很多人都说我动画做的贼6,但是不知道CALayer的原理,也不知道CALyer常用的几个子类,也并不知道贝塞尔曲线到底是怎么拐弯的,但是......我动画做的真的特别牛逼。
UIBezierPath
注:当贝塞尔曲线于CAShapeLayer混合使用时,共同作用的属性只遵循CAShapeLayer的设置!!!
有时候,看到一些陌生的东西会有莫名的抵触感,不知道怎么入手,其实最简单的,学习一个东西,我们就要先看系统提供的API,首先,创建贝塞尔曲线的几个方法和属性:
+ (instancetype)bezierPath; //初始化贝塞尔曲线(无形状)
+ (instancetype)bezierPathWithRect:(CGRect)rect; //绘制矩形贝塞尔曲线
+ (instancetype)bezierPathWithOvalInRect:(CGRect)rect; //绘制椭圆(圆形)曲线
+ (instancetype)bezierPathWithRoundedRect:(CGRect)rect cornerRadius:(CGFloat)cornerRadius; // 绘制含有圆角的贝塞尔曲线
+ (instancetype)bezierPathWithRoundedRect:(CGRect)rect byRoundingCorners:(UIRectCorner)corners cornerRadii:(CGSize)cornerRadii; //绘制可选择圆角方位的贝塞尔曲线
+ (instancetype)bezierPathWithArcCenter:(CGPoint)center radius:(CGFloat)radius startAngle:(CGFloat)startAngle endAngle:(CGFloat)endAngle clockwise:(BOOL)clockwise; //绘制圆弧曲线
+ (instancetype)bezierPathWithCGPath:(CGPathRef)CGPath; //根据CGPathRef绘制贝塞尔曲线
- (void)moveToPoint:(CGPoint)point; //贝塞尔曲线开始的点
- (void)addLineToPoint:(CGPoint)point; //添加直线到该点
- (void)addCurveToPoint:(CGPoint)endPoint controlPoint1:(CGPoint)controlPoint1 controlPoint2:(CGPoint)controlPoint2; //添加二次曲线到该点
- (void)addQuadCurveToPoint:(CGPoint)endPoint controlPoint:(CGPoint)controlPoint; //添加曲线到该点
- (void)addArcWithCenter:(CGPoint)center radius:(CGFloat)radius startAngle:(CGFloat)startAngle endAngle:(CGFloat)endAngle clockwise:(BOOL)clockwise NS_AVAILABLE_IOS(4_0); //添加圆弧 注:上一个点会以直线的形式连接到圆弧的起点
- (void)closePath; //闭合曲线
- (void)removeAllPoints; //去掉所有曲线点
@property(nonatomic) CGFloat lineWidth; //边框宽度
@property(nonatomic) CGLineCap lineCapStyle; //端点类型
@property(nonatomic) CGLineJoin lineJoinStyle; //线条连接类型
@property(nonatomic) CGFloat miterLimit; //线条最大宽度最大限制
- (void)setLineDash:(nullable const CGFloat *)pattern count:(NSInteger)count phase:(CGFloat)phase; //虚线类型
- (void)fill; //填充贝塞尔曲线内部
- (void)stroke; //绘制贝塞尔曲线边框
我们创建一个自定义的View,在drawRect:
中进行各种贝塞尔曲线绘制:
- (void)drawRect:(CGRect)rect {
//矩形贝塞尔曲线
UIBezierPath* bezierPath_rect = [UIBezierPath bezierPathWithRect:CGRectMake(30, 50, 100, 100)];
[bezierPath_rect moveToPoint:CGPointMake(60, 60)];
[bezierPath_rect addLineToPoint:CGPointMake(80, 80)];
[bezierPath_rect addLineToPoint:CGPointMake(60, 90)];
//[bezierPath_rect closePath];
//[bezierPath_rect removeAllPoints];
bezierPath_rect.lineCapStyle = kCGLineCapButt; //端点类型
bezierPath_rect.lineJoinStyle = kCGLineJoinMiter; //线条连接类型
bezierPath_rect.miterLimit = 1;
CGFloat dash[] = {20,1};
[bezierPath_rect setLineDash:dash count:2 phase:0];
bezierPath_rect.lineWidth = 10;
//圆形 椭圆贝塞尔曲线
UIBezierPath *bezierPath_oval = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(200, 50, 150, 100)];
bezierPath_oval.lineWidth = 10;
//还有圆角的贝塞尔曲线
