通過仔細選擇你的控制點,等等,你也許可以編造其繪製成三角形的路徑,但具有相同的段數和控制點的作爲你想畫的圓圈。像這樣(所有數值假設iPhone的屏幕,但問題是一般):
@implementation ViewController
{
CAShapeLayer* shapeLayer;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
shapeLayer = [[CAShapeLayer alloc] init];
CGRect bounds = self.view.bounds;
bounds.origin.x += 0.25 * bounds.size.width;
bounds.size.width *= 0.5;
bounds.origin.y += 0.25 * bounds.size.height;
bounds.size.height *= 0.5;
shapeLayer.frame = bounds;
shapeLayer.backgroundColor = [[UIColor redColor] CGColor];
[self.view.layer addSublayer: shapeLayer];
[self toCircle: nil];
}
CGPoint AveragePoints(CGPoint a, CGPoint b)
{
return CGPointMake((a.x + b.x) * 0.5f, (a.y + b.y) * 0.5f);
}
- (IBAction)toCircle:(id)sender
{
UIBezierPath* p = [[UIBezierPath alloc] init];
[p moveToPoint: CGPointMake(80, 56)];
[p addCurveToPoint:CGPointMake(144, 120) controlPoint1:CGPointMake(115.34622, 56) controlPoint2:CGPointMake(144, 84.653778)];
[p addCurveToPoint:CGPointMake(135.42563, 152) controlPoint1:CGPointMake(144, 131.23434) controlPoint2:CGPointMake(141.0428, 142.27077)];
[p addCurveToPoint:CGPointMake(48, 175.42563) controlPoint1:CGPointMake(117.75252, 182.61073) controlPoint2:CGPointMake(78.610725, 193.09874)];
[p addCurveToPoint:CGPointMake(24.574375, 152) controlPoint1:CGPointMake(38.270771, 169.80846) controlPoint2:CGPointMake(30.191547, 161.72923)];
[p addCurveToPoint:CGPointMake(47.999996, 64.574379) controlPoint1:CGPointMake(6.9012618, 121.38927) controlPoint2:CGPointMake(17.389269, 82.24749)];
[p addCurveToPoint:CGPointMake(80, 56) controlPoint1:CGPointMake(57.729225, 58.957207) controlPoint2:CGPointMake(68.765656, 56)];
[p closePath];
[CATransaction begin];
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"];
pathAnimation.duration = 3.f;
pathAnimation.fromValue = (id)shapeLayer.path;
pathAnimation.toValue = (id)p.CGPath;
[shapeLayer addAnimation:pathAnimation forKey:@"path"];
[CATransaction setCompletionBlock:^{
shapeLayer.path = p.CGPath;
}];
[CATransaction commit];
double delayInSeconds = 4.0;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self toTriangle: nil];
});
}
- (IBAction)toTriangle: (id)sender
{
UIBezierPath* p = [[UIBezierPath alloc] init];
// Triangle using the same number and kind of points...
[p moveToPoint: CGPointMake(80, 56)];
[p addCurveToPoint: AveragePoints(CGPointMake(80, 56), CGPointMake(135.42563, 152)) controlPoint1:CGPointMake(80, 56) controlPoint2:AveragePoints(CGPointMake(80, 56), CGPointMake(135.42563, 152))];
[p addCurveToPoint:CGPointMake(135.42563, 152) controlPoint1:AveragePoints(CGPointMake(80, 56), CGPointMake(135.42563, 152)) controlPoint2:CGPointMake(135.42563, 152)];
[p addCurveToPoint:AveragePoints(CGPointMake(135.42563, 152), CGPointMake(24.574375, 152)) controlPoint1:CGPointMake(135.42563, 152) controlPoint2:AveragePoints(CGPointMake(135.42563, 152), CGPointMake(24.574375, 152))];
[p addCurveToPoint:CGPointMake(24.574375, 152) controlPoint1:AveragePoints(CGPointMake(135.42563, 152), CGPointMake(24.574375, 152)) controlPoint2:CGPointMake(24.574375, 152)];
[p addCurveToPoint: AveragePoints(CGPointMake(24.574375, 152),CGPointMake(80, 56)) controlPoint1:CGPointMake(24.574375, 152) controlPoint2:AveragePoints(CGPointMake(24.574375, 152),CGPointMake(80, 56)) ];
[p addCurveToPoint:CGPointMake(80, 56) controlPoint1:AveragePoints(CGPointMake(24.574375, 152),CGPointMake(80, 56)) controlPoint2:CGPointMake(80, 56)];
[p closePath];
[CATransaction begin];
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"];
pathAnimation.duration = 3.f;
pathAnimation.fromValue = (id)shapeLayer.path;
pathAnimation.toValue = (id)p.CGPath;
[shapeLayer addAnimation:pathAnimation forKey:@"path"];
[CATransaction setCompletionBlock:^{
shapeLayer.path = p.CGPath;
}];
[CATransaction commit];
double delayInSeconds = 4.0;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self toCircle: nil];
});
}
即使與段和控制點是相同的,動畫的數量仍然顯得有些靠不住,可能不是你想要的。其原因在於,CA似乎將所有分段和控制點一對一地進行匹配,然後對它們之間的所有點進行線性插值。由於控制點與結果路徑之間的關係不是線性的(在這種情況下爲三次方),線性插入控制點位置不會導致路徑以線性方式移動。如果你運行這個代碼,你可以看到在它轉換的時候,在三角形的邊上有圓形的路徑上有其他點的奇怪的山峯。更一般地說,期望CA以某種特定方式在兩個任意路徑之間奇蹟般地變形,這在外觀上是可取的,這是不合理的。即使要努力構建這些路徑,以便他們可能有變形的祈禱,他們仍然沒有看起來像我認爲他們應該。
通過使用平坦路徑(即由許多小直線代替曲線路徑元素組成的路徑)來達到所需效果可能更合理。即使這似乎是不平凡的,因爲你會再次需要兩條路徑具有相同數量的分段,並且您將不得不構建這些分段,使得公共點是沿着整體的正確數量的分段路徑。
總結:這是一個相當複雜的問題,CoreAnimation提供的天真/免費解決方案不太可能是您想要的。
+1不錯,你做了我雖然的工作,但永遠不會有能量找出:) –
@ipmcc:非常好。之後,我也有同樣的想法。我會接受你的回答。 – Unheilig
如果您有任何人可以以某種方式進一步細化,請回來分享。 – Unheilig