UIView无限360度旋转动画?
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【中文标题】UIView无限360度旋转动画?【英文标题】:UIView Infinite 360 degree rotation animation? 【发布时间】:2012-04-08 08:25:25 【问题描述】:我正在尝试将UIImageView
旋转 360 度,并查看了一些在线教程。如果没有 UIView
停止或跳到新位置,我无法让它们中的任何一个工作。
我最近尝试的是:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
completion:^(BOOL finished)
NSLog(@"Done!");
];
但如果我使用 2*pi,它根本不会移动(因为它的位置相同)。如果我尝试只做 pi(180 度),它可以工作,但如果我再次调用该方法,它会向后旋转。
编辑:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^
[UIView setAnimationRepeatCount:HUGE_VALF];
[UIView setAnimationBeginsFromCurrentState:YES];
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
completion:^(BOOL finished)
NSLog(@"Done!");
];
也不行。它转到180
度,停顿片刻,然后在重新开始之前重置回0
度。
【问题讨论】:
【参考方案1】:使用直角转弯,并逐渐增加转弯。
void (^block)() = ^
imageToMove.transform = CGAffineTransformRotate(imageToMove.transform, M_PI / 2);
void (^completion)(BOOL) = ^(BOOL finished)
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:block
completion:completion];
completion(YES);
【讨论】:
我对块很陌生,但是这种方法会抛出错误“不兼容的块指针类型将'void(^const__strong()'发送到'void(^)(BOOL)'类型的参数。我试过了将我的问题代码中的旋转方法更改为 imageToMove.transform = CGAffineTransformRotate(imageToMove.transform, M_PI / 2); 您使用了,并且动画仍然有轻微的延迟,并在下一回合之前重置。【参考方案2】:找到了一个非常适合我的方法(我对其进行了一些修改):iphone UIImageView rotation
#import <QuartzCore/QuartzCore.h>
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations:(CGFloat)rotations repeat:(float)repeat
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 /* full rotation*/ * rotations * duration ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat ? HUGE_VALF : 0;
[view.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];
【讨论】:
#import感谢 Richard J. Ross III 的想法,但我发现他的代码并不是我所需要的。我相信options
的默认值是给你UIViewAnimationOptionCurveEaseInOut
,这在连续动画中看起来不正确。另外,我添加了一个检查,以便在需要时可以在偶数四分之一转时停止动画(不是无限,而是无限期持续时间),并进行加速斜坡在前 90 度期间向上,在最后 90 度期间减速(请求停止后):
// an ivar for your class:
BOOL animating;
- (void)spinWithOptions:(UIViewAnimationOptions)options
// this spin completes 360 degrees every 2 seconds
[UIView animateWithDuration:0.5
delay:0
options:options
animations:^
self.imageToMove.transform = CGAffineTransformRotate(imageToMove.transform, M_PI / 2);
completion:^(BOOL finished)
if (finished)
if (animating)
// if flag still set, keep spinning with constant speed
[self spinWithOptions: UIViewAnimationOptionCurveLinear];
else if (options != UIViewAnimationOptionCurveEaseOut)
// one last spin, with deceleration
[self spinWithOptions: UIViewAnimationOptionCurveEaseOut];
];
- (void)startSpin
if (!animating)
animating = YES;
[self spinWithOptions: UIViewAnimationOptionCurveEaseIn];
- (void)stopSpin
// set the flag to stop spinning after one last 90 degree increment
animating = NO;
更新
我添加了处理请求以再次开始旋转 (startSpin
) 的功能,而前一次旋转正在结束(完成)。示例项目here on Github.
