iOS-UIDynamic物理仿真-推力-UIPushBehavior

推力-UIPushBehavior

这里写图片描述
动画效果的实现要结合之前写到的重力、碰撞行为

- (void)viewDidLoad {
    [super viewDidLoad];
    // Do any additional setup after loading the view, typically from a nib.

    UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidTapGesture:)];

    [self.view addGestureRecognizer:tapGesture];

}
- (void)viewDidTapGesture:(UITapGestureRecognizer *)tapGesture {

    CGPoint currentTapPoint = [tapGesture locationInView:self.view];

    //创建物理仿真器
    self.animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];

    //创建物理仿真行为
    UIGravityBehavior *gravity = [[UIGravityBehavior alloc] initWithItems:@[self.testView]];

    //设置重力仿真的属性(参数)
    gravity.gravityDirection = CGVectorMake(0, 1);
    gravity.magnitude = 1;

    //创建碰撞仿真
    UICollisionBehavior *collision = [[UICollisionBehavior alloc] initWithItems:@[self.testView]];

    //设置碰撞仿真属性
    collision.translatesReferenceBoundsIntoBoundary = YES;
    collision.collisionMode = UICollisionBehaviorModeEverything;
    collision.collisionDelegate = self;

    UIDynamicItemBehavior *itemBehavior = [[UIDynamicItemBehavior alloc] initWithItems:@[self.testView]];

    //    CGFloat elasticity; // Usually between 0 (inelastic) and 1 (collide elastically)
    //    CGFloat friction; // 0 being no friction between objects slide along each other
    //    CGFloat density; // 1 by default
    //    CGFloat resistance; // 0: no velocity damping
    //    CGFloat angularResistance; // 0: no angular velocity damping

    itemBehavior.elasticity = 0.8;
    itemBehavior.friction = 0;
    itemBehavior.density = 1;
    itemBehavior.resistance = 0;
    itemBehavior.angularResistance = 0.2;

    //创建推力仿真行为
    //    UIPushBehaviorModeContinuous,       持续推动
    //    UIPushBehaviorModeInstantaneous     一次推动
    UIPushBehavior *push = [[UIPushBehavior alloc] initWithItems:@[self.testView] mode:UIPushBehaviorModeInstantaneous];

    //设置推动仿真属性
    //    BOOL active;
    //    CGFloat angle;
    //    CGFloat magnitude;
    //    CGVector pushDirection;
    push.active = YES;
    CGFloat x = currentTapPoint.x - self.testView.center.x;
    CGFloat y = currentTapPoint.y - self.testView.center.y;
    push.magnitude = sqrtf(x * x + y * y) * 0.01;
    push.pushDirection = CGVectorMake(x,y);


    //添加仿真行为
    [self.animator addBehavior:gravity];
    [self.animator addBehavior:collision];
    [self.animator addBehavior:itemBehavior];
    [self.animator addBehavior:push];

}

源码物理仿真

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