第五章:Transforms
Affine Transforms
CGAffineTransform是二維的
Creating a CGAffineTransform
主要有三種變化方法旋轉:CGAffineTransformMakeRotation(CGFloat angle)
縮放:CGAffineTransformMakeScale(CGFloat sx, CGFloat sy)
移動:CGAffineTransfZ喎?http://www.bkjia.com/kf/ware/vc/" target="_blank" class="keylink">vcm1NYWtlVHJhbnNsYXRpb24oQ0dGbG9hdCB0eCwgQ0dGbG9hdCB0eSk8YnI+Cgo8aW1nIHNyYz0="http://www.2cto.com/uploadfile/Collfiles/20140517/2014051709101437.png" alt="\">
例子5.1 CGAffineTransformMakeRotation
源碼在這裡下載:http://www.informit.com/title/9780133440751
@interface ViewController ()@property (nonatomic, weak) IBOutlet UIView *layerView;@end@implementation ViewController- (void)viewDidLoad{ [super viewDidLoad]; //rotate the layer 45 degrees CGAffineTransform transform = CGAffineTransformMakeRotation(M_PI_4); self.layerView.layer.affineTransform = transform;}@end
修改 CGAffineTransformMakeScale
- (void)viewDidLoad{ [super viewDidLoad]; //rotate the layer 45 degrees CGAffineTransform transform = CGAffineTransformMakeScale(0.5, 0.5); self.layerView.layer.affineTransform = transform;}
修改 CGAffineTransformMakeTranslation
- (void)viewDidLoad{ [super viewDidLoad]; //rotate the layer 45 degrees CGAffineTransform transform = CGAffineTransformMakeTranslation(-50.0, 30.0); self.layerView.layer.affineTransform = transform;}
Combining Transforms
方法1:使用CGAffineTransformConcat
繼續修改例子5.1
- (void)viewDidLoad{ [super viewDidLoad]; //rotate the layer 45 degrees CGAffineTransform transform1 = CGAffineTransformMakeRotation(M_PI_4); CGAffineTransform transform2 = CGAffineTransformMakeScale(0.5, 0.5); CGAffineTransform transform = CGAffineTransformConcat(transform1, transform2); self.layerView.layer.affineTransform = transform;}
方法2:CGAffineTransformRotate(CGAffineTransform t, CGFloat angle)
CGAffineTransformScale(CGAffineTransform t, CGFloat sx, CGFloat sy)
CGAffineTransformTranslate(CGAffineTransform t, CGFloat tx, CGFloat ty)和前面的CGAffineTransformMakeRotation函數相同,也可以混用CGAffineTransform t可以使用CGAffineTransformIdentity函數初始化
例子5.2
@interface ViewController ()@property (nonatomic, weak) IBOutlet UIView *layerView;@end@implementation ViewController- (void)viewDidLoad{ [super viewDidLoad]; //create a new transform CGAffineTransform transform = CGAffineTransformIdentity; //scale by 50% transform = CGAffineTransformScale(transform, 0.5, 0.5); //rotate by 30 degrees transform = CGAffineTransformRotate(transform, M_PI / 180.0 * 30.0); //translate by 200 points transform = CGAffineTransformTranslate(transform, 200, 0); //apply transform to layer self.layerView.layer.affineTransform = transform;}@end
下面記幾個特殊值1. 首先要知道函數 CGAffineTransformIdentity 初始化的結果
2. 左右翻轉 CGAffineTransformMake(-1,0,0,1,0,0);
3. 以右邊為軸向右翻轉 CGAffineTransformMake(-1,0,0,1,self.layerView.frame.size.width,0);
4. 上下翻轉
CGAffineTransformMake(1,0,0, -1,0,0);
5. 以底邊為軸向下翻轉 CGAffineTransformMake(1,0,0, -1,0,self.layerView.frame.size.height);
6. 轉180° CGAffineTransformMake(-1,0,0, -1,0,0);
7. 例子5.3,向右斜拉 CGAffineTransformMake(1,0, -1,1,0,0);代碼:
@interface ViewController ()@property (nonatomic, weak) IBOutlet UIView *layerView;@end@implementation ViewControllerCGAffineTransform CGAffineTransformMakeShear(CGFloat x, CGFloat y){ CGAffineTransform transform = CGAffineTransformIdentity; transform.c = -x; transform.b = y; return transform;}- (void)viewDidLoad{ [super viewDidLoad]; //shear the layer at a 45-degree angle self.layerView.layer.affineTransform = CGAffineTransformMakeShear(1, 0);}@end