【讨论】:
使用这个,我注意到动画在每个 PI/2 角度(90 度)处有一个短暂的停顿,并且 CPU 使用率比使用 CABasicAnimation 选择的答案略有增加。 CABasicAnimation 方法产生完美流畅的动画。 @Dilip,将M_PI / 2
替换为- (M_PI / 2)
。 (向右滚动代码以查看每一行的末尾)
@Dilip,我不知道您在代码中使用的持续时间。和我一样,每 90 度的 0.5
秒?如果是这样,我的代码不会让您停在 90 度旋转的 分数 处。它允许您在整个 90 度间隔处停止,但会增加一个额外的 90 度旋转,“缓和”。因此,在上面的代码中,如果您在 0.35 秒后调用 stopSpin
,它将再旋转 0.65 秒,并在总旋转 180 度时停止。如果您有更详细的问题,您可能应该提出一个新问题。随意链接到这个答案。
你看到了什么,@MohitJethwa?我有一个使用它的应用程序,它在 iOS 8.1 上仍然适用于我。
@Hemang,当然,但这不是这个问题。如果这是你想要做的,我会发布一个新问题。【参考方案4】:
您也可以使用 UIView 和块来制作相同类型的动画。这是一个可以任意角度旋转视图的类扩展方法。
- (void)rotationWithDuration:(NSTimeInterval)duration angle:(CGFloat)angle options:(UIViewAnimationOptions)options
// Repeat a quarter rotation as many times as needed to complete the full rotation
CGFloat sign = angle > 0 ? 1 : -1;
__block NSUInteger numberRepeats = floorf(fabsf(angle) / M_PI_2);
CGFloat quarterDuration = duration * M_PI_2 / fabs(angle);
CGFloat lastRotation = angle - sign * numberRepeats * M_PI_2;
CGFloat lastDuration = duration - quarterDuration * numberRepeats;
__block UIViewAnimationOptions startOptions = UIViewAnimationOptionBeginFromCurrentState;
UIViewAnimationOptions endOptions = UIViewAnimationOptionBeginFromCurrentState;
if (options & UIViewAnimationOptionCurveEaseIn || options == UIViewAnimationOptionCurveEaseInOut)
startOptions |= UIViewAnimationOptionCurveEaseIn;
else
startOptions |= UIViewAnimationOptionCurveLinear;
if (options & UIViewAnimationOptionCurveEaseOut || options == UIViewAnimationOptionCurveEaseInOut)
endOptions |= UIViewAnimationOptionCurveEaseOut;
else
endOptions |= UIViewAnimationOptionCurveLinear;
void (^lastRotationBlock)(void) = ^
[UIView animateWithDuration:lastDuration
delay:0
options:endOptions
animations:^
self.transform = CGAffineTransformRotate(self.transform, lastRotation);
completion:^(BOOL finished)
NSLog(@"Animation completed");
];
;
if (numberRepeats)
__block void (^quarterSpinningBlock)(void) = ^
[UIView animateWithDuration:quarterDuration
delay:0
options:startOptions
animations:^
self.transform = CGAffineTransformRotate(self.transform, M_PI_2);
numberRepeats--;
completion:^(BOOL finished)
if (numberRepeats > 0)
startOptions = UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionCurveLinear;
quarterSpinningBlock();
else
lastRotationBlock();
NSLog(@"Animation completed");
];
;
quarterSpinningBlock();
else
lastRotationBlock();
【讨论】:
这种方法(完成时的递归调用)是否适用于快速变化的动画?例如,持续时间约为。 1/30s 这样我就可以实时修改对象的旋转速度,例如对触摸做出反应?【参考方案5】:如果你想做的只是无休止地旋转图像,这很有效,而且非常简单:
NSTimeInterval duration = 10.0f;
CGFloat angle = M_PI / 2.0f;
CGAffineTransform rotateTransform = CGAffineTransformRotate(imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionRepeat| UIViewAnimationOptionCurveLinear animations:^
imageView.transform = rotateTransform;
completion:nil];
根据我的经验,这可以完美运行,但请确保您的图像能够围绕其中心旋转而没有任何偏移,否则图像动画会在绕到 PI 后“跳跃”。
要改变旋转的方向,改变angle
(angle *= -1
) 的符号。
更新 @AlexPretzlav 的评论让我重新审视了这一点,我意识到当我写这篇文章时,我正在旋转的图像沿垂直轴和水平轴镜像,这意味着图像确实只是在旋转90 度,然后重置,尽管它看起来就像它一直在继续旋转。