UIBezierPath *bezierPath_RoundedRect = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(30, 200, 100, 100) cornerRadius:20];
bezierPath_RoundedRect.lineWidth = 10;
//绘制可选择圆角方位的贝塞尔曲线
UIBezierPath *bezierPath_RoundedCornerRect = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(200, 200, 100, 100) byRoundingCorners:UIRectCornerTopLeft | UIRectCornerBottomRight cornerRadii:CGSizeMake(20, 20)];
bezierPath_RoundedCornerRect.lineWidth = 10;
//绘制圆弧曲线
UIBezierPath *bezierPath_ArcCenter = [UIBezierPath bezierPathWithArcCenter:CGPointMake(0, 400) radius:50 startAngle:M_PI / 2 * 3 endAngle:M_PI / 3 clockwise:YES];
bezierPath_ArcCenter.lineWidth = 10;
//添加二次 三次贝塞尔曲线
UIBezierPath *bezierPath = [UIBezierPath bezierPath];
bezierPath.lineWidth = 2;
[bezierPath moveToPoint:CGPointMake(10, 520)];
[bezierPath addLineToPoint:CGPointMake(50, 530)];
[bezierPath addQuadCurveToPoint:CGPointMake(100, 510) controlPoint:CGPointMake(80, 650)];
[bezierPath addCurveToPoint:CGPointMake(200, 530) controlPoint1:CGPointMake(130, 600) controlPoint2:CGPointMake(170, 400)];
[bezierPath addArcWithCenter:CGPointMake(300, 400) radius:50 startAngle:0 endAngle:M_PI * 2 clockwise:YES];
[bezierPath moveToPoint:CGPointMake(20, 520)];
[bezierPath addLineToPoint:CGPointMake(40, 520)];
//根据CGPathRef绘制贝塞尔曲线
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, 10, 640);
CGPathAddCurveToPoint(path, NULL, 100, 700, 250, 550, 350, 650);
UIBezierPath *bezierPath_CGPath = [UIBezierPath bezierPathWithCGPath:path];
bezierPath_CGPath.lineWidth = 4;
//选择填充颜色
[[UIColor redColor] set];
[bezierPath_rect fill];
[bezierPath_oval fill];
[bezierPath_RoundedRect fill];
[bezierPath_RoundedCornerRect fill];
//[bezierPath_ArcCenter fill];
//[bezierPath_CGPath fill];
//选择线条颜色
[[UIColor blackColor] set];
[bezierPath_rect stroke];
[bezierPath_oval stroke];
[bezierPath_RoundedRect stroke];
[bezierPath_RoundedCornerRect stroke];
[bezierPath_ArcCenter stroke];
[bezierPath stroke];
[bezierPath_CGPath stroke];
//
CALayer* aniLayer = [CALayer layer];
aniLayer.backgroundColor = [UIColor redColor].CGColor;
aniLayer.position = CGPointMake(10, 520);
aniLayer.bounds = CGRectMake(0, 0, 8, 8);
aniLayer.cornerRadius = 4;
[self.layer addSublayer:aniLayer];
//
CAKeyframeAnimation* keyFrameAni = [CAKeyframeAnimation animationWithKeyPath:@"position"];
keyFrameAni.repeatCount = NSIntegerMax;
keyFrameAni.path = bezierPath.CGPath;
keyFrameAni.duration = 15;
keyFrameAni.beginTime = CACurrentMediaTime() + 1;
[aniLayer addAnimation:keyFrameAni forKey:@"keyFrameAnimation"];
}
运行结果:
看完是不是记不住?记了半天是不是明天就忘了?哦吼吼!!!
这些基本包含了系统
UIBezierPath
类所有可以创建的曲线类型,当然如果你通过CGPathRef
来创建曲线的话,就拥有了无限可能。看到这就完了,是不是觉得太少了,是不是没有你想要的东西,那就对了,欲知后事如何,且听下回分解!