8. 例子5.3,向左斜拉 CGAffineTransformMake(1, 0,1, 1, 0, 0);
3D Transforms
類似CGAffineTransform,CATransform3D是三維的
CATransform3D又是一個結構。他有自己的一個公式,可以進行套用。
struct CATransform3D
{
CGFloat m11(x縮放), m12(y切變), m13(旋轉), m14( );
CGFloat m21(x切變), m22(y縮放), m23( ), m24( );
CGFloat m31(旋轉), m32( ), m33( ), m34(透視效果,要操作的這個對象要有旋轉的角度,否則沒有效果。正直/負值都有意義);
CGFloat m41(x平移), m42(y平移), m43(z平移), m44( );
};
同樣有三種變換方法
旋轉:CATransform3DMakeRotation(CGFloat angle, CGFloat x, CGFloat y, CGFloat z)首先要先清楚x,y,z是什麼
{x, y, z}組成的向量就是旋轉要使用的軸,angle是旋轉角度
例:原圖
向X軸旋轉45度。 向Y軸旋轉45度。 向Z軸旋轉45度。
向 X軸,Y軸都旋轉45度,就是沿著對角線旋轉。
縮放:CATransform3DMakeScale(CGFloat sx, CGFloat sy, CGFloat sz)
sx:X軸縮放,代表一個縮放比例,一般都是0 ---1之間的數字。
sy:Y軸縮放。
sz:整體比例變換時,也就是m11(sx) == m22(sy)時,若m33(sz)>1,圖形整體縮小,
若0 < m33(sz) < 1,圖形整體放大,
若m33(sz) < 0,發生關於原點的對稱等比變換。
當sx = 1,sy =1時。
當sx = 0.5,sy =0.5時。
變換:CATransform3DMakeTranslation(Gloat tx, CGFloat ty, CGFloat tz)
t' = [1 0 0 0; 0 1 0 0; 0 0 1 0; tx ty tz 1]
1 0 0 0
0 1 0 0
0 0 1 0
tx ty tz 1
豎起來看對應前面的資料結構就很明顯了。
tx:X軸位移位置,往下為正數。
ty:Y軸位移位置,往右為正數。
tz:Z軸位移位置,往外為正數。
可以通過直接修改資料結構,來設定變換效果
struct CATransform3D
{
CGFloat m11, m12, m13, m14;
CGFloat m21, m22, m23, m24;
CGFloat m31, m32, m33, m34;
CGFloat m41, m42, m43, m44;
}
CATransform3D transform = CATransform3DMakeRotation(M_PI_4, 0, 1, 0); transform.m11 = 2;
或者修改鍵值
[myLayer setValue:[NSNumber numberWithInt:0] forKeyPath:@"transform.rotation.x"];
例子5.4
@interface ViewController ()@property (nonatomic, weak) IBOutlet UIView *layerView;@end@implementation ViewController- (void)viewDidLoad{ [super viewDidLoad]; //rotate the layer 45 degrees along the Y axis CATransform3D transform = CATransform3DMakeRotation(M_PI_4, 0, 1, 0); self.layerView.layer.transform = transform;}@end
修改例子5.4,修改自http://lepetit-prince.net/ios/?p=451
#import "ViewController.h"#import @interface ViewController (){ BOOL front;}@property (nonatomic, weak) IBOutlet UIView *layerView;@end@implementation ViewController- (void)viewDidLoad{ [super viewDidLoad]; front = YES; self.layerView.layer.contents = (__bridge id)([UIImage imageNamed:@"front.png"].CGImage);}- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ [UIView animateWithDuration:0.5 animations:^{ self.layerView.layer.transform = CATransform3DMakeRotation(M_PI * 0.5, 0.0f, 1.0f, 0.0f); } completion:^(BOOL finished) { self.layerView.layer.transform = CATransform3DMakeRotation(M_PI * 1.5, 0.0f, 1.0f, 0.0f); self.layerView.layer.contents = front ? (__bridge id)([UIImage imageNamed:@"back.png"].CGImage) : (__bridge id)([UIImage imageNamed:@"front.png"].CGImage); [UIView animateWithDuration:0.5 animations:^{ self.layerView.layer.transform = CATransform3DMakeRotation(M_PI * 2, 0.0f, 1.0f, 0.0f); } completion:^(BOOL finished) { front = !front; }]; }];}@end資源檔 front.png back.png
Perspective Projection
前面提到過m34(透視效果,要操作的這個對象要有旋轉的角度,否則沒有效果。正直/負值都有意義)
例子5.5
