iOS动画实现:弹簧效果

源码地址:https://github.com/thermogl/TISpringLoadedViews,

这个比较复杂,我写了个简化版的:

https://www.dropbox.com/s/sv3yhm8dovh0adq/SpringDemo.zip

- (void)simulateSpringWithDisplayLink:(CADisplayLink *)displayLink {

    

    if (springEnabled && !self.panning){

        CGPoint displacement = CGPointMake(self.center.x - restCenter.x,

                                           self.center.y - restCenter.y);

        //控件收到的力

        CGPoint kx = CGPointMake(springConstant * displacement.x, springConstant * displacement.y);

        //控件受到的阻力

        CGPoint bv = CGPointMake(dampingCoefficient    * velocity.x, dampingCoefficient * velocity.y);

        //加速度

        CGPoint acceleration = CGPointMake((kx.x + bv.x) / mass, (kx.y + bv.y) / mass);

        

        velocity.x -= (acceleration.x * displayLink.duration);

        velocity.y -= (acceleration.y * displayLink.duration);

        

        //设置控件新位置

        CGPoint newCenter = self.center;

        newCenter.x += (velocity.x * displayLink.duration);

        newCenter.y += (velocity.y * displayLink.duration);

        [self setCenter:newCenter];

    }

}

这个方法由CADisplayLink负责调用,每秒钟默认60次。要看懂这段代码,首先你要了解弹簧的原理,比如拉起弹簧收到的力怎么计算,往回弹收到的阻力怎么计算。

 

下面是手势操作的代码,也就是拖动时触发的方法:

- (void)viewWasPanned:(UIPanGestureRecognizer *)sender {

    

    CGPoint translation = CGPointApplyAffineTransform([sender translationInView:self.superview], CGAffineTransformMakeScale(panDragCoefficient, panDragCoefficient));

    CGPoint translatedCenter = CGPointMake(self.center.x + translation.x, self.center.y + translation.y);

    

    if (translation.x > 0 && (translatedCenter.x - restCenter.x) > panDistanceLimits.right){

        translation.x -= (translatedCenter.x - restCenter.x) - panDistanceLimits.right;

    }

    else if (translation.x < 0 && (restCenter.x - translatedCenter.x) > panDistanceLimits.left){

        translation.x += (restCenter.x - translatedCenter.x) - panDistanceLimits.left;

    }

    

    if (translation.y > 0 && (translatedCenter.y - restCenter.y) > panDistanceLimits.bottom){

        translation.y -= (translatedCenter.y - restCenter.y) - panDistanceLimits.bottom;

    }

    else if (translation.y < 0 && (restCenter.y - translatedCenter.y) > panDistanceLimits.top){

        translation.y += (restCenter.y - translatedCenter.y) - panDistanceLimits.top;

    }

    

    [self setCenter:CGPointMake(self.center.x + translation.x, self.center.y + translation.y)];

    [sender setTranslation:CGPointZero inView:self.superview];

}

 

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