支持xcode6的缓动函数Easing以及使用示例
用xcode6新建工程后,直接导致不支持之前的Easing缓动函数的代码,经过修改后就可以正常使用了,虽然比不上POP高大上的动画,但用缓动函数的动画还是能够实现很复杂的效果的。
注:Easing缓动函数服务于关键帧动画,理解这一点很重要,需要你对CoreAnimation有着很深入的了解才能够用得得心应手
提供源码如下:
Easing.h 与 Easing.m
//// Easing.h// Easing//// Created by YouXianMing on 14-10-10.// Copyright (c) 2014年 YouXianMing. All rights reserved.//#ifndef __Easing__Easing__#define __Easing__Easing__#include#include #if defined(__LP64__) && !defined(AH_EASING_USE_DBL_PRECIS)#define AH_EASING_USE_DBL_PRECIS#endif#ifdef AH_EASING_USE_DBL_PRECIS#define AHFloat double#else#define AHFloat float#endif// 函数指针typedef AHFloat (*AHEasingFunction)(AHFloat);// Linear interpolation (no easing)AHFloat LinearInterpolation(AHFloat p);// Quadratic easing; p^2AHFloat QuadraticEaseIn(AHFloat p);AHFloat QuadraticEaseOut(AHFloat p);AHFloat QuadraticEaseInOut(AHFloat p);// Cubic easing; p^3AHFloat CubicEaseIn(AHFloat p);AHFloat CubicEaseOut(AHFloat p);AHFloat CubicEaseInOut(AHFloat p);// Quartic easing; p^4AHFloat QuarticEaseIn(AHFloat p);AHFloat QuarticEaseOut(AHFloat p);AHFloat QuarticEaseInOut(AHFloat p);// Quintic easing; p^5AHFloat QuinticEaseIn(AHFloat p);AHFloat QuinticEaseOut(AHFloat p);AHFloat QuinticEaseInOut(AHFloat p);// Sine wave easing; sin(p * PI/2)AHFloat SineEaseIn(AHFloat p);AHFloat SineEaseOut(AHFloat p);AHFloat SineEaseInOut(AHFloat p);// Circular easing; sqrt(1 - p^2)AHFloat CircularEaseIn(AHFloat p);AHFloat CircularEaseOut(AHFloat p);AHFloat CircularEaseInOut(AHFloat p);// Exponential easing, base 2AHFloat ExponentialEaseIn(AHFloat p);AHFloat ExponentialEaseOut(AHFloat p);AHFloat ExponentialEaseInOut(AHFloat p);// Exponentially-damped sine wave easingAHFloat ElasticEaseIn(AHFloat p);AHFloat ElasticEaseOut(AHFloat p);AHFloat ElasticEaseInOut(AHFloat p);// Overshooting cubic easing;AHFloat BackEaseIn(AHFloat p);AHFloat BackEaseOut(AHFloat p);AHFloat BackEaseInOut(AHFloat p);// Exponentially-decaying bounce easingAHFloat BounceEaseIn(AHFloat p);AHFloat BounceEaseOut(AHFloat p);AHFloat BounceEaseInOut(AHFloat p);#endif /* defined(__Easing__Easing__) */
//// Easing.c// Easing//// Created by YouXianMing on 14-10-10.// Copyright (c) 2014年 YouXianMing. All rights reserved.//#include "Easing.h"// Modeled after the line y = xAHFloat LinearInterpolation(AHFloat p){ return p;}// Modeled after the parabola y = x^2AHFloat QuadraticEaseIn(AHFloat p){ return p * p;}// Modeled after the parabola y = -x^2 + 2xAHFloat QuadraticEaseOut(AHFloat p){ return -(p * (p - 2));}// Modeled after the piecewise quadratic// y = (1/2)((2x)^2) ; [0, 0.5)// y = -(1/2)((2x-1)*(2x-3) - 1) ; [0.5, 1]AHFloat QuadraticEaseInOut(AHFloat p){ if(p < 0.5) { return 2 * p * p; } else { return (-2 * p * p) + (4 * p) - 1; }}// Modeled after the cubic y = x^3AHFloat CubicEaseIn(AHFloat p){ return p * p * p;}// Modeled after the cubic y = (x - 1)^3 + 1AHFloat CubicEaseOut(AHFloat p){ AHFloat f = (p - 1); return f * f * f + 1;}// Modeled after the piecewise cubic// y = (1/2)((2x)^3) ; [0, 0.5)// y = (1/2)((2x-2)^3 + 2) ; [0.5, 1]AHFloat CubicEaseInOut(AHFloat p){ if(p < 0.5) { return 4 * p * p * p; } else { AHFloat f = ((2 * p) - 2); return 0.5 * f * f * f + 1; }}// Modeled