1. CATransform3D结构成员的意义。
struct CATransform3D { CGFloat m11(x缩放), m12(y切变), m13(旋转), m14(); CGFloat m21(x切变), m22(y缩放), m23(), m24(); CGFloat m31(旋转), m32(), m33(), m34(透视效果,要操作的这个对象要有旋转的角度,否则没有效果。正直/负值都有意义); CGFloat m41(x平移), m42(y平移), m43(z平移), m44(); };
ps:整体比例变换时,也就是m11==m22时,若m33>1,图形整体缩小,若0<m33<1,图形整体放大,若s<0,发生关于原点的对称等比变换。
()空的地方以后补充。
2. CATransform3DMakeTranslation
CATransform3DMakeTranslation(0, 0, 0) 创建了一个4*4的单位矩阵。
3. CATransform3DMakeRotation And CATransform3DRotate
CATransform3DMakeRotation()
_transformedLayer = [CALayer layer]; _transformedLayer.frame = self.bounds; _transformedLayer.anchorPoint = CGPointMake(0.5f, 0.5f); CATransform3D sublayerTransform = CATransform3DIdentity; // Set perspective sublayerTransform.m34 = kPerspective; [_transformedLayer setSublayerTransform:sublayerTransform]; [self.layer addSublayer:_transformedLayer]; //init Sublayers CATransform3D t = CATransform3DMakeTranslation(0, 0, 0); // take snapshot of the current view [_transformedLayer addSublayer:[self snapshot:t withView:_contentView isMasked:YES]]; // 暂时先支持一个方向翻转 RotateDirection direction = RotateFromBottom; if (YES || direction == RotateFromBottom) { CGFloat height = self.bounds.size.height; //CGFloat cubeSize = 100.0f; t = CATransform3DRotate(t, D2R(90.0), 1, 0, 0);【1】 t = CATransform3DTranslate(t, 0, height, 0); CALayer *subLayer = [self snapshot:t withView:view isMasked:YES]; [_transformedLayer addSublayer:subLayer]; } else { } _newContentView = view; [self animationCubeRotate:direction withDuration:duration];
4. 翻转的动画
- (void)animationCubeRotate:(RotateDirection)direction withDuration:(float)duration { [CATransaction flush]; CGFloat height = self.bounds.size.height; CABasicAnimation *rotation; // CABasicAnimation *translationX; // 如果沿X轴翻转,则用不到这个变量. CABasicAnimation *translationY; // 如果沿Y轴翻转,则用不到这个变量. CABasicAnimation *translationZ; CAAnimationGroup *animationGroup = [CAAnimationGroup animation]; animationGroup.delegate = self; animationGroup.duration = duration; if ( direction == RotateFromBottom ) { // 创建(某方向)关键帧动画. translationY = [CABasicAnimation animationWithKeyPath: @"sublayerTransform.translation.y"]; translationY.toValue = [NSNumber numberWithFloat:-(height / 2)];【2】 rotation = [CABasicAnimation animationWithKeyPath: @"sublayerTransform.rotation.x"]; rotation.toValue = [NSNumber numberWithFloat:D2R(-90.0f)]; } else if ( direction == RotateFromTop ) { } // 处理Z轴 translationZ = [CABasicAnimation animationWithKeyPath: @"sublayerTransform.translation.z"]; translationZ.toValue = [NSNumber numberWithFloat:height / 2];【3】 animationGroup.animations = [NSArray arrayWithObjects: rotation, translationY, translationZ, nil]; animationGroup.fillMode = kCAFillModeForwards; animationGroup.removedOnCompletion = NO; [_transformedLayer addAnimation:animationGroup forKey:kAnimationKey]; }
made, 我发现这个东西确实很难讲清楚,主要是因为我理论薄弱,
【1】针对X轴旋转,就是1,0,0,针对Y轴旋转,就是0,1,0...下面那行也要进行正确的转换。
【2】此处应该是和 anchorPoint有关系的。
【3】这个值会影响类似于深度的东西,比如说Cube会离我们更近,或者是更远。(但是,似乎不算是透视关系)