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。

我怎样才能做到这一点?

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 添加 QuartzCore.framework Project->Build Phases->Link Binaries 这是适用于 ios 3.0 及更低版本的正确代码,但对于新程序员和新项目,Apple 现在在 Docs 中警告用户远离这些方法,@Nate 代码使用 Apple 现在更喜欢的基于块的动画 @cvsguimaraes 来自文档:“确定属性的值是否是上一个重复周期结束时的值,加上当前重复周期的值。” 这可能会帮助一些人,[view.layer removeAllAnimations]; 在需要时停止动画。【参考方案3】:

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 = falseprivate 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 UIActivityIndi​​cator 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

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