UIBezierPath+CAShapeLayer實現簡單的動畫
- 首先繪制一個簡單的方形線框:
UIBezierPath *path = [UIBezierPath bezierPath];//1
[path moveToPoint:CGPointMake(100, 100)];//2
//3
[path addLineToPoint:CGPointMake(200, 100)];
[path addLineToPoint:CGPointMake(200, 200)];
[path addLineToPoint:CGPointMake(100.0, 200.0)];
[path addLineToPoint:CGPointMake(100.0, 100.0)];
- 通過該類方法創(chuàng)建了一條空白的貝塞爾曲線。
- path移至起始點
- 繪制4條直線,逆向閉合。
CAShapeLayer
在上述代碼的基礎上,追加以下:
shapeLayer = [CAShapeLayer layer];//1
shapeLayer.path = path.CGPath;//2
//3、 填充顏色
UIColor *fillColor = [UIColor clearColor];
shapeLayer.fillColor = fillColor.CGColor;
// 畫筆顏色
UIColor *strokeColor = [UIColor greenColor];
shapeLayer.strokeColor = strokeColor.CGColor;
//4
shapeLayer.lineWidth = 3.0f;
[self.view.layer addSublayer:shapeLayer];
//5
[self startAnimation];
- 創(chuàng)建一個CAShapeLayer實例;
(CALayer負責這些view的顯示,例如view的大小、形狀、弧度等,在iOS里,UIView必須支持CALayer(而 Mac OS里不是必須))
制定貝塞爾曲線為layer的shap路徑
添加layer到當前視圖的layer之上
動態(tài)繪制layer
- (void)startAnimation {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
animation.duration = 2.0;
animation.repeatCount = 100.0f;
animation.fromValue = @0.0f;//動畫從0開始
animation.toValue = @1.0f;//到1結束
[shapeLayer addAnimation:animation forKey:@"animatePath"];
}
運行效果:

改造
- 生成貝塞爾曲線亦可使用如下方式:
UIBezierPath *path = [UIBezierPath bezierPathWithRect:CGRectMake(100, 100, 200, 200)];
運行效果同上,只是此時以rect生成path,是以像素點為主,而非上面的像素,故方形大小是上面的2倍。
-
繪制一個內切與rect的圓
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(100, 100, 200, 200)];a.gif -
2中的動畫的初始點并不是我們所控制的,故修正版如下:
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(160, 200) radius:50 startAngle:-M_PI / 2.0 endAngle:3 * M_PI/2.0 clockwise:isClockWise];path以中心點,radius半徑,并且start到end繪制圓形。

關于角度,找到一個圖解(鏈接)

-
繪制一個圓角矩形:
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(100, 100, 200, 200) cornerRadius:8.0];

* 繪制一個矩形,并且只在右上、右下角加圓角效果。(其中cornerRadii在x、y上分別作用)
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(100, 100, 200, 200) byRoundingCorners:UIRectCornerTopRight|UIRectCornerBottomRight cornerRadii:CGSizeMake(20, 20)];

---
# 二階貝塞爾曲線等
* 二階貝塞爾曲線
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(100, 100)];
[path addQuadCurveToPoint:CGPointMake(200, 100) controlPoint:CGPointMake(160, 0)];
初始點、終點和控制點構成一個弧形。效果如下:

* 三階貝塞爾曲線
//貝塞爾控制點生成 http://www.j--d.com/bezier
[path moveToPoint:CGPointMake(9, 198)];
[path addCurveToPoint:CGPointMake(199,104) controlPoint1:CGPointMake(71, 91) controlPoint2:CGPointMake(109,197)];
兩個控制點,效果如下:

---
# 動畫控制
貝塞爾曲線繪制時可以通過`strokeStart`和`strokeEnd`來確定曲線的長短。
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(160, 200) radius:50 startAngle:-M_PI / 2.0 endAngle:3 * M_PI/2.0 clockwise:YES];
shapeLayer = [CAShapeLayer layer];
shapeLayer.path = path.CGPath;
// 填充顏色
UIColor *fillColor = [UIColor clearColor];
shapeLayer.fillColor = fillColor.CGColor;
// 畫筆顏色
UIColor *strokeColor = [UIColor greenColor];
shapeLayer.strokeColor = strokeColor.CGColor;
shapeLayer.lineWidth = 3.0f;
[self.view.layer addSublayer:shapeLayer];
shapeLayer.strokeStart = .0f;
shapeLayer.strokeEnd = .0f;
刷新timer
self.timer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(updateStroke) userInfo:nil repeats:YES];
-
(void)updateStroke
{
NSNumber *startNumber=[NSNumber numberWithFloat:shapeLayer.strokeStart];
CGFloat startValue=[startNumber floatValue];
NSNumber *endNumber=[NSNumber numberWithFloat:shapeLayer.strokeEnd];
CGFloat endValue=[endNumber floatValue];if (startValue==0&&endValue<1) {
shapeLayer.strokeEnd+=0.1;
}
if (endValue==1&&startValue<1) {
shapeLayer.strokeStart+=0.1;
}if (startValue>0&&startValue==endValue) {
shapeLayer.strokeStart=0;
shapeLayer.strokeEnd=0;
}
}
運行結果如下:

---
在drawRect:中繪制實例:
-(void)drawRect:(CGRect)rect{
path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(0,self.frame.size.height)];
[path addCurveToPoint:CGPointMake(self.frame.size.width, 0) controlPoint1:CGPointMake(39, 25) controlPoint2:CGPointMake(174, 199)];
path.lineWidth = 1;
UIColor *fillColor = [UIColor clearColor];
[fillColor set]; [path fill];
UIColor *strokeColor = [UIColor redColor];
[strokeColor set];
[path stroke];
}
---
總結:
* drawRect屬于CoreGraphics框架,占用CPU,故性能消耗大
* CAShapLayer屬于CoreAnimation框架,通過GPU渲染圖形,不消耗內存,性能好。
*