after the quartic x^4AHFloat QuarticEaseIn(AHFloat p){ return p * p * p * p;}// Modeled after the quartic y = 1 - (x - 1)^4AHFloat QuarticEaseOut(AHFloat p){ AHFloat f = (p - 1); return f * f * f * (1 - p) + 1;}// Modeled after the piecewise quartic// y = (1/2)((2x)^4) ; [0, 0.5)// y = -(1/2)((2x-2)^4 - 2) ; [0.5, 1]AHFloat QuarticEaseInOut(AHFloat p){ if(p < 0.5) { return 8 * p * p * p * p; } else { AHFloat f = (p - 1); return -8 * f * f * f * f + 1; }}// Modeled after the quintic y = x^5AHFloat QuinticEaseIn(AHFloat p){ return p * p * p * p * p;}// Modeled after the quintic y = (x - 1)^5 + 1AHFloat QuinticEaseOut(AHFloat p){ AHFloat f = (p - 1); return f * f * f * f * f + 1;}// Modeled after the piecewise quintic// y = (1/2)((2x)^5) ; [0, 0.5)// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1]AHFloat QuinticEaseInOut(AHFloat p){ if(p < 0.5) { return 16 * p * p * p * p * p; } else { AHFloat f = ((2 * p) - 2); return 0.5 * f * f * f * f * f + 1; }}// Modeled after quarter-cycle of sine waveAHFloat SineEaseIn(AHFloat p){ return sin((p - 1) * M_PI_2) + 1;}// Modeled after quarter-cycle of sine wave (different phase)AHFloat SineEaseOut(AHFloat p){ return sin(p * M_PI_2);}// Modeled after half sine waveAHFloat SineEaseInOut(AHFloat p){ return 0.5 * (1 - cos(p * M_PI));}// Modeled after shifted quadrant IV of unit circleAHFloat CircularEaseIn(AHFloat p){ return 1 - sqrt(1 - (p * p));}// Modeled after shifted quadrant II of unit circleAHFloat CircularEaseOut(AHFloat p){ return sqrt((2 - p) * p);}// Modeled after the piecewise circular function// y = (1/2)(1 - sqrt(1 - 4x^2)) ; [0, 0.5)// y = (1/2)(sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]AHFloat CircularEaseInOut(AHFloat p){ if(p < 0.5) { return 0.5 * (1 - sqrt(1 - 4 * (p * p))); } else { return 0.5 * (sqrt(-((2 * p) - 3) * ((2 * p) - 1)) + 1); }}// Modeled after the exponential function y = 2^(10(x - 1))AHFloat ExponentialEaseIn(AHFloat p){ return (p == 0.0) ? p : pow(2, 10 * (p - 1));}// Modeled after the exponential function y = -2^(-10x) + 1AHFloat ExponentialEaseOut(AHFloat p){ return (p == 1.0) ? p : 1 - pow(2, -10 * p);}// Modeled after the piecewise exponential// y = (1/2)2^(10(2x - 1)) ; [0,0.5)// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1]AHFloat ExponentialEaseInOut(AHFloat p){ if(p == 0.0 || p == 1.0) return p; if(p < 0.5) { return 0.5 * pow(2, (20 * p) - 10); } else { return -0.5 * pow(2, (-20 * p) + 10) + 1; }}// Modeled after the damped sine wave y = sin(13pi/2*x)*pow(2, 10 * (x - 1))AHFloat ElasticEaseIn(AHFloat p){ return sin(13 * M_PI_2 * p) * pow(2, 10 * (p - 1));}// Modeled after the damped sine wave y = sin(-13pi/2*(x + 1))*pow(2, -10x) + 1AHFloat ElasticEaseOut(AHFloat p){ return sin(-13 * M_PI_2 * (p + 1)) * pow(2, -10 * p) + 1;}// Modeled after the piecewise exponentially-damped sine wave:// y = (1/2)*sin(13pi/2*(2*x))*pow(2, 10 * ((2*x) - 1)) ; [0,0.5)// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*pow(2,-10(2*x-1)) + 2) ; [0.5, 1]AHFloat ElasticEaseInOut(AHFloat p){ if(p < 0.5) { return 0.5 * sin(13 * M_PI_2 * (2 * p)) * pow(2, 10 * ((2 * p) - 1)); } else { return 0.5 * (sin(-13 * M_PI_2 * ((2 * p - 1) + 1)) * pow(2, -10 * (2 * p - 1)) + 2); }}// Modeled after the overshooting cubic y = x^3-x*sin(x*pi)AHFloat BackEaseIn(AHFloat p){ return p * p * p - p * sin(p * M_PI);}// Modeled after overshooting cubic y = 1-((1-x)^3-(1-x)*sin((1-x)*pi))AHFloat BackEaseOut(AHFloat p){ AHFloat f = (1 - p); return 1 - (f * f * f - f * sin(f * M_PI));}// Modeled after the piecewise overshooting cubic function:// y = (1/2)*((2x)^3-(2x)*sin(2*x*pi)) ; [0, 0.5)// y = (1/2)*(1-((1-x)^3-(1-x)*sin((1-x)*pi))+1) ; [0.5, 1]AHFloat BackEaseInOut(AHFloat p){ if(p < 0.5) { AHFloat f = 2 * p; return 0.5 * (f * f * f - f * sin(f * M_PI)); } else { AHFloat f = (1 - (2*p - 1)); return 0.5 * (1 - (f * f * f - f * sin(f * M_PI))) + 0.5; }}AHFloat BounceEaseIn(AHFloat p){ return 1 - BounceEaseOut(1 - p);}AHFloat BounceEaseOut(AHFloat p){ if(p < 4/11.0) { return (121 * p * p)/16.0; } else if(p < 8/11.0) { return (363/40.0 * p * p) - (99/10.0 * p) + 17/5.0; } else if(p < 9/10.0) { return (4356/361.0 * p * p) - (35442/1805.0 * p) + 16061/1805.0; } else { return (54/5.0 * p * p) - (513/25.0 * p) + 268/25.0; }}AHFloat BounceEaseInOut(AHFloat p){ if(p < 0.5) { return 0.5 * BounceEaseIn(p*2); } else { return 0.5 * BounceEaseOut(p * 2 - 1) + 0.5; }}
进一步封装的面向对象的使用代码
YXEasing.m 与 YXEasing.h
//// YXEasing.h// Prize//// Copyright (c) 2014年 Y.X. All rights reserved.//#import#import #import "Easing.h"/*--------------------------------------------- -动画简单的解析- BackEase :在某一动画开始沿指示的路径进行动画处理前稍稍收回该动画的移动。 BounceEase :创建弹跳效果。 CircleEase :创建使用循环函数加速和/或减速的动画。 CubicEase :创建使用公式 f(t) = t^3 加速和/或减速的动画。 ElasticEase :创建类似于弹簧在停止前来回振荡的动画。 ExponentialEase :创建使用指数公式加速和/或减速的动画。 PowerEase :创建使用公式 f(t) = t^p(其中,p 等于 Power 属性)加速和/或减速的动画。 QuadraticEase :创建使用公式 f(t) = t^2 加速和/或减速的动画。 QuarticEase :创建使用公式 f(t) = t^4 加速和/或减速的动画。 QuinticEase :创建使用公式 f(t) = t^5 加速和/或减速的动画。 SineEase :创建使用正弦公式加速和/或减速的动画。 LinearInterpolationQuadraticEaseInQuadraticEaseOutQuadraticEaseInOutCubicEaseInCubicEaseOutCubicEaseInOutQuarticEaseInQuarticEaseOutQuarticEaseInOutQuinticEaseInQuinticEaseOutQuinticEaseInOutSineEaseInSineEaseOutSineEaseInOutCircularEaseInCircularEaseOutCircularEaseInOutExponentialEaseInExponentialEaseOutExponentialEaseInOutElasticEaseInElasticEaseOutElasticEaseInOutBackEaseInBackEaseOutBackEaseInOutBounceEaseInBounceEaseOutBounceEaseInOut---------------------------------------------*//* // 计算好起始值,结束值 CGFloat oldValue = 0.f; CGFloat newValue = 1.f; // 关键帧动画 CAKeyframeAnimation *animation = \ [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; // 设置值 [animation setValues:[YXEasing calculateFrameFromValue:oldValue toValue:newValue func:ElasticEaseOut frameCount:500]]; // 设置持续时间 animation.duration = 0.5f; // 每秒增加的角度(设定结果值,在提交动画之前执行) layer.transform = \ CATransform3DMakeRotation(newValue, 0.0, 0.0, 1.0); // 提交动画 [layer addAnimation:animation forKey:nil]; */@interface YXEasing : NSObject// 数组中存储的数据为 NSNumber float 型+ (NSArray *)calculateFrameFromValue:(CGFloat)fromValue toValue:(CGFloat)toValue func:(AHEasingFunction)func frameCount:(size_t)frameCount;// 数组中存储的数据为 NSValue CGPoint 型+ (NSArray *)calculateFrameFromPoint:(CGPoint)fromPoint toPoint:(CGPoint)toPoint func:(AHEasingFunction)func frameCount:(size_t)frameCount;// 数组中存储的数据为 NSValue CGSize 型+ (NSArray *)calculateFrameFromSize:(CGSize)fromSize toSize:(CGSize)toSize func:(AHEasingFunction)func frameCount:(size_t)frameCount;@end
