经常看到前端会写出各种炫酷的盒子动画,那iOS有没有实现方式呢?答案当然是肯定的,而且方式还有很多种。今天我就用两种方式来实现一个炫酷的旋转盒子,话不多说,先来看一下动画效果图吧~
接下来说一下实现方式吧
方式一:GLKView实现
第1步:创建context,初始化上下文时设置API版本,并设置当前context
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:context];
第2步:创建GLKView并设置代理
CGRect frame = CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width);
self.glkView = [[GLKView alloc] initWithFrame:frame context:context];
self.glkView.backgroundColor = [UIColor clearColor];
self.glkView.delegate = self;
第3步:使用深度缓存
self.glkView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
glDepthRangef(1, 0);
第4步:将GLKView 添加self.view 上
[self.view addSubview:self.glkView];
第5步:获取纹理图片
NSString *imagePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"kunkun.jpg"];
UIImage *image = [UIImage imageWithContentsOfFile:imagePath];
第6步:设置纹理参数
NSDictionary *options = @{GLKTextureLoaderOriginBottomLeft : @(YES)};
GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:[image CGImage] options:options error:NULL];
第7步:使用baseEffect,开启光照效果,漫反射颜色,光源位置
self.baseEffect = [[GLKBaseEffect alloc] init];
self.baseEffect.texture2d0.name = textureInfo.name;
self.baseEffect.texture2d0.target = textureInfo.target;
self.baseEffect.light0.enabled = YES;
self.baseEffect.light0.diffuseColor = GLKVector4Make(1, 1, 1, 1);
self.baseEffect.light0.position = GLKVector4Make(-0.5, -0.5, 5, 1);
第8步: 开辟顶点数据空间(数据结构SenceVertex 大小 * 顶点个数kCoordCount)
self.vertices = malloc(sizeof(CCVertex) * kCoordCount);
self.vertices[0] = (CCVertex){{-0.5, 0.5, 0.5}, {0, 1}, {0, 0, 1}};
...
开辟顶点缓存区
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
GLsizeiptr bufferSizeBytes = sizeof(CCVertex) * kCoordCount;
glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
顶点数据
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, positionCoord));
纹理数据
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, textureCoord));
法线数据
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(CCVertex), NULL + offsetof(CCVertex, normal));
第9步:设置旋转角度
self.angle = (self.angle + 5) % 360;
修改baseEffect.transform.modelviewMatrix
self.baseEffect.transform.modelviewMatrix = GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.angle), 0.3, 1, 0.7);
重新渲染
[self.glkView display];
第10步:开启深度测试
glEnable(GL_DEPTH_TEST);
清除颜色缓存区&深度缓存区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
准备绘制
[self.baseEffect prepareToDraw];
绘图
glDrawArrays(GL_TRIANGLES, 0, kCoordCount);
方式二:CoreAnimation实现
第1步:添加6个面父View的layer图层
CATransform3D perspective = CATransform3DIdentity;
perspective.m34= -1.0/500.0;
perspective =CATransform3DRotate(perspective, -M_PI_4,1,0,0);
perspective =CATransform3DRotate(perspective, -M_PI_4,0,1,0);
self.containerView.layer.sublayerTransform = perspective;
cube face 1
CATransform3D transform = CATransform3DMakeTranslation(0, 0, 100);
[self addFace:0 withTransform:transform];
cube face 2
transform =CATransform3DMakeTranslation(100, 0, 0);
transform =CATransform3DRotate(transform,M_PI_2,0,1,0);
[self addFace:1 withTransform:transform];
...
添加面的方法,获取face视图并将其添加到容器中
UIView*face =self.faces[index];
[self.containerView addSubview:face];
将face视图放在容器的中心
CGSize containerSize = self.containerView.bounds.size;
face.center=CGPointMake(containerSize.width/2.0, containerSize.height/2.0);
添加transform
face.layer.transform= transform;
第2步:计算并旋转
self.angle = (self.angle + 5) % 360;
floatdeg =self.angle* (M_PI/180);
CATransform3D temp = CATransform3DIdentity;
temp =CATransform3DRotate(temp, deg,0.3,1,0.7);
self.containerView.layer.sublayerTransform = temp;
以上就是两种方式实现的炫酷旋转盒子~