所以,如果您的图像和我的一样,这会很好用,但是,如果图像不对称,您会注意到 90 度后“快速”回到原来的方向。
要旋转非对称图像,最好使用接受的答案。
如下所示,其中一种不太优雅的解决方案会真正旋转图像,但在重新启动动画时可能会出现明显的卡顿:
- (void)spin
NSTimeInterval duration = 0.5f;
CGFloat angle = M_PI_2;
CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^
self.imageView.transform = rotateTransform;
completion:^(BOOL finished)
[self spin];
];
您也可以像 @richard-j-ross-iii 建议的那样仅使用块来执行此操作,但是由于块正在捕获自身,因此您会收到保留循环警告:
__block void(^spin)() = ^
NSTimeInterval duration = 0.5f;
CGFloat angle = M_PI_2;
CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^
self.imageView.transform = rotateTransform;
completion:^(BOOL finished)
spin();
];
;
spin();
【讨论】:
这对我来说只旋转了 1/4 圈。 @AlexPretzlav 确保您在动画中设置了UIViewAnimationOptionRepeat
options
。
我做了,它旋转了 45°,然后通过跳回 0° 并再次旋转 45° 循环
用关于为什么这个“有效”的新信息更新了我的答案【参考方案6】:
上面 Nate 的回答非常适合停止和启动动画,并提供更好的控制。我很好奇为什么你的不工作而他的工作。我想在这里分享我的发现和一个更简单的代码版本,它可以连续动画 UIView 而不会停止。
这是我使用的代码,
- (void)rotateImageView
[UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionCurveLinear animations:^
[self.imageView setTransform:CGAffineTransformRotate(self.imageView.transform, M_PI_2)];
completion:^(BOOL finished)
if (finished)
[self rotateImageView];
];
我使用“CGAffineTransformRotate”而不是“CGAffineTransformMakeRotation”,因为前者返回的结果会随着动画的进行而保存。这将防止在动画期间跳转或重置视图。
另一件事是不要使用'UIViewAnimationOptionRepeat',因为在动画开始重复之前,它会重置变换,使视图跳回其原始位置。不是重复,而是递归,以便变换永远不会重置为原始值,因为动画块实际上永远不会结束。
最后一件事是,您必须以 90 度 (M_PI / 2) 的步长转换视图,而不是 360 或 180 度(2*M_PI 或 M_PI)。因为变换是作为正弦值和余弦值的矩阵乘法发生的。
t' = [ cos(angle) sin(angle) -sin(angle) cos(angle) 0 0 ] * t
因此,假设您使用 180 度变换,则 180 的余弦会产生 -1,每次都使视图变换方向相反(如果您将变换的弧度值更改为 M_PI,Note-Nate 的回答也会出现此问题)。 360 度变换只是要求视图保持在原来的位置,因此您根本看不到任何旋转。
【讨论】:
我的回答(以及由此得出的 Richard 的回答)的重点是使用 90 度 步长,以避免切换方向。 如果您确实想停止旋转,90 度的效果也相对较好,因为许多图像具有 180 度或 90 度对称性。 是的,我只是想解释一下为什么要使用它:) @nik 但是在那里设置断点后,我看到不会有堆栈溢出,因为系统调用了完成块,那时rotateImageView
已经完成。所以从这个意义上说,它并不是真正的递归。
对于具有所需功能的小版本代码的好答案 +1。
我非常感谢为什么不使用 UIViewAnimationOptionRepeat 的解释。【参考方案7】:
我在repository 中找到了不错的代码,
这是其中的代码,我根据我对速度的需要做了一些小改动:)
UIImageView+Rotate.h
#import <Foundation/Foundation.h>
@interface UIImageView (Rotate)
- (void)rotate360WithDuration:(CGFloat)duration repeatCount:(float)repeatCount;
- (void)pauseAnimations;
- (void)resumeAnimations;
- (void)stopAllAnimations;
@end
UIImageView+Rotate.m
#import <QuartzCore/QuartzCore.h>
#import "UIImageView+Rotate.h"
@implementation UIImageView (Rotate)
- (void)rotate360WithDuration:(CGFloat)duration repeatCount:(float)repeatCount
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
//fullRotation.toValue = [NSNumber numberWithFloat:(2*M_PI)];
fullRotation.toValue = [NSNumber numberWithFloat:-(2*M_PI)]; // added this minus sign as i want to rotate it to anticlockwise
fullRotation.duration = duration;
fullRotation.speed = 2.0f; // Changed rotation speed
if (repeatCount == 0)
fullRotation.repeatCount = MAXFLOAT;
else
fullRotation.repeatCount = repeatCount;
[self.layer addAnimation:fullRotation forKey:@"360"];
//Not using this methods :)
- (void)stopAllAnimations
[self.layer removeAllAnimations];
