iOS:CAShape图层路径转换

Unh*_*lig 2 core-graphics cashapelayer ios

CAShape Layer在对路径进行基本转换之前使用过 - 从较小的圆圈到较大的圆圈.很好,但后来我尝试将一个三角形变成一个圆圈; 它有效,但转型很奇怪.换句话说,从一种形状到另一种形状,它在最终形状形成之前"翻转","扭曲".使用相同的形状,没有问题 - 从圆形到圆形 - 但是形状不同,转换很奇怪.

我想知道这是否是预期的方式?或者是否有其他技巧或变通方法,我们可以平滑地按比例将一种形状转换为另一种不同形状CAShape Layer(或者有其他方法可以做到这一点;它不一定是这样CAShape Layer)?提前致谢.

ipm*_*mcc 10

通过仔细选择您的控制点等,您可以烹饪一个绘制为三角形的路径,但其具有与您想要绘制的圆相同数量的分段和控制点.像这样(所有数值都假设iPhone屏幕,但重点是一般):

@implementation ViewController
{
    CAShapeLayer* shapeLayer;
}

- (void)viewDidLoad
{
    [super viewDidLoad];
    // Do any additional setup after loading the view, typically from a nib.

    shapeLayer = [[CAShapeLayer alloc] init];

    CGRect bounds = self.view.bounds;
    bounds.origin.x += 0.25 * bounds.size.width;
    bounds.size.width *= 0.5;
    bounds.origin.y += 0.25 * bounds.size.height;
    bounds.size.height *= 0.5;

    shapeLayer.frame = bounds;
    shapeLayer.backgroundColor = [[UIColor redColor] CGColor];

    [self.view.layer addSublayer: shapeLayer];
    [self toCircle: nil];
}

CGPoint AveragePoints(CGPoint a, CGPoint b)
{
    return CGPointMake((a.x + b.x) * 0.5f, (a.y + b.y) * 0.5f);
}

- (IBAction)toCircle:(id)sender
{
    UIBezierPath* p = [[UIBezierPath alloc] init];

    [p moveToPoint: CGPointMake(80, 56)];
    [p addCurveToPoint:CGPointMake(144, 120) controlPoint1:CGPointMake(115.34622, 56) controlPoint2:CGPointMake(144, 84.653778)];
    [p addCurveToPoint:CGPointMake(135.42563, 152) controlPoint1:CGPointMake(144, 131.23434) controlPoint2:CGPointMake(141.0428, 142.27077)];
    [p addCurveToPoint:CGPointMake(48, 175.42563) controlPoint1:CGPointMake(117.75252, 182.61073) controlPoint2:CGPointMake(78.610725, 193.09874)];
    [p addCurveToPoint:CGPointMake(24.574375, 152) controlPoint1:CGPointMake(38.270771, 169.80846) controlPoint2:CGPointMake(30.191547, 161.72923)];
    [p addCurveToPoint:CGPointMake(47.999996, 64.574379) controlPoint1:CGPointMake(6.9012618, 121.38927) controlPoint2:CGPointMake(17.389269, 82.24749)];
    [p addCurveToPoint:CGPointMake(80, 56) controlPoint1:CGPointMake(57.729225, 58.957207) controlPoint2:CGPointMake(68.765656, 56)];
    [p closePath];

    [CATransaction begin];
    CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"];
    pathAnimation.duration = 3.f;
    pathAnimation.fromValue = (id)shapeLayer.path;
    pathAnimation.toValue = (id)p.CGPath;
    [shapeLayer addAnimation:pathAnimation forKey:@"path"];
    [CATransaction setCompletionBlock:^{
        shapeLayer.path = p.CGPath;
    }];
    [CATransaction commit];

    double delayInSeconds = 4.0;
    dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
    dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
        [self toTriangle: nil];
    });

}

- (IBAction)toTriangle: (id)sender
{
    UIBezierPath* p = [[UIBezierPath alloc] init];

    // Triangle using the same number and kind of points...
    [p moveToPoint: CGPointMake(80, 56)];
    [p addCurveToPoint: AveragePoints(CGPointMake(80, 56), CGPointMake(135.42563, 152))  controlPoint1:CGPointMake(80, 56) controlPoint2:AveragePoints(CGPointMake(80, 56), CGPointMake(135.42563, 152))];
    [p addCurveToPoint:CGPointMake(135.42563, 152) controlPoint1:AveragePoints(CGPointMake(80, 56), CGPointMake(135.42563, 152)) controlPoint2:CGPointMake(135.42563, 152)];
    [p addCurveToPoint:AveragePoints(CGPointMake(135.42563, 152), CGPointMake(24.574375, 152)) controlPoint1:CGPointMake(135.42563, 152) controlPoint2:AveragePoints(CGPointMake(135.42563, 152), CGPointMake(24.574375, 152))];
    [p addCurveToPoint:CGPointMake(24.574375, 152) controlPoint1:AveragePoints(CGPointMake(135.42563, 152), CGPointMake(24.574375, 152)) controlPoint2:CGPointMake(24.574375, 152)];
    [p addCurveToPoint: AveragePoints(CGPointMake(24.574375, 152),CGPointMake(80, 56)) controlPoint1:CGPointMake(24.574375, 152) controlPoint2:AveragePoints(CGPointMake(24.574375, 152),CGPointMake(80, 56)) ];
    [p addCurveToPoint:CGPointMake(80, 56) controlPoint1:AveragePoints(CGPointMake(24.574375, 152),CGPointMake(80, 56)) controlPoint2:CGPointMake(80, 56)];
    [p closePath];

    [CATransaction begin];
    CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"];
    pathAnimation.duration = 3.f;
    pathAnimation.fromValue = (id)shapeLayer.path;
    pathAnimation.toValue = (id)p.CGPath;
    [shapeLayer addAnimation:pathAnimation forKey:@"path"];
    [CATransaction setCompletionBlock:^{
        shapeLayer.path = p.CGPath;
    }];
    [CATransaction commit];

    double delayInSeconds = 4.0;
    dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
    dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
        [self toCircle: nil];
    });

}
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甚至段和控制点是相同的数量,动画显得有些靠不住的,可能不是你想要的.原因是CA似乎将所有段和控制点一对一地匹配,然后在它们之间对所有点进行线性插值.因为控制点和结果路径之间的关系不是线性的(在这种情况下是立方体),所以线性插值控制点位置不会导致路径以线性方式移动.如果运行此代码,您可以看到,当它转换时,在三角形的一侧有圆形路径在圆弧中有其他点的奇怪的驼峰.

更一般地说,期望CA以某种特定方式在两条任意路径之间神奇地变形并且在外观上看起来是理想的,这是不合理的.即使努力手工构建这些路径以使他们可能有变形的祈祷,他们仍然看起来不像我认为他们应该.

通过使用扁平路径(即由许多小直线而不是弯曲路径元素组成的路径)来实现期望的效果可能更合理.即使这似乎也不重要,因为您再次需要两个路径都具有相同数量的段,并且您必须构造这些段,使得公共点是整个段的正确数量路径.

总而言之:这是一个相当复杂的问题,CoreAnimation提供的天真/免费解决方案不太可能符合您的要求.