[英]UIViewAnimationOptionBeginFromCurrentState unexpected behaviour with basic animation
[英]Unexpected behaviour in animation when i change the properties of the model layers
参考这篇文章,我正在尝试将动画调整为横向模式。 基本上我想要的是旋转-90°(顺时针90°)的所有图层,并且动画水平运行而不是垂直运行。 作者没有费心解释背后的逻辑,obj-c 中有十几个纸张折叠库,它们都基于相同的架构,所以显然这是 go 进行折叠的方式。
编辑:为了进一步阐明我想要实现的目标,在这里您可以查看我想要的动画的三个快照(起点、半场和终点)。 在上面链接的问题中,animation 从下到上折叠,而我希望它从左到右折叠。
在下面,您可以查看稍加调整的原始项目:
bottomSleeve
层的最终角度值,以及红色和蓝色的角度;perspectiveLayer
speed
设置为0
来暂停动画初始化并添加了 slider,然后将 slider 值设置为等于perspectiveLayer
timeOffset
以便您可以通过滑动交互地运行动画的每一帧。 当 slider 上的触摸事件结束时,动画将从相对于当前timeOffset
的帧恢复到最终值。CATransaction
添加到相关表示层的每个 animation 之前,我更改了所有 model 层值。 此外,完成后, perspectiveLayer
速度再次设置为0
。perspectiveLayer
backgroundColor
设置为cyan
。只是指出,有两个主要功能:
viewDidLoad()
中调用的setupLayers()
负责设置图层位置和锚点,以及将它们作为子图层添加到mainView
图层。animate()
,在setupLayers()
中递归调用,负责添加动画。 在这里,我还将 model 图层值设置为相关动画的最终值,然后再添加它们。只需复制、粘贴并运行:
class ViewController: UIViewController {
var transform: CATransform3D = CATransform3DIdentity
var topSleeve: CALayer = CALayer()
var middleSleeve: CALayer = CALayer()
var bottomSleeve: CALayer = CALayer()
var topShadow: CALayer = CALayer()
var middleShadow: CALayer = CALayer()
let width: CGFloat = 300
let height: CGFloat = 150
var firstJointLayer: CATransformLayer = CATransformLayer()
var secondJointLayer:CATransformLayer = CATransformLayer()
var sizeHeight: CGFloat = 0
var positionY: CGFloat = 0
var perspectiveLayer: CALayer = {
let perspectiveLayer = CALayer()
perspectiveLayer.speed = 0.0
perspectiveLayer.fillMode = .removed
return perspectiveLayer
}()
var mainView: UIView = {
let view = UIView()
return view
}()
private let slider: UISlider = {
let slider = UISlider()
slider.addTarget(self, action: #selector(slide(sender:event:)) , for: .valueChanged)
return slider
}()
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(slider)
setupLayers()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
slider.frame = CGRect(x: view.bounds.size.width/3,
y: view.bounds.size.height/10*8,
width: view.bounds.size.width/3,
height: view.bounds.size.height/10)
}
@objc private func slide(sender: UISlider, event: UIEvent) {
if let touchEvent = event.allTouches?.first {
switch touchEvent.phase {
case .ended:
resumeLayer(layer: perspectiveLayer)
default:
perspectiveLayer.timeOffset = CFTimeInterval(sender.value)
}
}
}
private func resumeLayer(layer: CALayer) {
let pausedTime = layer.timeOffset
layer.speed = 1.0
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
layer.beginTime = timeSincePause
}
private func setupLayers() {
mainView = UIView(frame:CGRect(x: 50, y: 50, width: width, height: height*3))
mainView.backgroundColor = UIColor.yellow
view.addSubview(mainView)
perspectiveLayer.frame = CGRect(x: 0, y: 0, width: width, height: height*2)
perspectiveLayer.backgroundColor = UIColor.cyan.cgColor
mainView.layer.addSublayer(perspectiveLayer)
firstJointLayer.fillMode = .removed
firstJointLayer.frame = mainView.bounds
perspectiveLayer.addSublayer(firstJointLayer)
topSleeve.fillMode = .removed
topSleeve.frame = CGRect(x: 0, y: 0, width: width, height: height)
topSleeve.anchorPoint = CGPoint(x: 0.5, y: 0)
topSleeve.backgroundColor = UIColor.red.cgColor
topSleeve.position = CGPoint(x: width/2, y: 0)
firstJointLayer.addSublayer(topSleeve)
topSleeve.masksToBounds = true
secondJointLayer.fillMode = .removed
secondJointLayer.frame = mainView.bounds
secondJointLayer.frame = CGRect(x: 0, y: 0, width: width, height: height*2)