@interface ViewController ()@property (nonatomic, weak) IBOutlet UIView *layerView;@end@implementation ViewController- (void)viewDidLoad{ [super viewDidLoad]; //create a new transform CATransform3D transform = CATransform3DIdentity; //apply perspective transform.m34 = - 1.0 / 500.0; //rotate by 45 degrees along the Y axis transform = CATransform3DRotate(transform, M_PI_4, 0, 1, 0); //apply to layer self.layerView.layer.transform = transform;}@end
如果修改注釋掉旋轉,看看會有什麼結果
//rotate by 45 degrees along the Y axis //transform = CATransform3DRotate(transform, M_PI_4, 0, 1, 0);
例子是用的透視情境是±1.0/d,d鏡頭到景物的距離,取值500~1000效果最好,±代表方向
The Vanishing Point
當景物慢慢遠離鏡頭時,隨著越來越小最終聚集到一點就是Vanishing Point(滅點)
通常情況滅點是在視圖的正中心,或者在包含所有景物範圍的中心。
Core Animation把滅點定義在anchorPoint,所以在變換前需要確定anchorPoint,
尤其需要注意,3D變換時最好確保同一視圖內的所有layey有相同的滅點
The sublayerTransform Property
如果你有多個View或Layer有相同的3D變換,就可以使用sublayerTransform,
sublayerTransform也是CATransform3D,只有sublayers才會響應。
預設值是Identity Transform(CATransform3DIdentity)
例子5.6
@interface ViewController ()@property (nonatomic, weak) IBOutlet UIView *containerView;@property (nonatomic, weak) IBOutlet UIView *layerView1;@property (nonatomic, weak) IBOutlet UIView *layerView2;@end@implementation ViewController- (void)viewDidLoad{ [super viewDidLoad]; //apply perspective transform to container CATransform3D perspective = CATransform3DIdentity; perspective.m34 = - 1.0 / 500.0; self.containerView.layer.sublayerTransform = perspective; //rotate layerView1 by 45 degrees along the Y axis CATransform3D transform1 = CATransform3DMakeRotation(M_PI_4, 0, 1, 0); self.layerView1.layer.transform = transform1; //rotate layerView2 by 45 degrees along the Y axis CATransform3D transform2 = CATransform3DMakeRotation(-M_PI_4, 0, 1, 0); self.layerView2.layer.transform = transform2;}@end
我們挪動一下xib裡的圖片位置:
再看結果
恢複xib檔案,並修改代碼
- (void)viewDidLoad{ [super viewDidLoad]; //apply perspective transform to container// CATransform3D perspective = CATransform3DIdentity;// perspective.m34 = - 1.0 / 500.0;// self.containerView.layer.sublayerTransform = perspective; //apply perspective CATransform3D transform1 = CATransform3DIdentity; transform1.m34 = - 1.0 / 500.0; transform1 = CATransform3DRotate(transform1, M_PI_4, 0, 1, 0); self.layerView1.layer.transform = transform1; //rotate layerView2 by 45 degrees along the Y axis CATransform3D transform2 = CATransform3DIdentity; transform2.m34 = - 1.0 / 500.0; transform2 = CATransform3DRotate(transform2, -M_PI_4, 0, 1, 0); self.layerView2.layer.transform = transform2;}
結果和最初一樣,但再次修改xib檔案,挪動圖片看結果,比較未改代碼時的效果
大家發現設定sublayerTransform的好處了嗎
1. 可以一次設定所有subLayer的變換效果2. Vanishing Point(滅點)被同時設定在container layer即父圖層的中心,這就意味著無論你怎麼 修改subLayer的position或frame,它們都會保持一個相同的滅點。
Backfaces
例子5.4,我們設定的是旋轉M_PI_4(45°),改為M_PI(180°)
- (void)viewDidLoad{ [super viewDidLoad]; //rotate the layer 45 degrees along the Y axis CATransform3D transform = CATransform3DMakeRotation(M_PI, 0, 1, 0); self.layerView.layer.transform = transform;}
翻到了layer背面,顯示的是原映像的鏡像圖。由此可見layer是雙面的,並且兩面都被描繪了。因此我們會想到,為什麼要浪費GPU去描繪我們看不見的部分呢。CALayer的另外一個屬性doubleSided可以解決這個問題。
在剛才修改過的例子5.4的代碼中增加doubleSided設定
- (void)viewDidLoad{ [super viewDidLoad]; //rotate the layer 45 degrees along the Y axis CATransform3D transform = CATransform3DMakeRotation(M_PI, 0, 1, 0); self.layerView.layer.transform = transform; self.layerView.layer.doubleSided = NO;}
映像沒有了
Layer Flattening
自己看例子吧,例子5.7和5.8
Solid Objects
也自己看例子吧,例子5.9和5.10