;
- (void)pauseAnimations
[self pauseLayer:self.layer];
- (void)resumeAnimations
[self resumeLayer:self.layer];
- (void)pauseLayer:(CALayer *)layer
CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
layer.speed = 0.0;
layer.timeOffset = pausedTime;
- (void)resumeLayer:(CALayer *)layer
CFTimeInterval pausedTime = [layer timeOffset];
layer.speed = 1.0;
layer.timeOffset = 0.0;
layer.beginTime = 0.0;
CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
layer.beginTime = timeSincePause;
@end
【讨论】:
@BreadicalMD,数学就像编程,你可以用多种方式做同样的事情。这并不意味着只有一种方法是正确的,而另一种则不是。是的,每种方式都有一些优点和缺点,但这并不意味着你可以质疑某人的编程方法,你可以建议这种方法的缺点和你的方法的优点。这条评论真的很冒犯,你不应该添加这样的评论。 很抱歉冒犯了 Dilip,但写 2*M_PI 客观上比 ((360 * M_PI)/180) 更清楚,写后者表明对主题缺乏了解手。 @BreadicalMD 不用担心,但这是个好建议,我已经更新了我的代码。谢谢。【参考方案8】:这就是我向正确方向旋转 360 度的方式。
[UIView animateWithDuration:1.0f delay:0.0f options:UIViewAnimationOptionRepeat|UIViewAnimationOptionCurveLinear
animations:^
[imageIndView setTransform:CGAffineTransformRotate([imageIndView transform], M_PI-0.00001f)];
completion:nil];
【讨论】:
【参考方案9】:在 Swift 中,您可以使用以下代码进行无限旋转:
斯威夫特 4
extension UIView
private static let kRotationAnimationKey = "rotationanimationkey"
func rotate(duration: Double = 1)
if layer.animation(forKey: UIView.kRotationAnimationKey) == nil
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Float.pi * 2.0
rotationAnimation.duration = duration
rotationAnimation.repeatCount = Float.infinity
layer.add(rotationAnimation, forKey: UIView.kRotationAnimationKey)
func stopRotating()
if layer.animation(forKey: UIView.kRotationAnimationKey) != nil
layer.removeAnimation(forKey: UIView.kRotationAnimationKey)
斯威夫特 3
let kRotationAnimationKey = "com.myapplication.rotationanimationkey" // Any key
func rotateView(view: UIView, duration: Double = 1)
if view.layer.animationForKey(kRotationAnimationKey) == nil
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Float(M_PI * 2.0)
rotationAnimation.duration = duration
rotationAnimation.repeatCount = Float.infinity
view.layer.addAnimation(rotationAnimation, forKey: kRotationAnimationKey)
停止就像:
func stopRotatingView(view: UIView)
if view.layer.animationForKey(kRotationAnimationKey) != nil
view.layer.removeAnimationForKey(kRotationAnimationKey)
【讨论】:
什么是 kRotationAnimationKey? 它是一个常量字符串键,可以帮助您识别和搜索动画。它可以是您想要的任何字符串。在删除过程中,可以看到该动画被搜索到,然后被该键删除。 是字符串还是特定的东西? 对不起,回答晚了,但是可以,它可以是任何字符串。 // 答案中的任意键【参考方案10】:我开发了一个闪亮的动画框架,可以节省你的时间! 使用它可以很容易地创建这个动画:
private var endlessRotater: EndlessAnimator!
override func viewDidAppear(animated: Bool)
super.viewDidAppear(animated)
let rotationAnimation = AdditiveRotateAnimator(M_PI).to(targetView).duration(2.0).baseAnimation(.CurveLinear)
endlessRotater = EndlessAnimator(rotationAnimation)
endlessRotater.animate()
要停止此动画,只需将nil
设置为endlessRotater
。
有兴趣的可以看看:https://github.com/hip4yes/Animatics
【讨论】:
【参考方案11】:如果有人想要 nates 的解决方案,但要快速,那么这里有一个粗略的 swift 翻译:
class SomeClass: UIViewController
var animating : Bool = false
@IBOutlet weak var activityIndicatorImage: UIImageView!
