【问题标题】:How can I customise the Animation of an Angle change in SwiftUI如何在 SwiftUI 中自定义角度变化的动画
【发布时间】:2020-01-30 15:01:26
【问题描述】:

我有一个应用程序,它显示了一群人,每个人都有一个起源和角度。

struct Location {
    var centre:CGPoint
    var facing:Angle
}

当它们从位置 A 移动到位置 B 时,SwiftUI 会神奇地自动执行许多动画

withAnimation {
    person.location = newLocation
}

但是 - 对于角度(面对)属性,我希望动画以最短的路线进行(请记住,在现实世界中 - 角度环绕)。

例如当角度变化 5 -> 10(度)时,Swift UI 会正确动画

5,6,7,8,9,10

但是从 2 到 358,需要很长的路要走

SwiftUI 做了 2,3,4,5,6,7.......,357,358

我希望它在哪里做

2,1,0,359,358

我该怎么办?

谢谢

更新:我希望有一个解决方案,可以让我使用动画系统,也许使用一个新的 MyAngle 结构,它直接提供动画步骤,也许使用某种动画修改器。 .easeInOut 修改了步骤 - 是否有等效的方法可以创建 .goTheRightWay 动画?

【问题讨论】:

    标签: swiftui swiftui-animation


    【解决方案1】:

    好的 - 发布我自己的答案。 它有点像@Ben 的回答 - 但将“阴影角度”管理移至旋转效果。

    您只需将rotationEffect(angle:Angle) 切换为shortRotationEffect(angle:Angle,id:UUID)

    这看起来像

            Image(systemName: "person.fill").resizable()
                .frame(width: 50, height: 50)
                .shortRotationEffect(self.person.angle,id:person.id)
                .animation(.easeInOut)
    

    ShortRotationEffect 使用提供的 id 来维护先前角度的字典。当您设置一个新角度时,它会计算出提供短旋转的等效角度并将其应用于普通rotationEffect(...)

    这里是:

    extension View {
        
        /// Like RotationEffect - but when animated, the rotation moves in the shortest direction.
        /// - Parameters:
        ///   - angle: new angle
        ///   - anchor: anchor point
        ///   - id: unique id for the item being displayed. This is used as a key to maintain the rotation history and figure out the right direction to move
        func shortRotationEffect(_ angle: Angle,anchor: UnitPoint = .center, id:UUID) -> some View {
            modifier(ShortRotation(angle: angle,anchor:anchor, id:id))
        }
    }
    
    
    struct ShortRotation: ViewModifier {
        static var storage:[UUID:Angle] = [:]
        
        var angle:Angle
        var anchor:UnitPoint
        var id:UUID
        
    func getAngle() -> Angle {
        var newAngle = angle
        
        if let lastAngle = ShortRotation.storage[id] {
            let change:Double = (newAngle.degrees - lastAngle.degrees) %% 360.double
              
            if change < 180 {
                newAngle = lastAngle + Angle.init(degrees: change)
            }
            else {
                newAngle = lastAngle + Angle.init(degrees: change - 360)
            }
        }
        
        ShortRotation.storage[id] = newAngle
    
        return newAngle
    }
        
        
        func body(content: Content) -> some View {
            content
                .rotationEffect(getAngle(),anchor: anchor)
        }
    }
    

    这取决于我的正模函数:

    public extension Double {
        
        /// Returns modulus, but forces it to be positive
        /// - Parameters:
        ///   - left: number
        ///   - right: modulus
        /// - Returns: positive modulus
        static  func %% (_ left: Double, _ right: Double) -> Double {
            let truncatingRemainder = left.truncatingRemainder(dividingBy: right)
            return truncatingRemainder >= 0 ? truncatingRemainder : truncatingRemainder+abs(right)
        }
    }
    

    【讨论】:

    • 这更好,但不太奏效。当我旋转一个完整的圆圈时,它仍然会在 360 度旋转结束时跳跃。不过,这确实解决了 0 到 360 之间发生的跳跃。
    【解决方案2】:

    如何调整 newLocation 值以保持在开始的 180˚ 以内?这是一个检查动画距离是否大于一半并提供满足它的新端点的函数。

    func adjustedEnd(from start: CGFloat, to target: CGFloat) -> CGFloat {
    
        // Shift end to be greater than start
        var end = target
        while end < start { end += 360 }
    
        // Mod the distance with 360, shifting by 180 to keep on the same side of a circle
        return (end - start + 180).truncatingRemainder(dividingBy: 360) - 180 + start
    }
    

