UIBezierPath + CAShapeLayer - 为圆形填充动画[复制]

问题描述 投票:3回答:3

我试图动画CAShapeLayer的路径,以便我得到一个圆圈“填充”达到特定数量的效果。

问题

它“有效”,但不像我想的那样顺畅,我想向它介绍一些缓和措施。但是因为我是单独制作每个%的动画,所以我不确定现在是否可能。所以我正在寻找可以解决这个问题的替代方案!

视觉解释

首先 - 这里是我想要实现的动画的一些“帧”(参见图片 - 圈子填充从0%到25%)

enter image description here enter image description here enter image description here enter image description here enter image description here

我创建绿色笔划(外部):

let ovalPath = UIBezierPath(ovalInRect: CGRectMake(20, 20, 240, 240))
let circleStrokeLayer = CAShapeLayer()
circleStrokeLayer.path = ovalPath.CGPath
circleStrokeLayer.lineWidth = 20
circleStrokeLayer.fillColor = UIColor.clearColor().CGColor
circleStrokeLayer.strokeColor = colorGreen.CGColor

containerView.layer.addSublayer(circleStrokeLayer)

我创建填充形状的初始路径(内部):

let filledPathStart = UIBezierPath(arcCenter: CGPoint(x: 140, y: 140), radius: 120, startAngle: startAngle, endAngle: Math().percentToRadians(0), clockwise: true)
filledPathStart.addLineToPoint(CGPoint(x: 140, y: 140))
filledLayer = CAShapeLayer()
filledLayer.path = filledPathStart.CGPath
filledLayer.fillColor = colorGreen.CGColor
containerView.layer.addSublayer(filledLayer)

然后我使用for循环和CABasicAnimations数组进行动画处理。

var animations: [CABasicAnimation] = [CABasicAnimation]()

func animate() {

    for val in 0...25 {
        let morph = CABasicAnimation(keyPath: "path")
        morph.duration = 0.01
        let filledPathEnd = UIBezierPath(arcCenter: CGPoint(x: 140, y: 140), radius: 120, startAngle: startAngle, endAngle: Math().percentToRadians(CGFloat(val)), clockwise: true)
        filledPathEnd.addLineToPoint(CGPoint(x: 140, y: 140))

        morph.delegate = self
        morph.toValue = filledPathEnd.CGPath
        animations.append(morph)
    }

    applyNextAnimation()
}

func applyNextAnimation() {

    if animations.count == 0 {
        return
    }

    let nextAnimation = animations[0]
    animations.removeAtIndex(0)
    filledLayer.addAnimation(nextAnimation, forKey: nil)
}

override func animationDidStop(anim: CAAnimation, finished flag: Bool) {
    filledLayer.path = (anim as! CABasicAnimation).toValue as! CGPath
    applyNextAnimation()
}
ios swift animation cabasicanimation caanimation
3个回答
7
投票

不要试图创建一大堆单独的动画。 CAShapeLayer有一个strokeStart和strokeEnd属性。动画那个。

诀窍是在形状图层中安装整个圆弧,然后创建一个CABasicAnimation,将shapeEnd从0设置为1(将填充从0%设置为100%)或您需要的任何值。

您可以在该动画上应用您想要的任何时间。

我在Github上有一个项目(在Objective-C,我很害怕),包括使用这种技术的“时钟擦除”动画。以下是它的外观:

(这是一个gif,看起来有点粗糙。实际的iOS动画非常流畅。)

链接如下。在自述文件中查找“时钟擦除”动画。

iOS-CAAnimation-group-demo

时钟擦除动画将形状图层安装为图像视图图层上的蒙版。您可以直接绘制形状图层,如果这是您想要做的。


5
投票

所以我在他的链接GitHub项目(在Objective-C中)中使用了Duncan C所拥有的内容并将其应用到我的场景中(也将其转换为Swift) - 它的效果非常好!

这是最终的解决方案:

// ---
// In some ViewController
// ---

let animatedCircle = AnimatedCircle()
self.addSubview(animatedCircle)
animatedCircle.runAnimation()

// ---
// The Animated Circle Class
// ---    

import UIKit
import Darwin

let pi: CGFloat = CGFloat(M_PI)
let startAngle: CGFloat = (3.0 * pi) / 2.0
let colorGray = UIColor(red: 0.608, green: 0.608, blue: 0.608, alpha: 1.000)
let colorGreen = UIColor(red: 0.482, green: 0.835, blue: 0.000, alpha: 1.000)

// ----
// Math class to handle fun circle forumals
// ----
class Math {
    func percentToRadians(percentComplete: CGFloat) -> CGFloat {
        let degrees = (percentComplete/100) * 360
        return startAngle + (degrees * (pi/180))
    }
}

class AnimatedCircle: UIView {

    let percentComplete: CGFloat = 25

    var containerView: UIView!
    var filledLayer: CAShapeLayer!