func startSpinning()
if(!animating)
animating = true;
spinWithOptions(UIViewAnimationOptions.CurveEaseIn);
func stopSpinning()
animating = false
func spinWithOptions(options: UIViewAnimationOptions)
UIView.animateWithDuration(0.5, delay: 0.0, options: options, animations: () -> Void in
let val : CGFloat = CGFloat((M_PI / Double(2.0)));
self.activityIndicatorImage.transform = CGAffineTransformRotate(self.activityIndicatorImage.transform,val)
) (finished: Bool) -> Void in
if(finished)
if(self.animating)
self.spinWithOptions(UIViewAnimationOptions.CurveLinear)
else if (options != UIViewAnimationOptions.CurveEaseOut)
self.spinWithOptions(UIViewAnimationOptions.CurveEaseOut)
override func viewDidLoad()
startSpinning()
【讨论】:
【参考方案12】:我对已检查解决方案中的 Swift 扩展的贡献:
Swift 4.0
extension UIView
func rotate()
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.toValue = NSNumber(value: Double.pi * 2)
rotation.duration = 1
rotation.isCumulative = true
rotation.repeatCount = Float.greatestFiniteMagnitude
self.layer.add(rotation, forKey: "rotationAnimation")
已弃用:
extension UIView
func rotate()
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.toValue = NSNumber(double: M_PI * 2)
rotation.duration = 1
rotation.cumulative = true
rotation.repeatCount = FLT_MAX
self.layer.addAnimation(rotation, forKey: "rotationAnimation")
【讨论】:
重复次数可以使用.infinity
。【参考方案13】:
@ram 的answer 真的很有帮助。这是答案的 Swift 版本。
斯威夫特 2
private func rotateImageView()
UIView.animateWithDuration(1, delay: 0, options: UIViewAnimationOptions.CurveLinear, animations: () -> Void in
self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, CGFloat(M_PI_2))
) (finished) -> Void in
if finished
self.rotateImageView()
斯威夫特 3,4,5
private func rotateImageView()
UIView.animate(withDuration: 1, delay: 0, options: UIView.AnimationOptions.curveLinear, animations: () -> Void in
self.imageView.transform = self.imageView.transform.rotated(by: .pi / 2)
) (finished) -> Void in
if finished
self.rotateImageView()
【讨论】:
如何停止旋转? 你放个flag怎么样?所以,也许你有一个停止动画的函数:var stop = false
private func stopRotation() stop = true
然后,在if finished ...
内部:if finished if stop return self.rotateImageView()
谢谢,我也是这么做的。感谢您的回复。【参考方案14】:
斯威夫特:
func runSpinAnimationOnView(view:UIView , duration:Float, rotations:Double, repeatt:Float ) ->()
let rotationAnimation=CABasicAnimation();
rotationAnimation.keyPath="transform.rotation.z"
let toValue = M_PI * 2.0 * rotations ;
// passing it a float
let someInterval = CFTimeInterval(duration)
rotationAnimation.toValue=toValue;
rotationAnimation.duration=someInterval;
rotationAnimation.cumulative=true;
rotationAnimation.repeatCount=repeatt;
view.layer.addAnimation(rotationAnimation, forKey: "rotationAnimation")
【讨论】:
【参考方案15】:这对我有用:
[UIView animateWithDuration:1.0
animations:^
self.imageView.transform = CGAffineTransformMakeRotation(M_PI);
self.imageView.transform = CGAffineTransformMakeRotation(0);
];
【讨论】:
它不会无限次发生!【参考方案16】:这是我作为 UIView 扩展的快速解决方案。它可以被认为是对任何 UIImageView 上的 UIActivityIndicator 行为的模拟。
import UIKit
extension UIView
/**
Starts rotating the view around Z axis.
@param duration Duration of one full 360 degrees rotation. One second is default.
@param repeatCount How many times the spin should be done. If not provided, the view will spin forever.
@param clockwise Direction of the rotation. Default is clockwise (true).
