原文地址:http://www.cnblogs.com/healerkx/archive/2012/01/09/2317579.html
1. CATransform3D結構成員的意義。
struct
CATransform3D { CGFloat
m11(x縮放), m12(y切變), m13(旋轉), m14(); CGFloat
m21(x切變), m22(y縮放), m23(), m24(); CGFloat
m31(旋轉), m32(), m33(), m34(透視效果,要操作的這個對象要有旋轉的角度,否則沒有效果。正直/負值都有意義); CGFloat
m41(x平移), m42(y平移), m43(z平移), m44(); };
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ps:整體比例變換時,也就是m11==m22時,若m33>1,圖形整體縮小,若0<m33<1,圖形整體放大,若s<0,發生關於原點的對稱等比變換。
()空的地方以後補充。
2. CATransform3DMakeTranslation
CATransform3DMakeTranslation(0, 0, 0) 創建了一個4*4的單位矩陣。
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]];
// 暫時先支持一個方向翻轉
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. 翻轉的動畫
- (void)animationCubeRotate:(RotateDirection)direction
withDuration:(float)duration
{
[CATransaction flush];
CGFloat height = self.bounds.size.height;
CABasicAnimation *rotation;
// CABasicAnimation *translationX; // 如果沿X軸翻轉,則用不到這個變量.
CABasicAnimation *translationY; // 如果沿Y軸翻轉,則用不到這個變量.
CABasicAnimation *translationZ;
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.delegate = self;
animationGroup.duration = duration;
if ( direction == RotateFromBottom )
{
// 創建(某方向)關鍵幀動畫.
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 )
{
}
// 處理Z軸
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, 我發現這個東西確實很難講清楚,主要是因爲我理論薄弱,
【1】針對X軸旋轉,就是1,0,0,針對Y軸旋轉,就是0,1,0...下面那行也要進行正確的轉換。
【2】此處應該是和 anchorPoint有關係的。
【3】這個值會影響類似於深度的東西,比如說Cube會離我們更近,或者是更遠。(但是,似乎不算是透視關係)