[英]UIViewAnimationOptionBeginFromCurrentState unexpected behaviour with basic animation
[英]Unexpected behaviour in animation when i change the properties of the model layers
參考這篇文章,我正在嘗試將動畫調整為橫向模式。 基本上我想要的是旋轉-90°(順時針90°)的所有圖層,並且動畫水平運行而不是垂直運行。 作者沒有費心解釋背后的邏輯,obj-c 中有十幾個紙張折疊庫,它們都基於相同的架構,所以顯然這是 go 進行折疊的方式。
編輯:為了進一步闡明我想要實現的目標,在這里您可以查看我想要的動畫的三個快照(起點、半場和終點)。 在上面鏈接的問題中,animation 從下到上折疊,而我希望它從左到右折疊。
在下面,您可以查看稍加調整的原始項目:
bottomSleeve
層的最終角度值,以及紅色和藍色的角度;perspectiveLayer
speed
設置為0
來暫停動畫初始化並添加了 slider,然后將 slider 值設置為等於perspectiveLayer
timeOffset
以便您可以通過滑動交互地運行動畫的每一幀。 當 slider 上的觸摸事件結束時,動畫將從相對於當前timeOffset
的幀恢復到最終值。CATransaction
添加到相關表示層的每個 animation 之前,我更改了所有 model 層值。 此外,完成后, perspectiveLayer
速度再次設置為0
。perspectiveLayer
backgroundColor
設置為cyan
。只是指出,有兩個主要功能:
viewDidLoad()
中調用的setupLayers()
負責設置圖層位置和錨點,以及將它們作為子圖層添加到mainView
圖層。animate()
,在setupLayers()
中遞歸調用,負責添加動畫。 在這里,我還將 model 圖層值設置為相關動畫的最終值,然后再添加它們。只需復制、粘貼並運行:
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()
}
}
如您所見,動畫按預期運行,此時要旋轉整個物體,只需更改位置、錨點和最終動畫值即可。 摘自上面鏈接的答案,這是起始項目所有層的一個很好的表示:
然后我繼續重構setupLayers()
和animate()
以水平運行動畫,從左到右(換句話說,我在上面的圖層表示中順時針旋轉 90°)。
更改代碼以旋轉動畫后,我遇到兩個問題:
當動畫開始時, firstJointLayer
position 沿着perspectiveLayer
從左向右平移。 公平地說,這應該是一種預期的行為,因為它是perspectiveLayer
的子層,實際上我不確定為什么在原始項目中它不會發生。 然而,為了解決這個問題,我添加了另一個 animation 負責在其相關系統中將其從右向左翻譯,因此它實際上看起來是靜止的。 此時,雖然我沒有更改 model 圖層的最終值(下方項目中的注釋行),但動畫按預期水平運行。 如果我不必同時修改 model 層,我的目標就會實現,因為這正是我想要的 animation。 然而...
...如果我然后嘗試設置動畫的最終值(只需將這些行注釋掉)我會得到一個意想不到的行為。 在動畫的初始幀,紅色、藍色和灰色層看起來相互折疊,因此旋轉不再像預期的那樣工作。 以下是時間 0.0、0.5 和 1.0(持續時間:1.0)的一些快照:
對我來說最不合邏輯的部分是設置 model 層的值等於表示層的最終值會導致錯誤,但它只會影響表示層,因為一旦動畫結束,下面的 model 層是預期的(和想要的)旋轉/位置:
當旋轉圍繞正確的點進行時,錨點肯定會正確放置。 我認為這可能與問題 1 有關,但我嘗試多次重新定位圖層但沒有成功。 直到今天,這仍然沒有解決,兩天后我無法找到主要問題並因此修復它。 對我來說,原始項目(上方)和旋轉項目(下方)在引擎蓋下的邏輯中看起來相同。
EDIT2:我在代碼中發現了一個小錯誤,我正在為 firstJointLayer x position 設置動畫,起始值等於 perspectiveLayer x position 而不是他自己的 x Z4757FE07FD0 已修復,但沒有任何改變。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,因為我需要稍后恢復 animation,因此需要保持演示和 model 層同步。
非常感謝任何幫助。 下面是旋轉項目 - 我還評論了我從上面的項目中更改的塊:
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 - 有點玩...
看起來您需要翻轉動畫,因為它們實際上是在“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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