    init() {

        super.init(frame: CGRect(x: 0, y: 0, width: 260, height: 260))

        let endAngle = Math().percentToRadians(percentComplete)

        // ----
        // Create oval bezier path and layer
        // ----
        let ovalPath = UIBezierPath(ovalInRect: CGRectMake(10, 10, 240, 240))
        let circleStrokeLayer = CAShapeLayer()
        circleStrokeLayer.path = ovalPath.CGPath
        circleStrokeLayer.lineWidth = 20
        circleStrokeLayer.fillColor = UIColor.clearColor().CGColor
        circleStrokeLayer.strokeColor = colorGreen.CGColor

        // ----
        // Create filled bezier path and layer
        // ----
        let filledPathStart = UIBezierPath(arcCenter: CGPoint(x: 140, y: 140), radius: 120, startAngle: startAngle, endAngle: endAngle, clockwise: true)
        filledPathStart.addLineToPoint(CGPoint(x: 140, y: 140))
        filledLayer = CAShapeLayer()
        filledLayer.path = filledPathStart.CGPath
        filledLayer.fillColor = colorGreen.CGColor

        // ----
        // Add any layers to container view
        // ----
        containerView = UIView(frame: self.frame)
        containerView.backgroundColor = UIColor.whiteColor()
        containerView.layer.addSublayer(circleStrokeLayer)
        containerView.layer.addSublayer(filledLayer)

        // Set the frame of the filledLayer to match our view
        filledLayer.frame = containerView.frame


    }

    func runAnimation() {


        let endAngle = Math().percentToRadians(percentComplete)

        let maskLayer = CAShapeLayer()

        let maskWidth: CGFloat = filledLayer.frame.size.width
        let maskHeight: CGFloat = filledLayer.frame.size.height
        let centerPoint: CGPoint = CGPointMake(maskWidth / 2, maskHeight / 2)    
        let radius: CGFloat = CGFloat(sqrtf(Float(maskWidth * maskWidth + maskHeight * maskHeight)) / 2)

        maskLayer.fillColor = UIColor.clearColor().CGColor
        maskLayer.strokeColor = UIColor.blackColor().CGColor
        maskLayer.lineWidth = radius

        let arcPath: CGMutablePathRef = CGPathCreateMutable()
        CGPathMoveToPoint(arcPath, nil, centerPoint.x, centerPoint.y - radius / 2)
        CGPathAddArc(arcPath, nil, centerPoint.x, centerPoint.y, radius / 2, 3*pi/2, endAngle, false)

        maskLayer.path = arcPath
        maskLayer.strokeEnd = 0

        filledLayer.mask = maskLayer
        filledLayer.mask!.frame = filledLayer.frame

        let anim = CABasicAnimation(keyPath: "strokeEnd")
        anim.duration = 3
        anim.delegate = self

        anim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
        anim.fillMode = kCAFillModeForwards
        anim.removedOnCompletion = false
        anim.autoreverses = false
        anim.toValue = 1.0

        maskLayer.addAnimation(anim, forKey: "strokeEnd")

    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}

2
投票

谢谢,邓肯C - 这是非常有帮助的。

以下是使用您的建议的进度循环示例。视图绘制了一个随时间变化的进度循环,从一个完整的圆开始并擦除自己以显示圆后面的视图。有@IBInspectable属性可以修改以填充圆而不是擦除。

circle timer gif

这是项目的链接。该观点位于CircleTimer.view。如果运行项目,则可以输入秒数并查看指定时间内的圆圈擦除。

https://github.com/riley2012/circle-timer-ios

这是执行动画的方法:

    open func runMaskAnimation(duration: CFTimeInterval) {

    if let parentLayer = filledLayer {
        let maskLayer = CAShapeLayer()
        maskLayer.frame = parentLayer.frame

        let circleRadius = timerFillDiameter * 0.5
        let circleHalfRadius = circleRadius * 0.5
        let circleBounds = CGRect(x: parentLayer.bounds.midX - circleHalfRadius, y: parentLayer.bounds.midY - circleHalfRadius, width: circleRadius, height: circleRadius)

        maskLayer.fillColor = UIColor.clear.cgColor
        maskLayer.strokeColor = UIColor.black.cgColor
        maskLayer.lineWidth = circleRadius

        let path = UIBezierPath(roundedRect: circleBounds, cornerRadius: circleBounds.size.width * 0.5)
        maskLayer.path = path.reversing().cgPath
        maskLayer.strokeEnd = 0

        parentLayer.mask = maskLayer

        let animation = CABasicAnimation(keyPath: "strokeEnd")
        animation.duration = duration
        animation.fromValue = 1.0
        animation.toValue = 0.0
        maskLayer.add(animation, forKey: "strokeEnd")
    }

}

© www.soinside.com 2019 - 2024. All rights reserved.