secondJointLayer.anchorPoint = CGPoint(x: 0.5, y: 0)
secondJointLayer.position = CGPoint(x: width/2, y: height)
firstJointLayer.addSublayer(secondJointLayer)
secondJointLayer.fillMode = .removed
middleSleeve.frame = CGRect(x: 0, y: 0, width: width, height: height)
middleSleeve.anchorPoint = CGPoint(x: 0.5, y: 0)
middleSleeve.backgroundColor = UIColor.blue.cgColor
middleSleeve.position = CGPoint(x: width/2, y: 0)
secondJointLayer.addSublayer(middleSleeve)
middleSleeve.masksToBounds = true
bottomSleeve.fillMode = .removed
bottomSleeve.frame = CGRect(x: 0, y: height, width: width, height: height)
bottomSleeve.anchorPoint = CGPoint(x: 0.5, y: 0)
bottomSleeve.backgroundColor = UIColor.gray.cgColor
bottomSleeve.position = CGPoint(x: width/2, y: height)
secondJointLayer.addSublayer(bottomSleeve)
firstJointLayer.anchorPoint = CGPoint(x: 0.5, y: 0)
firstJointLayer.position = CGPoint(x: width/2, y: 0)
topShadow.fillMode = .removed
topSleeve.addSublayer(topShadow)
topShadow.frame = topSleeve.bounds
topShadow.backgroundColor = UIColor.black.cgColor
topShadow.opacity = 0
middleShadow.fillMode = .removed
middleSleeve.addSublayer(middleShadow)
middleShadow.frame = middleSleeve.bounds
middleShadow.backgroundColor = UIColor.black.cgColor
middleShadow.opacity = 0
transform.m34 = -1/700
perspectiveLayer.sublayerTransform = transform
sizeHeight = perspectiveLayer.bounds.size.height
positionY = perspectiveLayer.position.y
animate()
}
private func animate() {
CATransaction.begin()
CATransaction.setDisableActions(true)
CATransaction.setCompletionBlock{ [weak self] in
if self == nil { return }
self?.perspectiveLayer.speed = 0
}
firstJointLayer.transform = CATransform3DMakeRotation(CGFloat(-85*Double.pi/180), 1, 0, 0)
secondJointLayer.transform = CATransform3DMakeRotation(CGFloat(170*Double.pi/180), 1, 0, 0)
bottomSleeve.transform = CATransform3DMakeRotation(CGFloat(-165*Double.pi/180), 1, 0, 0)
perspectiveLayer.bounds.size.height = 0
perspectiveLayer.position.y = 0
topShadow.opacity = 0.5
middleShadow.opacity = 0.5
var animation = CABasicAnimation(keyPath: "transform.rotation.x")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = -85*Double.pi/180
firstJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.x")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 170*Double.pi/180
secondJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.x")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = -165*Double.pi/180
bottomSleeve.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "bounds.size.height")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = sizeHeight
animation.toValue = 0
perspectiveLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "position.y")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = positionY
animation.toValue = 0
perspectiveLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
topShadow.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
middleShadow.add(animation, forKey: nil)
CATransaction.commit()
}
}
如您所见,动画按预期运行,此时要旋转整个物体,只需更改位置、锚点和最终动画值即可。 摘自上面链接的答案,这是起始项目所有层的一个很好的表示:
然后我继续重构setupLayers()
和animate()
以水平运行动画,从左到右(换句话说,我在上面的图层表示中顺时针旋转 90°)。
更改代码以旋转动画后,我遇到两个问题:
当动画开始时, firstJointLayer
position 沿着perspectiveLayer
从左向右平移。 公平地说,这应该是一种预期的行为,因为它是perspectiveLayer
的子层,实际上我不确定为什么在原始项目中它不会发生。 然而,为了解决这个问题,我添加了另一个 animation 负责在其相关系统中将其从右向左翻译,因此它实际上看起来是静止的。 此时,虽然我没有更改 model 图层的最终值(下方项目中的注释行),但动画按预期水平运行。 如果我不必同时修改 model 层,我的目标就会实现,因为这正是我想要的 animation。 然而...