*/
func startZRotation(duration duration: CFTimeInterval = 1, repeatCount: Float = Float.infinity, clockwise: Bool = true)
if self.layer.animationForKey("transform.rotation.z") != nil
return
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
let direction = clockwise ? 1.0 : -1.0
animation.toValue = NSNumber(double: M_PI * 2 * direction)
animation.duration = duration
animation.cumulative = true
animation.repeatCount = repeatCount
self.layer.addAnimation(animation, forKey:"transform.rotation.z")
/// Stop rotating the view around Z axis.
func stopZRotation()
self.layer.removeAnimationForKey("transform.rotation.z")
【讨论】:
【参考方案17】:创建动画
- (CABasicAnimation *)spinAnimationWithDuration:(CGFloat)duration clockwise:(BOOL)clockwise repeat:(BOOL)repeats
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
anim.toValue = clockwise ? @(M_PI * 2.0) : @(M_PI * -2.0);
anim.duration = duration;
anim.cumulative = YES;
anim.repeatCount = repeats ? CGFLOAT_MAX : 0;
return anim;
将它添加到这样的视图中
CABasicAnimation *animation = [self spinAnimationWithDuration:1.0 clockwise:YES repeat:YES];
[self.spinningView.layer addAnimation:animation forKey:@"rotationAnimation"];
这个答案有何不同?如果您的大多数函数返回对象而不是在这里和那里操作一些对象,那么您将拥有更清晰的代码。
【讨论】:
【参考方案18】:对于 xamarin ios:
public static void RotateAnimation (this UIView view, float duration=1, float rotations=1, float repeat=int.MaxValue)
var rotationAnimation = CABasicAnimation.FromKeyPath ("transform.rotation.z");
rotationAnimation.To = new NSNumber (Math.PI * 2.0 /* full rotation*/ * 1 * 1);
rotationAnimation.Duration = 1;
rotationAnimation.Cumulative = true;
rotationAnimation.RepeatCount = int.MaxValue;
rotationAnimation.RemovedOnCompletion = false;
view.Layer.AddAnimation (rotationAnimation, "rotationAnimation");
【讨论】:
【参考方案19】:斯威夫特 3:
var rotationAnimation = CABasicAnimation()
rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.toValue = NSNumber(value: (M_PI * 2.0))
rotationAnimation.duration = 2.0
rotationAnimation.isCumulative = true
rotationAnimation.repeatCount = 10.0
view.layer.add(rotationAnimation, forKey: "rotationAnimation")
【讨论】:
【参考方案20】:Swift3 版本:
extension UIView
func startRotate()
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.fromValue = 0
rotation.toValue = NSNumber(value: M_PI * 2)
rotation.duration = 2
rotation.isCumulative = true
rotation.repeatCount = FLT_MAX
self.layer.add(rotation, forKey: "rotationAnimation")
func stopRotate()
self.layer.removeAnimation(forKey: "rotationAnimation")
记得在viewWillAppear
中调用startRotate
而不是在viewDidLoad
中。
【讨论】:
【参考方案21】:let val = CGFloat(M_PI_2)
UIView.animate(withDuration: 1, delay: 0, options: [.repeat, .curveLinear], animations:
self.viewToRotate.transform = self.viewToRotate.transform.rotated(by: val)
)
【讨论】:
【参考方案22】:使用 UIView 执行 360 度动画有以下不同的方式。
使用 CABasicAnimation
var rotationAnimation = CABasicAnimation()
rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.toValue = NSNumber(value: (Double.pi))
rotationAnimation.duration = 1.0
rotationAnimation.isCumulative = true
rotationAnimation.repeatCount = 100.0
view.layer.add(rotationAnimation, forKey: "rotationAnimation")
这是处理开始和停止旋转操作的 UIView 的扩展函数:
extension UIView
// Start rotation
func startRotation()
let rotation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.fromValue = 0
rotation.toValue = NSNumber(value: Double.pi)
rotation.duration = 1.0
rotation.isCumulative = true
rotation.repeatCount = FLT_MAX
self.layer.add(rotation, forKey: "rotationAnimation")
// Stop rotation
func stopRotation()
self.layer.removeAnimation(forKey: "rotationAnimation")
现在使用 UIView.animation 闭包:
UIView.animate(withDuration: 0.5, animations:
view.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi))
