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iOS動(dòng)畫(huà)特效之立方體翻轉(zhuǎn)

2020-07-26 03:17:29
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來(lái)源:轉(zhuǎn)載
供稿:網(wǎng)友

先來(lái)看看效果:

下面進(jìn)入正題,是時(shí)候展現(xiàn)真正的技術(shù)了:

首先在控制器里添加一個(gè)scrollView,再在scrollView上的對(duì)應(yīng)位置上添加要展示的imageView(立方體視圖組),當(dāng)然也可以放上其它子控制器的view實(shí)現(xiàn)更多功能這個(gè)隨意不是重點(diǎn)

//*******添加scrollView*******  [self createScrollView];//******創(chuàng)建立方體視圖組******  [self createCubicViewArray];
//添加視圖到scrollView上  for (int i=0; i<_viewArray.count; i++) {    UIImageView *transView=_viewArray[i];    //視圖在scrollView上對(duì)應(yīng)的位置    transView.x=self.view.bounds.size.width * i;

監(jiān)聽(tīng)scrollView的滑動(dòng)事件,在這里要先獲取到顯示的當(dāng)前頁(yè)、上一頁(yè)、下一頁(yè),然后讓這三個(gè)頁(yè)面同時(shí)做3DTransform變換

#pragma mark - scrollView滑動(dòng)事件-(void)scrollViewDidScroll:(UIScrollView *)scrollView{  //當(dāng)前頁(yè)數(shù)  NSInteger currentPage=_currentPage;  //當(dāng)前視圖  UIView *currentView=_viewArray[currentPage];  //上一個(gè)視圖  UIView *lastView=nil;  if (currentPage-1>=0) {    lastView=_viewArray[currentPage-1];  }  //下一個(gè)視圖控制器視圖  UIView *nextView;  if (currentPage+1<=3) {    nextView=_viewArray[currentPage+1];  }  //本次偏移距離  CGFloat currentOffset=scrollView.contentOffset.x-currentPage*self.view.bounds.size.width;  //本次偏移角度  CGFloat deltaAngle=currentOffset/self.view.bounds.size.width * M_PI_2;  //****************當(dāng)前視圖移動(dòng)變幻***************  //設(shè)置錨點(diǎn)  currentView.layer.anchorPoint=CGPointMake(0.5, 0.5);  //向屏幕前方移動(dòng)  CATransform3D move = CATransform3DMakeTranslation(0, 0, self.view.bounds.size.width/2);  //旋轉(zhuǎn)  CATransform3D rotate = CATransform3DMakeRotation(-deltaAngle, 0, 1, 0);  //平移  CATransform3D plaintMove=CATransform3DMakeTranslation( currentOffset, 0, 0);  //向屏幕后方移動(dòng)  CATransform3D back = CATransform3DMakeTranslation(0, 0, -self.view.bounds.size.width/2);  //連接  CATransform3D concat=CATransform3DConcat( CATransform3DConcat(move, CATransform3DConcat(rotate, plaintMove)),back);  CATransform3D transform=CATransform3DPerspect(concat, CGPointMake(currentOffset/2, self.view.bounds.size.height), 5000.0f);  //添加變幻特效  currentView.layer.transform=transform;  //****************下一個(gè)視圖移動(dòng)變幻***************  //設(shè)置錨點(diǎn)  nextView.layer.anchorPoint=CGPointMake(0.5, 0.5);  //向屏幕前方移動(dòng)  CATransform3D move2 = CATransform3DMakeTranslation(0, 0, self.view.bounds.size.width/2);  //旋轉(zhuǎn)  CATransform3D rotate2 = CATransform3DMakeRotation(-deltaAngle+M_PI_2, 0, 1, 0);  //平移  CATransform3D plaintMove2=CATransform3DMakeTranslation( currentOffset-self.view.bounds.size.width, 0, 0);  //向屏幕后方移動(dòng)  CATransform3D back2 = CATransform3DMakeTranslation(0, 0, -self.view.bounds.size.width/2);  //拼接  CATransform3D concat2=CATransform3DConcat( CATransform3DConcat(move2, CATransform3DConcat(rotate2, plaintMove2)),back2);  CATransform3D transform2=CATransform3DPerspect(concat2, CGPointMake(self.view.bounds.size.width/2+currentOffset/2, self.view.bounds.size.height), 5000.0f);  //添加變幻特效  nextView.layer.transform=transform2;  //****************上一個(gè)視圖移動(dòng)變幻***************  //設(shè)置錨點(diǎn)  lastView.layer.anchorPoint=CGPointMake(0.5, 0.5);  //向屏幕前方移動(dòng)  CATransform3D move3 = CATransform3DMakeTranslation(0, 0, self.view.bounds.size.width/2);  //旋轉(zhuǎn)  CATransform3D rotate3 = CATransform3DMakeRotation(-deltaAngle-M_PI_2, 0, 1, 0);  //平移  CATransform3D plaintMove3=CATransform3DMakeTranslation( currentOffset+self.view.bounds.size.width, 0, 0);  //向屏幕后方移動(dòng)  CATransform3D back3 = CATransform3DMakeTranslation(0, 0, -self.view.bounds.size.width/2);  //拼接  CATransform3D concat3=CATransform3DConcat(CATransform3DConcat(move3, CATransform3DConcat(rotate3, plaintMove3)),back3);  CATransform3D transform3=CATransform3DPerspect(concat3, CGPointMake(-self.view.bounds.size.width/2+currentOffset/2, self.view.bounds.size.height), 5000.0f);  //添加變幻特效  lastView.layer.transform=transform3;}

這里記得要復(fù)原一下3D變換,不然滑快了會(huì)出現(xiàn)頁(yè)面錯(cuò)亂

-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView{  //改變選中頁(yè)序號(hào)  [self changeIndex];  //3D變幻恢復(fù)原狀態(tài)  for (UIView * view in _viewArray) {    view.layer.transform=CATransform3DIdentity;  }}

對(duì)了,記得添加一個(gè)很重要的透視變換函數(shù),核心在于仿射矩陣的m34屬性,這樣才會(huì)產(chǎn)生遠(yuǎn)小近大的3D效果,讓動(dòng)畫(huà)更炫酷

//3D透視函數(shù)CATransform3D CATransform3DMakePerspective(CGPoint center, float disZ){  CATransform3D transToCenter = CATransform3DMakeTranslation(-center.x, -center.y, 0);  CATransform3D transBack = CATransform3DMakeTranslation(center.x, center.y, 0);  CATransform3D scale = CATransform3DIdentity;  scale.m34 = -1.0f/disZ;  return CATransform3DConcat(CATransform3DConcat(transToCenter, scale), transBack);}

這一篇文章就到這里了,大家有什么意見(jiàn)和問(wèn)題記得及時(shí)反饋,希望本文對(duì)大家開(kāi)發(fā)IOS有所幫助。

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