...如果我然后尝试设置动画的最终值(只需将这些行注释掉)我会得到一个意想不到的行为。 在动画的初始帧,红色、蓝色和灰色层看起来相互折叠,因此旋转不再像预期的那样工作。 以下是时间 0.0、0.5 和 1.0(持续时间:1.0)的一些快照:
对我来说最不合逻辑的部分是设置 model 层的值等于表示层的最终值会导致错误,但它只会影响表示层,因为一旦动画结束,下面的 model 层是预期的(和想要的)旋转/位置:
当旋转围绕正确的点进行时,锚点肯定会正确放置。 我认为这可能与问题 1 有关,但我尝试多次重新定位图层但没有成功。 直到今天,这仍然没有解决,两天后我无法找到主要问题并因此修复它。 对我来说,原始项目(上方)和旋转项目(下方)在引擎盖下的逻辑中看起来相同。
EDIT2:我在代码中发现了一个小错误,我正在为 firstJointLayer x position 设置动画,起始值等于 perspectiveLayer x position 而不是他自己的 x Z4757FE07FD0 已修复,但没有任何改变。6
EDIT3 : Since setting the model layers values equal to the animation final values is what causes the bug, please note that using animation.fillMode = CAMediaTimingFillMode.forwards
and animation.isRemovedOnCompletion = false
is not a viable workaround for avoiding to touch the modal layers,因为我需要稍后恢复 animation,因此需要保持演示和 model 层同步。
非常感谢任何帮助。 下面是旋转项目 - 我还评论了我从上面的项目中更改的块:
class ViewController: UIViewController {
var transform: CATransform3D = CATransform3DIdentity
var topSleeve: CALayer = CALayer()
var middleSleeve: CALayer = CALayer()
var bottomSleeve: CALayer = CALayer()
var topShadow: CALayer = CALayer()
var middleShadow: CALayer = CALayer()
let width: CGFloat = 200
let height: CGFloat = 300
var firstJointLayer: CALayer = CATransformLayer()
var secondJointLayer: CALayer = CATransformLayer()
var sizeWidth: CGFloat = 0
var positionX: CGFloat = 0
var firstJointLayerPositionX: CGFloat = 0
var perspectiveLayer: CALayer = {
let perspectiveLayer = CALayer()
perspectiveLayer.speed = 0.0
perspectiveLayer.fillMode = .removed
return perspectiveLayer
}()
var mainView: UIView = {
let view = UIView()
return view
}()
private let slider: UISlider = {
let slider = UISlider()
slider.addTarget(self, action: #selector(slide(sender:event:)) , for: .valueChanged)
return slider
}()
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(slider)
setupLayers()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
slider.frame = CGRect(x: view.bounds.size.width/3,
y: view.bounds.size.height/10*8,
width: view.bounds.size.width/3,
height: view.bounds.size.height/10)
}
@objc private func slide(sender: UISlider, event: UIEvent) {
if let touchEvent = event.allTouches?.first {
switch touchEvent.phase {
case .ended:
resumeLayer(layer: perspectiveLayer)
default:
perspectiveLayer.timeOffset = CFTimeInterval(sender.value)
}
}
}
private func resumeLayer(layer: CALayer) {
let pausedTime = layer.timeOffset
layer.speed = 1.0
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
layer.beginTime = timeSincePause
}
private func setupLayers() {
// Changing all anchor points and positions here, in order to rotate the whole thing of -90°
mainView = UIView(frame:CGRect(x: 50, y: 50, width: width*3, height: height))
mainView.backgroundColor = UIColor.yellow
view.addSubview(mainView)
perspectiveLayer.frame = CGRect(x: width, y: 0, width: width*2, height: height)
perspectiveLayer.backgroundColor = UIColor.cyan.cgColor
mainView.layer.addSublayer(perspectiveLayer)
firstJointLayer.fillMode = .removed
firstJointLayer.frame = mainView.bounds
firstJointLayer.anchorPoint = CGPoint(x: 1, y: 0.5)
firstJointLayer.position = CGPoint(x: width*2, y: height/2)
perspectiveLayer.addSublayer(firstJointLayer)
topSleeve.fillMode = .removed
topSleeve.frame = CGRect(x: 0, y: 0, width: width, height: height)
topSleeve.anchorPoint = CGPoint(x: 1, y: 0.5)
topSleeve.backgroundColor = UIColor.red.cgColor
topSleeve.position = CGPoint(x: width*3, y: height/2)
firstJointLayer.addSublayer(topSleeve)
topSleeve.masksToBounds = true
secondJointLayer.fillMode = .removed
secondJointLayer.frame = mainView.bounds
secondJointLayer.frame = CGRect(x: 0, y: 0, width: width*2, height: height)
secondJointLayer.anchorPoint = CGPoint(x: 1, y: 0.5)
secondJointLayer.position = CGPoint(x: width*2, y: height/2)
firstJointLayer.addSublayer(secondJointLayer)
secondJointLayer.fillMode = .removed
middleSleeve.frame = CGRect(x: 0, y: 0, width: width, height: height)
middleSleeve.anchorPoint = CGPoint(x: 1, y: 0.5)
middleSleeve.backgroundColor = UIColor.blue.cgColor
middleSleeve.position = CGPoint(x: width*2, y: height/2)
secondJointLayer.addSublayer(middleSleeve)
middleSleeve.masksToBounds = true
bottomSleeve.fillMode = .removed
bottomSleeve.frame = CGRect(x: 0, y: 0, width: width, height: height)
bottomSleeve.anchorPoint = CGPoint(x: 1, y: 0.5)
bottomSleeve.backgroundColor = UIColor.gray.cgColor
bottomSleeve.position = CGPoint(x: width, y: height/2)
secondJointLayer.addSublayer(bottomSleeve)
topShadow.fillMode = .removed
topSleeve.addSublayer(topShadow)
topShadow.frame = topSleeve.bounds
topShadow.backgroundColor = UIColor.black.cgColor
topShadow.opacity = 0
middleShadow.fillMode = .removed
middleSleeve.addSublayer(middleShadow)
middleShadow.frame = middleSleeve.bounds
middleShadow.backgroundColor = UIColor.black.cgColor
