设计师给了一个交互动画需要实现,是项目房间模块匹配中的一个交互动效:圆球随着实线转,实线填充虚线,圆球转到顶端开始减速,越过顶端开始加速,如图:
一开始会想如何去让一个圆球绕着圆心去转,难道是需要套什么数学公式么?思考了下,iOS 动画库中并没有这种操作,然后思考了一下上面的部件层级。
部件层级
- 一个外环圆,很好实现
- 外环圆包着内环虚线
- 一个做圆环动效的实线
- 一个固定的圆球
- 一个随圆环滚动的圆球
过程拆分
外环圆和内环虚线都非常好实现,第一反应就是 CAShapeLayer
去画各种图形,并且 ShapeLayer 在性能上是优化的。
查了很久没看见有圆球绕着锚点做圆周运动的 API,于是我拿 Sketch 尝试分解了一下,如图所示:
如图所示,换了个思路,虽然没有圆球绕着锚点做圆周运动的 API,但是可以把它放在父 layer 上,然父 layer 围绕自己的圆心自转,那么这个圆球也就绕着圆心运动了。
实现
首先从最简单的开始
外圈大圆和内圈虚线圆环
确定它们的贝塞尔曲线 path 直接绘制:
CGFloat bigLayerWidth = self.bounds.size.width;
CGFloat bigLayerHeight = self.bounds.size.height;
CGPoint position = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
UIBezierPath *bigLayerPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, bigLayerWidth, bigLayerHeight)];
_bigLayer = [CAShapeLayer layer];
_bigLayer.frame = CGRectMake(0, 0, bigLayerWidth, bigLayerHeight);
_bigLayer.path = bigLayerPath.CGPath;
_bigLayer.lineWidth = 1.f;
_bigLayer.strokeColor = Color(whiteColor).CGColor;
_bigLayer.fillColor = Color(clearColor).CGColor;
_bigLayer.position = position;
[self.layer addSublayer:_bigLayer];
CGFloat contentLayerWidth = bigLayerWidth - 32;
CGFloat contentLayerHeight = bigLayerHeight - 32;
CGRect contentLayerRect = CGRectMake(0, 0, contentLayerWidth, contentLayerHeight);
UIBezierPath *centralCirclePath = [UIBezierPath bezierPathWithOvalInRect:contentLayerRect];
_dashCircleLayer = [CAShapeLayer layer];
_dashCircleLayer.bounds = contentLayerRect;
_dashCircleLayer.path = centralCirclePath.CGPath;
_dashCircleLayer.fillColor = Color(clearColor).CGColor;
_dashCircleLayer.strokeColor =Color(whiteColor).CGColor;
_dashCircleLayer.lineDashPattern = @[@1, @1];
_dashCircleLayer.lineWidth = 0.5f;
_dashCircleLayer.position = position;
[self.layer addSublayer:_dashCircleLayer];
此时的效果如图所示:
内圈动画层的绘制
要画的有三个部分:
- 需要旋转的圆环
- 需要旋转的圆球父 layer
- 需要旋转的圆球
// 要做动画的圆环
_dynamicCircleLayer = [CAShapeLayer layer];
_dynamicCircleLayer.bounds = contentLayerRect;
_dynamicCircleLayer.path = centralCirclePath.CGPath;
_dynamicCircleLayer.fillColor = Color(clearColor).CGColor;
_dynamicCircleLayer.lineWidth = 1.0f;
_dynamicCircleLayer.strokeColor = Color(whiteColor).CGColor;
_dynamicCircleLayer.strokeStart = 0;
_dynamicCircleLayer.strokeEnd = 1;
_dynamicCircleLayer.affineTransform = CGAffineTransformMakeRotation(M_PI + M_PI_2);
_dynamicCircleLayer.position = position;
[self.layer addSublayer:_dynamicCircleLayer];
// 要做动画的父 layer
UIBezierPath *rectPath = [UIBezierPath bezierPathWithRect:contentLayerRect];
_dynamicContentLayer = [CAShapeLayer layer];
_dynamicContentLayer.bounds = contentLayerRect;
_dynamicContentLayer.path = rectPath.CGPath;
_dynamicContentLayer.fillColor = Color(clearColor).CGColor;
_dynamicContentLayer.strokeColor= Color(redColor).CGColor;
_dynamicContentLayer.position = position;
[self.layer addSublayer:_dynamicContentLayer];
// 父 layer 上的圆球
CGFloat ballLayerRadius = 4;
_dynamicBallLayer = [CAShapeLayer layer];
_dynamicBallLayer.frame = CGRectMake(0, 0, 2 * ballLayerRadius, 2 * ballLayerRadius);
_dynamicBallLayer.cornerRadius = ballLayerRadius;
_dynamicBallLayer.backgroundColor = Color(whiteColor).CGColor;
_dynamicBallLayer.position = CGPointMake(contentLayerWidth / 2.0, 0);
[_dynamicContentLayer addSublayer:_dynamicBallLayer];
此时效果如图所示:
不动圆球的绘制
_staticContentLayer = [CAShapeLayer layer];
_staticContentLayer.bounds = contentLayerRect;
_staticContentLayer.fillColor = Color(clearColor).CGColor;
_staticContentLayer.strokeColor= Color(whiteColor).CGColor;
_staticContentLayer.position = position;
[self.layer addSublayer:_staticContentLayer];
_staticBallLayer = [CAShapeLayer layer];
_staticBallLayer.frame = CGRectMake(0, 0, 2 * ballLayerRadius, 2 * ballLayerRadius);
_staticBallLayer.cornerRadius = ballLayerRadius;
_staticBallLayer.backgroundColor = Color(whiteColor).CGColor;
_staticBallLayer.position = CGPointMake(contentLayerWidth / 2.0, 0);
[_staticContentLayer addSublayer:_staticBallLayer];
隐藏圆球父试图开始动画
重力加速度动画,如果使用系统的 dynamic 感应系统就太麻烦了,我选择用动画选项淡入淡出模拟:
- (void)makeLayersAnimated {
// 圆环动画
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
pathAnimation.duration = 3.0f;
// 模拟重力加速度动画
pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
pathAnimation.fromValue = [NSNumber numberWithFloat:0.00f];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
pathAnimation.repeatCount = INFINITY;
[_dynamicCircleLayer addAnimation:pathAnimation forKey:@"strokeEndAnimation"];
// 圆球动画
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"transform.rotation";
animation.duration = 3.0f;
animation.repeatCount = INFINITY;
animation.byValue = @(M_PI * 2);
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];;
[_dynamicContentLayer addAnimation:animation forKey:animation.keyPath];
}
最后在父控制器的 View 上添加这个 matching view:
CPMatchingView *matchingView = [[CPMatchingView alloc] initWithFrame:CGRectMake(100, 100, 200, 200)];
[self.view addSubview:matchingView];