ios 添加浮动效果_IOS 实现3D 浮动效果动画

涉及到的技术点

catransform3drotate

转换坐标系

整体视图的层级结构

tvoscardview

cardimageview

cardparallaxview

转换坐标系的代码

cgfloat xfactor = min(1, max(-1, (touchpoint.x - (self.bounds.size.width / 2)) / (self.bounds.size.width / 2)));

cgfloat yfactor = min(1, max(-1, (touchpoint.y - (self.bounds.size.height / 2)) / (self.bounds.size.height / 2)));

cardimageview.layer.transform = [self transformwithm34:1.0 / -500 xf:xfactor yf:yfactor];

cardparallaxview.layer.transform = [self transformwithm34:1.0 / -250 xf:xfactor yf:yfactor];

cgfloat zfactor = 180 * atan(yfactor / xfactor) / m_pi + 90;

tvoscardanimation动画的运行结果

文/joycezhao(简书作者)

原文链接:http://www.jianshu.com/p/42770b5cee0d

著作权归作者所有,转载请联系作者获得授权,并标注“简书作者”。

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import UIKit import QuartzCore import SceneKit class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() // create a new scene let scene = SCNScene(named: "art.scnassets/ship.scn")! // create and add a camera to the scene let cameraNode = SCNNode() cameraNode.camera = SCNCamera() scene.rootNode.addChildNode(cameraNode) // place the camera cameraNode.position = SCNVector3(x: 0, y: 0, z: 15) // create and add a light to the scene let lightNode = SCNNode() lightNode.light = SCNLight() lightNode.light!.type = SCNLightTypeOmni lightNode.position = SCNVector3(x: 0, y: 10, z: 10) scene.rootNode.addChildNode(lightNode) // create and add an ambient light to the scene let ambientLightNode = SCNNode() ambientLightNode.light = SCNLight() ambientLightNode.light!.type = SCNLightTypeAmbient ambientLightNode.light!.color = UIColor.darkGrayColor() scene.rootNode.addChildNode(ambientLightNode) // retrieve the ship node let ship = scene.rootNode.childNodeWithName("ship", recursively: true)! // animate the 3d object ship.runAction(SCNAction.repeatActionForever(SCNAction.rotateByX(0, y: 2, z: 0, duration: 1))) // retrieve the SCNView let scnView = self.view as! SCNView // set the scene to the view scnView.scene = scene // allows the user to manipulate the camera scnView.allowsCameraControl = true // show statistics such as fps and timing information scnView.showsStatistics = true // configure the view scnView.backgroundColor = UIColor.blackColor() // add a tap gesture recognizer let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:") scnView.addGestureRecognizer(tapGesture) } func handleTap(gestureRecognize: UIGestureRecognizer) { // retrieve the SCNView let scnView = self.view as! SCNView // check what nodes are tapped let p = gestureRecognize.locationInView(scnView) let hitResults = scnView.hitTest(p, options: nil) // check that we clicked on at least one object if hitResults.count > 0 { // retrieved the first clicked object let result: AnyObject! = hitResults[0] // get its material let material = result.node!.geometry!.firstMaterial! // highlight it SCNTransaction.begin() SCNTransaction.setAnimationDuration(0.5) // on completion - unhighlight SCNTransaction.setCompletionBlock { SCNTransaction.begin() SCNTransaction.setAnimationDuration(0.5) material.emission.contents = UIColor.blackColor() SCNTransaction.commit() } material.emission.contents = UIColor.redColor() SCNTransaction.commit() } } override func shouldAutorotate() -> Bool { return true } override func prefersStatusBarHidden() -> Bool { return true } override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask { if UIDevice.currentDevice().userInterfaceIdiom == .Phone { return .AllButUpsideDown } else { return .All } } override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() // Release any cached data, images, etc that aren't in use. } }
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