//// YXEasing.m// Prize//// Copyright (c) 2014年 Y.X. All rights reserved.//#import "YXEasing.h"@implementation YXEasing+ (NSArray *)calculateFrameFromValue:(CGFloat)fromValue toValue:(CGFloat)toValue func:(AHEasingFunction)func frameCount:(size_t)frameCount{ // 设置帧数量 NSMutableArray *values = [NSMutableArray arrayWithCapacity:frameCount]; // 计算并存储 CGFloat t = 0.0; CGFloat dt = 1.0 / (frameCount - 1); for(size_t frame = 0; frame < frameCount; ++frame, t += dt) { // 此处就会根据不同的函数计算出不同的值达到不同的效果 CGFloat value = fromValue + func(t) * (toValue - fromValue); // 将计算结果存储进数组中 [values addObject:[NSNumber numberWithFloat:(float)value]]; } // 数组中存储的数据为 NSNumber float 型 return values;}+ (NSArray *)calculateFrameFromPoint:(CGPoint)fromPoint toPoint:(CGPoint)toPoint func:(AHEasingFunction)func frameCount:(size_t)frameCount{ // 设置帧数量 NSMutableArray *values = [NSMutableArray arrayWithCapacity:frameCount]; // 计算并存储 CGFloat t = 0.0; CGFloat dt = 1.0 / (frameCount - 1); for(size_t frame = 0; frame < frameCount; ++frame, t += dt) { // 此处就会根据不同的函数计算出不同的值达到不同的效果 CGFloat x = fromPoint.x + func(t) * (toPoint.x - fromPoint.x); CGFloat y = fromPoint.y + func(t) * (toPoint.y - fromPoint.y); // 将计算结果存储进数组中 [values addObject:[NSValue valueWithCGPoint:CGPointMake(x, y)]]; } // 数组中存储的数据为 NSValue CGPoint 型 return values;}+ (NSArray *)calculateFrameFromSize:(CGSize)fromSize toSize:(CGSize)toSize func:(AHEasingFunction)func frameCount:(size_t)frameCount{ // 设置帧数量 NSMutableArray *values = [NSMutableArray arrayWithCapacity:frameCount]; // 计算并存储 CGFloat t = 0.0; CGFloat dt = 1.0 / (frameCount - 1); for(size_t frame = 0; frame < frameCount; ++frame, t += dt) { // 此处就会根据不同的函数计算出不同的值达到不同的效果 CGFloat w = fromSize.width + func(t) * (toSize.width - fromSize.width); CGFloat h = fromSize.height + func(t) * (toSize.height - fromSize.height); // 将计算结果存储进数组中 [values addObject:[NSValue valueWithCGSize:CGSizeMake(w, h)]]; } // 数组中存储的数据为 NSValue CGSize 型 return values;}@end
使用示例:
//// ViewController.m// Easing//// Created by YouXianMing on 14-10-10.// Copyright (c) 2014年 YouXianMing. All rights reserved.//#import "ViewController.h"#import "YXEasing.h"@interface ViewController ()@end@implementation ViewController- (void)viewDidLoad { [super viewDidLoad]; UIView *showView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 100, 100)]; showView.backgroundColor = [UIColor redColor]; showView.center = self.view.center; [self.view addSubview:showView]; // 计算好起始值,结束值 CGFloat oldValue = 0.f; CGFloat newValue = 1.f; // 关键帧动画 CAKeyframeAnimation *animation = \ [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; // 设置值 [animation setValues:[YXEasing calculateFrameFromValue:oldValue toValue:newValue func:ElasticEaseOut frameCount:500]]; // 设置持续时间 animation.duration = 1.5f; // 每秒增加的角度(设定结果值,在提交动画之前执行) showView.layer.transform = \ CATransform3DMakeRotation(newValue, 0.0, 0.0, 1.0); // 提交动画 [showView.layer addAnimation:animation forKey:nil]; }@end
效果如下图: