固体对象
“固态的3D对象(实际上是一个技术上所谓的空洞对象,但它以固态呈现)”
效果图
实现
- (void)viewDidLoad {
[super viewDidLoad];
CATransform3D perspective = CATransform3DIdentity;
perspective.m34 = -1.0 / 500.0;
//以相机角度查看
perspective = CATransform3DRotate(perspective, -M_PI_4, 1, 0, 0);
perspective = CATransform3DRotate(perspective, -M_PI_4, 0, 1, 0);
self.containerView.layer.sublayerTransform = perspective;
//add cube face 1
CATransform3D transform = CATransform3DMakeTranslation(0, 0, 50);
[self addFace:0 withTransform:transform];
//add cube face 2
transform = CATransform3DMakeTranslation(50, 0, 0);
transform = CATransform3DRotate(transform, M_PI_2, 0, 1, 0);
[self addFace:1 withTransform:transform];
//add cube face 3
transform = CATransform3DMakeTranslation(0, -50, 0);
transform = CATransform3DRotate(transform, M_PI_2, 1, 0, 0);
[self addFace:2 withTransform:transform];
//add cube face 4
transform = CATransform3DMakeTranslation(0, 50, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 1, 0, 0);
[self addFace:3 withTransform:transform];
//add cube face 5
transform = CATransform3DMakeTranslation(-50, 0, 0);
transform = CATransform3DRotate(transform, -M_PI_2, 0, 1, 0);
[self addFace:4 withTransform:transform];
//add cube face 6
transform = CATransform3DMakeTranslation(0, 0, -50);
transform = CATransform3DRotate(transform, M_PI, 0, 1, 0);
[self addFace:5 withTransform:transform];
// Do any additional setup after loading the view.
}
- (void)addFace:(NSInteger)index withTransform:(CATransform3D)transform
{
//get the face view and add it to the container
UIView *face = self.faces[index];
[self.containerView addSubview:face];
//center the face view within the container
CGSize containerSize = self.containerView.bounds.size;
face.center = CGPointMake(containerSize.width / 2.0, containerSize.height / 2.0);
// apply the transform
face.layer.transform = transform;
}
光亮和阴影
- (void)applyLightingToFace:(CALayer *)face
{
//add lighting layer
CALayer *layer = [CALayer layer];
layer.frame = face.bounds;
[face addSublayer:layer];
//convert the face transform to matrix
//(GLKMatrix4 has the same structure as CATransform3D)
//译者注:GLKMatrix4和CATransform3D内存结构一致,但坐标类型有长度区别,所以理论上应该做一次float到CGFloat的转换,感谢[@zihuyishi](https://github.com/zihuyishi)同学~
CATransform3D transform = face.transform;
GLKMatrix4 matrix4 = *(GLKMatrix4 *)&transform;
GLKMatrix3 matrix3 = GLKMatrix4GetMatrix3(matrix4);
//get face normal
GLKVector3 normal = GLKVector3Make(0, 0, 1);
normal = GLKMatrix3MultiplyVector3(matrix3, normal);
normal = GLKVector3Normalize(normal);
//get dot product with light direction
GLKVector3 light = GLKVector3Normalize(GLKVector3Make(LIGHT_DIRECTION));
float dotProduct = GLKVector3DotProduct(light, normal);
//set lighting layer opacity
CGFloat shadow = 1 + dotProduct - AMBIENT_LIGHT;
UIColor *color = [UIColor colorWithWhite:0 alpha:shadow];
layer.backgroundColor = color.CGColor;
}
上述代码未实行效果图 GLKit
框架有待学习
点击事件
将上面添加视图代码,视图3放在最后添加,避免其他视图覆盖上面,影响事件的传递,或者将上面的视图的
userInteractionEnabled
设置为NO