) (isAnimationComplete) in
// Animation completed
【讨论】:
【参考方案23】:我认为你最好添加一个UIVIew
类别:
#import <QuartzCore/QuartzCore.h>
#import "UIView+Rotate.h"
实现 UIView(旋转)
(void)remrotate360WithDuration:(CGFloat)duration repeatCount: (float)repeatCount
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
fullRotation.toValue = [NSNumber numberWithFloat:(2*M_PI)];
// fullRotation.toValue = [NSNumber numberWithFloat:-(2*M_PI)]; // added this minus sign as i want to rotate it to anticlockwise
fullRotation.duration = duration;
fullRotation.speed = 2.0f; // Changed rotation speed
if (repeatCount == 0)
fullRotation.repeatCount = MAXFLOAT;
else
fullRotation.repeatCount = repeatCount;
[self.layer addAnimation:fullRotation forKey:@"360"];
不使用这种方法:)
(void)remstopAllAnimations
[self.layer removeAllAnimations];
;
(void)rempauseAnimations
[self rempauseLayer:self.layer];
(void)remresumeAnimations
[self remresumeLayer:self.layer];
(void)rempauseLayer:(CALayer *)layer
CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
layer.speed = 0.0;
layer.timeOffset = pausedTime;
(void)remresumeLayer:(CALayer *)layer
CFTimeInterval pausedTime = [layer timeOffset];
layer.speed = 1.0;
layer.timeOffset = 0.0;
layer.beginTime = 0.0;
CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
layer.beginTime = timeSincePause;
【讨论】:
干得好。我只想评论 UIImageView 类别。还是谢谢大家。【参考方案24】:斯威夫特 4,
func rotateImage(image: UIImageView)
UIView.animate(withDuration: 1, animations:
image.transform = CGAffineTransform(rotationAngle: CGFloat.pi)
image.transform = CGAffineTransform.identity
) (completed) in
self.rotateImage()
Ref
【讨论】:
【参考方案25】:Swift 4.0
func rotateImageView()
UIView.animate(withDuration: 0.3, delay: 0, options: .curveLinear, animations: () -> Void in
self.imageView.transform = self.imageView.transform.rotated(by: .pi / 2)
, completion: (_ finished: Bool) -> Void in
if finished
rotateImageView()
)
【讨论】:
【参考方案26】:David Rysanek 的绝妙答案已更新至 Swift 4:
import UIKit
extension UIView
func startRotating(duration: CFTimeInterval = 3, repeatCount: Float = Float.infinity, clockwise: Bool = true)
if self.layer.animation(forKey: "transform.rotation.z") != nil
return
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
let direction = clockwise ? 1.0 : -1.0
animation.toValue = NSNumber(value: .pi * 2 * direction)
animation.duration = duration
animation.isCumulative = true
animation.repeatCount = repeatCount
self.layer.add(animation, forKey:"transform.rotation.z")
func stopRotating()
self.layer.removeAnimation(forKey: "transform.rotation.z")
【讨论】:
对我来说效果很好(在 UIButton 上)。谢谢! 我喜欢你的简单【参考方案27】:使用关键帧动画的 Swift 5 UIView 扩展
这种方式让我们可以直接使用 UIView.AnimationOptions.repeat
public extension UIView
func animateRotation(duration: TimeInterval, repeat: Bool, completion: ((Bool) -> ())?)
var options = UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.curveLinear.rawValue)
if `repeat`
options.insert(.repeat)
UIView.animateKeyframes(withDuration: duration, delay: 0, options: options, animations:
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.25, animations:
self.transform = CGAffineTransform(rotationAngle: CGFloat.pi/2)
)
UIView.addKeyframe(withRelativeStartTime: 0.25, relativeDuration: 0.25, animations:
self.transform = CGAffineTransform(rotationAngle: CGFloat.pi)
)
UIView.addKeyframe(withRelativeStartTime: 0.5, relativeDuration: 0.25, animations:
self.transform = CGAffineTransform(rotationAngle: 3*CGFloat.pi/2)
)
UIView.addKeyframe(withRelativeStartTime: 0.75, relativeDuration: 0.25, animations:
self.transform = CGAffineTransform(rotationAngle: 2*CGFloat.pi)
)
, completion: completion)
【讨论】:
我喜欢你的,也很干净以上是关于UIView无限360度旋转动画?的主要内容,如果未能解决你的问题,请参考以下文章
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