带你了解UIKit动力学
一、简单介绍
1.什么是UIDynamic UIDynamic是从iOS 7开始引入的一种新技术,隶属于UIKit框架可以认为是一种物理引擎,能模拟和仿真现实生活中的物理现象如:重力、弹性碰撞等现象
2.物理引擎的价值 广泛用于游戏开发,经典成功案例是“愤怒的小鸟”,让开发人员可以在远离物理学公式的情况下,实现炫酷的物理仿真效果提高了游戏开发效率,产生更多优秀好玩的物理仿真游戏
3.知名的2D物理引擎 Box2d Chipmunk
二、使用步骤
要想使用UIDynamic来实现物理仿真效果,大致的步骤如下:
1.创建一个物理仿真器(顺便设置仿真范围) 2.创建相应的物理仿真行为(顺便添加物理仿真元素) 3.将物理仿真行为添加到物理仿真器中开始仿真
三、相关说明
1.三个概念
- 谁要进行物理仿真? 物理仿真元素(Dynamic Item)
- 执行怎样的物理仿真效果?怎样的动画效果? 物理仿真行为(Dynamic Behavior)
- 让物理仿真元素执行具体的物理仿真行为 物理仿真器(Dynamic Animator)
2.物理仿真元素 注意: 不是任何对象都能做物理仿真元素 不是任何对象都能进行物理仿真
物理仿真元素要素: 任何遵守了UIDynamicItem协议的对象 UIView默认已经遵守了UIDynamicItem协议,因此任何UI控件都能做物理仿真
UICollectionViewLayoutAttributes类默认也遵守UIDynamicItem协议
3.物理仿真行为
(1)UIDynamic提供了以下几种物理仿真行为
UIGravityBehavior:重力行为
UICollisionBehavior:碰撞行为
UISnapBehavior:捕捉行为
UIPushBehavior:推动行为
UIAttachmentBehavior:附着行为
UIDynamicItemBehavior:动力元素行为
(2)物理仿真行为须知 上述所有物理仿真行为都继承自UIDynamicBehavior,所有的UIDynamicBehavior都可以独立进行组合使用多种行为时,可以实现一些比较复杂的效果
4.物理仿真器
(1)物理仿真器须知 它可以让物理仿真元素执行物理仿真行为 它是UIDynamicAnimator类型的对象 (2)UIDynamicAnimator的初始化
- (instancetype)initWithReferenceView:(UIView *)view;
view参数:是一个参照视图,表示物理仿真的范围
5.物理仿真器的说明
(1)UIDynamicAnimator的常见方法
//移除之前添加过的所有物理仿真行为 - (void)addBehavior:(UIDynamicBehavior *)behavior; //移除之前添加过的所有物理仿真行为 - (void)removeBehavior:(UIDynamicBehavior *)behavior; //添加1个物理仿真行为 - (void)removeAllBehaviors;
(2)UIDynamicAnimator的常见属性
//参照视图 @property (nonatomic, readonly) UIView* referenceView; //添加到物理仿真器中的所有物理仿真行为 @property (nonatomic, readonly, copy) NSArray* behaviors; //是否正在进行物理仿真 @property (nonatomic, readonly, getter = isRunning) BOOL running; //代理对象(能监听物理仿真器的仿真过程,比如开始和结束) @property (nonatomic, assign) id
四、案例介绍
先看效果吧
- UIGravityBehavior:重力行为
- UICollisionBehavior:碰撞行为
- UISnapBehavior:捕捉行为
- UIPushBehavior:推动行为
- 复合效果
最后是代码
#import <UIKit/UIKit.h> @interface SecondViewController : UIViewController @property (weak, nonatomic) IBOutlet UIView *blueView; @property (weak, nonatomic) IBOutlet UIView *orangeView; @property (weak, nonatomic) IBOutlet UISegmentedControl *segmented; @property (weak, nonatomic) IBOutlet UIView *redView; @property (nonatomic,strong) UIDynamicAnimator *animator; @end #import "SecondViewController.h" @interface SecondViewController () @property (nonatomic,strong)UISnapBehavior *snapBehavior; @property (nonatomic,strong)UIPushBehavior *pushBehavior; @property (nonatomic,strong)UIAttachmentBehavior *attachmentBehavior; @end @implementation SecondViewController - (void)viewDidLoad { [super viewDidLoad]; self.blueView.transform = CGAffineTransformMakeRotation(M_PI_4); self.segmented.transform = CGAffineTransformMakeRotation(-M_PI / 8); if (!_pushBehavior) { _pushBehavior = [[UIPushBehavior alloc]initWithItems:@[_blueView] mode:UIPushBehaviorModeContinuous]; } _pushBehavior.active = YES; _pushBehavior.pushDirection = CGVectorMake(10.0f, 10.0f); _pushBehavior.magnitude = 1.0f; [self.animator addBehavior:_pushBehavior]; } - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent: (UIEvent *)event { _pushBehavior.active = NO; //创建重力行为 UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc]init]; [gravityBehavior addItem:self.blueView]; [gravityBehavior addItem:self.orangeView]; [gravityBehavior addItem:self.segmented]; gravityBehavior.gravityDirection = CGVectorMake(-0.3f, 1.0f); //加速度 gravityBehavior.magnitude = 3; //创建碰撞行为 UICollisionBehavior *collisionBehavior = [[UICollisionBehavior alloc]init]; //碰撞类型为元素和边界 collisionBehavior.collisionMode = UICollisionBehaviorModeEverything; CGFloat Y = self.view.frame.size.height - CGRectGetHeight(self.redView.frame); CGFloat X = self.view.frame.size.width; CGFloat height = self.view.frame.size.height; //设置红色的View为底边界,左边框跟右边框作为边界 [collisionBehavior addBoundaryWithIdentifier:@"collision1" fromPoint:CGPointMake(0,Y) toPoint:CGPointMake(X, Y)]; [collisionBehavior addBoundaryWithIdentifier:@"collision2" fromPoint:CGPointMake(0, 0) toPoint:CGPointMake(0, height)]; [collisionBehavior addBoundaryWithIdentifier:@"collision3" fromPoint:CGPointMake(X,0) toPoint:CGPointMake(X, height)]; [collisionBehavior addItem:self.blueView]; [collisionBehavior addItem:self.segmented]; [collisionBehavior addItem:self.orangeView]; [self.animator addBehavior:collisionBehavior]; [self.animator addBehavior:gravityBehavior]; UIDynamicItemBehavior *itemBehavior = [[UIDynamicItemBehavior alloc] initWithItems:@[self.blueView]]; [itemBehavior setElasticity:0.5]; [self.animator addBehavior:itemBehavior]; UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc]initWithTarget:self action:@selector(tapGesture:)]; [self.view addGestureRecognizer:tap]; } - (void)tapGesture:(UITapGestureRecognizer *)gesture { CGPoint tapPoint = [gesture locationInView:self.view]; if (_snapBehavior) { [self.animator removeBehavior:_snapBehavior]; _snapBehavior = nil; } _snapBehavior = [[UISnapBehavior alloc]initWithItem:self.blueView snapToPoint:tapPoint]; _snapBehavior.action = ^(){ NSLog(@"UISnapBehavior 在执行"); }; _snapBehavior.damping = 0.9; [self.animator addBehavior:_snapBehavior]; } - (UIDynamicAnimator *)animator{ if (_animator == nil) { _animator = [[UIDynamicAnimator alloc]init]; } return _animator; } - (void)panGestureRecognizer:(UIPanGestureRecognizer *)gesture { CGPoint location = [gesture locationInView:self.view]; CGPoint imageLocation = [gesture locationInView:self.orangeView]; switch (gesture.state) { case UIGestureRecognizerStateBegan: { NSLog(@"touch position %@",NSStringFromCGPoint(location)); NSLog(@"loction in image %@",NSStringFromCGPoint(imageLocation)); [self.animator removeAllBehaviors]; UIOffset centerOffset = UIOffsetMake(imageLocation.x - CGRectGetMidX(self.orangeView.bounds), imageLocation.y - CGRectGetMidY(self.orangeView.bounds)); _attachmentBehavior = [[UIAttachmentBehavior alloc]initWithItem:self.orangeView offsetFromCenter:centerOffset attachedToAnchor:location]; _attachmentBehavior.damping = 0.5; _attachmentBehavior.frequency = 0.8; [self.animator addBehavior:_attachmentBehavior]; } break; case UIGestureRecognizerStateEnded: { [self.animator removeBehavior:_attachmentBehavior]; } break; default: { [_attachmentBehavior setAnchorPoint:[gesture locationInView:self.view]]; } break; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } /* #pragma mark - Navigation // In a storyboard-based application, you will often want to do a little preparation before navigation - (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender { // Get the new view controller using [segue destinationViewController]. // Pass the selected object to the new view controller. } */ @end
UIKit动力学的部分介绍完了. 最开始项目中只是用到了重力跟碰撞行为,参考学习了:UIDynamic 详细用法 中的案例.然后自己又展开了解了下UIKit动力学的知识,把捕捉行为,推动行为加了进去,做个完善.整理了一下.就是这样.