3D变换的动画效果.
动画都有坐标系,如下所示(注意,这个不是iOS中的坐标系,请勿对号入座):
iOS中layer的锚点就在坐标系的正中间.
layer的position可以理解为View的center.
实现带有3d景深效果动画:
// // RootViewController.m // CATransformLayer // // Copyright (c) 2014年 Y.X. All rights reserved. // #import "RootViewController.h" #import "YXGCD.h" @interface RootViewController () @property (nonatomic, strong) GCDTimer *timer; @end @implementation RootViewController #define V_CENTER_X self.view.center.x #define V_CENTER_Y self.view.center.y #define CG_COLOR(R, G, B, A) [UIColor colorWithRed:(R) green:(G) blue:(B) alpha:(A)].CGColor #define DEGREE(d) ((d) * M_PI / 180.0f) - (void)viewDidLoad { [super viewDidLoad]; // 普通的一个layer CALayer *plane = [CALayer layer]; plane.anchorPoint = CGPointMake(0.5, 0.5); // 锚点 plane.frame = (CGRect){CGPointZero, CGSizeMake(100, 100)}; // 尺寸 plane.position = CGPointMake(V_CENTER_X, V_CENTER_Y); // 位置 plane.opacity = 0.6; // 背景透明度 plane.backgroundColor = CG_COLOR(1, 0, 0, 1); // 背景色 plane.borderWidth = 3; // 边框宽度 plane.borderColor = CG_COLOR(1, 1, 1, 0.5); // 边框颜色(设置了透明度) plane.cornerRadius = 10; // 圆角值 // 创建容器layer CALayer *container = [CALayer layer]; container.frame = self.view.bounds; [self.view.layer addSublayer:container]; [container addSublayer:plane]; // 启动定时器 _timer = [[GCDTimer alloc] initInQueue:[GCDQueue mainQueue]]; [_timer event:^{ static float degree = 0.f; // 起始值 CATransform3D fromValue = CATransform3DIdentity; fromValue.m34 = 1.0/ -500; fromValue = CATransform3DRotate(fromValue, degree, 0, 1, 0); // 结束值 CATransform3D toValue = CATransform3DIdentity; toValue.m34 = 1.0/ -500; toValue = CATransform3DRotate(toValue, degree += 45.f, 0, 1, 0); // 添加3d动画 CABasicAnimation *transform3D = [CABasicAnimation animationWithKeyPath:@"transform"]; transform3D.duration = 1.f; transform3D.fromValue = [NSValue valueWithCATransform3D:fromValue]; transform3D.toValue = [NSValue valueWithCATransform3D:toValue]; plane.transform = toValue; [plane addAnimation:transform3D forKey:@"transform3D"]; } timeInterval:NSEC_PER_SEC]; [_timer start]; } @end
下图中的m34值代表着景深效果,非常关键,其值越接近0,景深效果就越发强烈
如果写成这样子:
那么显示就会变成:
毫无3d感可言.
将景深效果添加到容器上面去我们就能得到如下的效果:
- (void)viewDidLoad { [super viewDidLoad]; // 普通的一个layer CALayer *plane1 = [CALayer layer]; plane1.anchorPoint = CGPointMake(0.5, 0.5); // 锚点 plane1.frame = (CGRect){CGPointZero, CGSizeMake(100, 100)}; // 尺寸 plane1.position = CGPointMake(60, V_CENTER_Y); // 位置 plane1.opacity = 0.6; // 背景透明度 plane1.backgroundColor = CG_COLOR(1, 0, 0, 1); // 背景色 plane1.borderWidth = 3; // 边框宽度 plane1.borderColor = CG_COLOR(1, 1, 1, 0.5); // 边框颜色(设置了透明度) plane1.cornerRadius = 10; // 圆角值 // 普通的一个layer CALayer *plane2 = [CALayer layer]; plane2.anchorPoint = CGPointMake(0.5, 0.5); // 锚点 plane2.frame = (CGRect){CGPointZero, CGSizeMake(100, 100)}; // 尺寸 plane2.position = CGPointMake(60 + 110, V_CENTER_Y); // 位置 plane2.opacity = 0.6; // 背景透明度 plane2.backgroundColor = CG_COLOR(0, 1, 0, 1); // 背景色 plane2.borderWidth = 3; // 边框宽度 plane2.borderColor = CG_COLOR(1, 1, 1, 0.5); // 边框颜色(设置了透明度) plane2.cornerRadius = 10; // 圆角值 // 创建容器layer CALayer *container = [CALayer layer]; container.frame = self.view.bounds; [self.view.layer addSublayer:container]; CATransform3D plane_3D = CATransform3DIdentity; plane_3D.m34 = 1.0/ -500; plane_3D = CATransform3DRotate(plane_3D, DEGREE(30), 0, 1, 0); container.transform = plane_3D; [container addSublayer:plane1]; [container addSublayer:plane2]; }
注意,下图红框中的值是非常关键的哦:
到这里还没讲CATransformLayer呢,先看个例子:
效果如下:
- (void)viewDidLoad { [super viewDidLoad]; // 普通的一个layer CALayer *plane1 = [CALayer layer]; plane1.anchorPoint = CGPointMake(0.5, 0.5); // 锚点 plane1.frame = (CGRect){CGPointZero, CGSizeMake(100, 100)}; // 尺寸 plane1.position = CGPointMake(200, V_CENTER_Y); // 位置 plane1.opacity = 0.6; // 背景透明度 plane1.backgroundColor = CG_COLOR(1, 0, 0, 1); // 背景色 plane1.borderWidth = 3; // 边框宽度 plane1.borderColor = CG_COLOR(1, 1, 1, 0.5); // 边框颜色(设置了透明度) plane1.cornerRadius = 10; // 圆角值 // Z轴平移 CATransform3D plane1_3D = CATransform3DIdentity; plane1_3D = CATransform3DTranslate(plane1_3D, 0, 0, -10); plane1.transform = plane1_3D; // 普通的一个layer CALayer *plane2 = [CALayer layer]; plane2.anchorPoint = CGPointMake(0.5, 0.5); // 锚点 plane2.frame = (CGRect){CGPointZero, CGSizeMake(100, 100)}; // 尺寸 plane2.position = CGPointMake(200, V_CENTER_Y); // 位置 plane2.opacity = 0.6; // 背景透明度 plane2.backgroundColor = CG_COLOR(0, 1, 0, 1); // 背景色 plane2.borderWidth = 3; // 边框宽度 plane2.borderColor = CG_COLOR(1, 1, 1, 0.5); // 边框颜色(设置了透明度) plane2.cornerRadius = 10; // 圆角值 // Z轴平移 CATransform3D plane2_3D = CATransform3DIdentity; plane2_3D = CATransform3DTranslate(plane2_3D, 0, 0, -30); plane2.transform = plane2_3D; // 创建容器layer CALayer *container = [CALayer layer]; container.frame = self.view.bounds; [self.view.layer addSublayer:container]; // 以Y轴为坐标系,旋转45度 CATransform3D t = CATransform3DIdentity; t.m34 = 1.0/-500; t = CATransform3DRotate(t, DEGREE(45), 0, 1, 0); container.transform = t; [container addSublayer:plane1]; [container addSublayer:plane2]; }
如果把上图的CALayer替换成下图的CATransformLayer
则会产生如下的效果:
看到上面的图,你应该就明白了CATransformLayer当做容器是为了给里面的Layer提供景深效果用的.
再来做成动画看看效果吧:
- (void)viewDidLoad { [super viewDidLoad]; // 普通的一个layer CALayer *plane1 = [CALayer layer]; plane1.anchorPoint = CGPointMake(0.5, 0.5); // 锚点 plane1.frame = (CGRect){CGPointZero, CGSizeMake(100, 100)}; // 尺寸 plane1.position = CGPointMake(200, V_CENTER_Y); // 位置 plane1.opacity = 0.6; // 背景透明度 plane1.backgroundColor = CG_COLOR(1, 0, 0, 1); // 背景色 plane1.borderWidth = 3; // 边框宽度 plane1.borderColor = CG_COLOR(1, 1, 1, 0.5); // 边框颜色(设置了透明度) plane1.cornerRadius = 10; // 圆角值 // Z轴平移 CATransform3D plane1_3D = CATransform3DIdentity; plane1_3D = CATransform3DTranslate(plane1_3D, 0, 0, -10); plane1.transform = plane1_3D; // 普通的一个layer CALayer *plane2 = [CALayer layer]; plane2.anchorPoint = CGPointMake(0.5, 0.5); // 锚点 plane2.frame = (CGRect){CGPointZero, CGSizeMake(100, 100)}; // 尺寸 plane2.position = CGPointMake(200, V_CENTER_Y); // 位置 plane2.opacity = 0.6; // 背景透明度 plane2.backgroundColor = CG_COLOR(0, 1, 0, 1); // 背景色 plane2.borderWidth = 3; // 边框宽度 plane2.borderColor = CG_COLOR(1, 1, 1, 0.5); // 边框颜色(设置了透明度) plane2.cornerRadius = 10; // 圆角值 // Z轴平移 CATransform3D plane2_3D = CATransform3DIdentity; plane2_3D = CATransform3DTranslate(plane2_3D, 0, 0, -30); plane2.transform = plane2_3D; // 创建容器layer CATransformLayer *container = [CATransformLayer layer]; container.frame = self.view.bounds; [self.view.layer addSublayer:container]; [container addSublayer:plane1]; [container addSublayer:plane2]; // 启动定时器 _timer = [[GCDTimer alloc] initInQueue:[GCDQueue mainQueue]]; [_timer event:^{ static float degree = 0.f; // 起始值 CATransform3D fromValue = CATransform3DIdentity; fromValue.m34 = 1.0/ -500; fromValue = CATransform3DRotate(fromValue, degree, 0, 1, 0); // 结束值 CATransform3D toValue = CATransform3DIdentity; toValue.m34 = 1.0/ -500; toValue = CATransform3DRotate(toValue, degree += 45.f, 0, 1, 0); // 添加3d动画 CABasicAnimation *transform3D = [CABasicAnimation animationWithKeyPath:@"transform"]; transform3D.duration = 1.f; transform3D.fromValue = [NSValue valueWithCATransform3D:fromValue]; transform3D.toValue = [NSValue valueWithCATransform3D:toValue]; container.transform = toValue; [container addAnimation:transform3D forKey:@"transform3D"]; } timeInterval:NSEC_PER_SEC]; [_timer start]; }
转自:http://www.cnblogs.com/YouXianMing/p/3777778.html yaoxianming博客
时间: 2024-11-07 11:52:45