middleShadow.opacity = 0
transform.m34 = -1/700
perspectiveLayer.sublayerTransform = transform
sizeWidth = perspectiveLayer.bounds.size.width
positionX = perspectiveLayer.position.x
firstJointLayerPositionX = firstJointLayer.position.x
animate()
}
private func animate() {
CATransaction.begin()
CATransaction.setDisableActions(true)
CATransaction.setCompletionBlock{ [weak self] in
if self == nil { return }
self?.perspectiveLayer.speed = 0
}
// firstJointLayer.transform = CATransform3DMakeRotation(CGFloat(-85*Double.pi/180), 0, 1, 0)
// secondJointLayer.transform = CATransform3DMakeRotation(CGFloat(170*Double.pi/180), 0, 1, 0)
// bottomSleeve.transform = CATransform3DMakeRotation(CGFloat(-165*Double.pi/180), 0, 1, 0)
// perspectiveLayer.bounds.size.width = 0
// perspectiveLayer.position.x = 600
// firstJointLayer.position.x = 0
// topShadow.opacity = 0.5
// middleShadow.opacity = 0.5
var animation = CABasicAnimation(keyPath: "transform.rotation.y")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = -85*Double.pi/180
firstJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.y")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 170*Double.pi/180
secondJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.y")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = -165*Double.pi/180
bottomSleeve.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "bounds.size.width")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = sizeWidth
animation.toValue = 0
perspectiveLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "position.x")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = positionX
animation.toValue = 600
perspectiveLayer.add(animation, forKey: nil)
// As said above, i added this animation which is not included in the original project, as the firstJointLayer was translating his position from left to right along with the perspectiveLayer position, so i make a reverse translation in its relative system so that it is stationary in the mainView system
animation = CABasicAnimation(keyPath: "position.x")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = firstJointLayerPositionX
animation.toValue = 0
firstJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
topShadow.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
middleShadow.add(animation, forKey: nil)
CATransaction.commit()
}
}
好吧 - 有点玩...
看起来您需要翻转动画,因为它们实际上是在“倒退”。
private func animate() {
CATransaction.begin()
CATransaction.setDisableActions(true)
CATransaction.setCompletionBlock{ [weak self] in
if self == nil { return }
//self?.perspectiveLayer.speed = 0
}
firstJointLayer.transform = CATransform3DMakeRotation(CGFloat(-85*Double.pi/180), 0, 1, 0)
secondJointLayer.transform = CATransform3DMakeRotation(CGFloat(170*Double.pi/180), 0, 1, 0)
bottomSleeve.transform = CATransform3DMakeRotation(CGFloat(-165*Double.pi/180), 0, 1, 0)
perspectiveLayer.bounds.size.width = 0
perspectiveLayer.position.x = 600
firstJointLayer.position.x = 0
topShadow.opacity = 0.5
middleShadow.opacity = 0.5
var animation = CABasicAnimation(keyPath: "transform.rotation.y")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = -85*Double.pi/180
firstJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.y")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
// flip 180 degrees
animation.fromValue = 180*Double.pi/180
// to 180 - 170
animation.toValue = 10*Double.pi/180
secondJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.y")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
// flip -180 degrees
animation.fromValue = -180*Double.pi/180
// to 180 - 165
animation.toValue = -15*Double.pi/180
bottomSleeve.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "bounds.size.width")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = sizeWidth
animation.toValue = 0
perspectiveLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "position.x")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = positionX
animation.toValue = 600
perspectiveLayer.add(animation, forKey: nil)
// As said above, i added this animation which is not included in the original project, as the firstJointLayer was translating his position from left to right along with the perspectiveLayer position, so i make a reverse translation in its relative system so that it is stationary in the mainView system
animation = CABasicAnimation(keyPath: "position.x")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = firstJointLayerPositionX
animation.toValue = 0
firstJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
topShadow.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.removed
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
middleShadow.add(animation, forKey: nil)
CATransaction.commit()
}
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