    一些示例测试用例:

    let startValues: [CGFloat] = [2, -10, 345, 365, 700]
    let endValues: [CGFloat] = [2, 10, 180, 185, 350, -10, 715, -700]
    for start in startValues {
        print("From \(start):")
        for end in endValues {
            let adjusted = adjustedEnd(from: start, to: end)
            print("\t\(end) \tbecomes \(adjusted);\tdistance \(abs(adjusted - start))")
        }
    }
    
    

    打印以下内容:

    From 2.0:
        2.0     becomes 2.0;    distance 0.0
        10.0    becomes 10.0;   distance 8.0
        180.0   becomes 180.0;  distance 178.0
        185.0   becomes -175.0; distance 177.0
        350.0   becomes -10.0;  distance 12.0
        -10.0   becomes -10.0;  distance 12.0
        715.0   becomes -5.0;   distance 7.0
        -700.0  becomes 20.0;   distance 18.0
    From -10.0:
        2.0     becomes 2.0;    distance 12.0
        10.0    becomes 10.0;   distance 20.0
        180.0   becomes -180.0; distance 170.0
        185.0   becomes -175.0; distance 165.0
        350.0   becomes -10.0;  distance 0.0
        -10.0   becomes -10.0;  distance 0.0
        715.0   becomes -5.0;   distance 5.0
        -700.0  becomes 20.0;   distance 30.0
    From 345.0:
        2.0     becomes 362.0;  distance 17.0
        10.0    becomes 370.0;  distance 25.0
        180.0   becomes 180.0;  distance 165.0
        185.0   becomes 185.0;  distance 160.0
        350.0   becomes 350.0;  distance 5.0
        -10.0   becomes 350.0;  distance 5.0
        715.0   becomes 355.0;  distance 10.0
        -700.0  becomes 380.0;  distance 35.0
    From 365.0:
        2.0     becomes 362.0;  distance 3.0
        10.0    becomes 370.0;  distance 5.0
        180.0   becomes 540.0;  distance 175.0
        185.0   becomes 185.0;  distance 180.0
        350.0   becomes 350.0;  distance 15.0
        -10.0   becomes 350.0;  distance 15.0
        715.0   becomes 355.0;  distance 10.0
        -700.0  becomes 380.0;  distance 15.0
    From 700.0:
        2.0     becomes 722.0;  distance 22.0
        10.0    becomes 730.0;  distance 30.0
        180.0   becomes 540.0;  distance 160.0
        185.0   becomes 545.0;  distance 155.0
        350.0   becomes 710.0;  distance 10.0
        -10.0   becomes 710.0;  distance 10.0
        715.0   becomes 715.0;  distance 15.0
        -700.0  becomes 740.0;  distance 40.0
    

    (已编辑以考虑负结束值)

    编辑:根据您关于保留第二个值的评论,如何将 Location.facing 设置为调整后的角度,然后添加到 Location 类似

    var prettyFacing: Angle {
        var facing = self.facing
        while facing.degrees < 0 { facing += Angle(degrees: 360) }
        while facing.degrees > 360 { facing -= Angle(degrees: 360) }
        return facing
    }
    

    【讨论】:

    • 感谢您的加入。我已经考虑过这种方法 - 但它需要维护一组阴影位置,当您更改实际位置时必须调整这些位置。我希望有一种方法可以直接更改动画逻辑。在动画系统中的某个地方 - 必须有一些东西正在弄清楚 A 和 B 之间的步骤......
    • 啊,我看到了@ConfusedVorlon。人物模型是否需要将角度值保持在 0 到 360 之间?如果 location.facing 被设置为这个调整后的值,然后你向Location 添加了一个计算变量,比如prettyFacing,如果必要的话将facing 调整回非负数?
    • 答案已编辑为示例。我意识到的动画问题仍然没有帮助,只是想也许它可能会有所帮助!
    【解决方案3】:

    在尝试了其他两个选项后,我们仍然遇到视觉故障(不太常见,但仍然存在!)。

    我们的解决方案:使用 UIKit 制作动画

    我们创建了一个 SPM 包,它添加了一个简单的修饰符 .uiRotationEffect()。此修饰符将您的View 包装在UIView 中,并使用UIView.animate(...) 函数来获得正确的行为。

    你可以安装包here或者直接复制粘贴代码here,不会很长。

    工作解决方案的 GIF:

    【讨论】:

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