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AASphereView

先来看实现的效果:

Dec-03-2018 15-34-29.gif

主要有两个难点:

  1. 在空间中构建一个球形,并将子视图均匀的分布在球面上
  2. 球滚动时,球面坐标的计算

实现的思路主要来自于DBSphereTagCloud,方法基本相似;球面运动时的坐标运算使用了SwiftNum

1.先来构建一个球来摆放子视图

思路: 我们按照需要展示的子视图个数沿着z轴将球体等分成相应份数,然后按照一个常数angle角度来做旋转,构造一个沿着球面的螺旋,这个常数角度的选择有些门道,要让他的循环周期尽量长,不然很容易看到我们的球面像西瓜一样被等分成几瓣,如果我们设置成π/4,我们来看一下等分的效果

image.png

可以看到球面被分成了8瓣,不是我们要的球面的效果,代码里这个角度参考了DBSphereTagCloud,我们来看代码:

    func setTagViews(array: [UIView]) {
        
        self.tagViews = array
        
        let angle = CGFloat.pi * (3 - sqrt(5))
        for i in 0..<array.count {
            
            //从(0,0,-1)点沿z轴方向等分(-1,1)区间,然后做一个螺旋铺满球面
            let z: CGFloat = CGFloat(i) * 2.0 / CGFloat(array.count) - 1.0 + 1.0 / CGFloat(array.count)
            let radius = sqrt(1.0 - z * z)
            let angle_i = angle * CGFloat(i)
            let x = radius * cos(angle_i)
            let y = radius * sin(angle_i)
            let location = AAPoint.init(x: x, y: y, z: z)
            self.coordinates.append(location)
            
            //将所有标签从视图中心用一个动画散部到整个球面上
            let view = array[i]
            self.addSubview(view)
            view.center = CGPoint.init(x: self.bounds.width / 2.0, y: self.bounds.height / 2.0)
            let duration = Double(arc4random() % 10 + 10) / 20.0   //0.5~1.0s
            UIView.animate(withDuration: duration) {
                self.setViewWith(coordinate: location, at: i)
            }
            
        }
        
    }

2.球面旋转,坐标计算

思路: 这里的球面坐标计算比较复杂,使用了矩阵计算,我调用了SwiftNum现成的接口。 这里传入的translation是旋转的位移,投影在xy坐标系上,作用域为(-1,1)

mutating func rotate(translation: CGPoint) {
        
        guard translation.x != 0 || translation.y != 0 else {
            return
        }
        
        let translation = CGPoint.init(x: -translation.y, y: translation.x)
        var temp = Array.init(repeating: Array.init(repeating: 0.0, count: 4), count: 4)
        temp[0] = [Double(self.x), Double(self.y), Double(self.z), 1.0]
        
        var result: Matrix = Matrix.init(temp)
        if translation.y != 0 {
            
            let cos1 = Double(0)
            let sin1 = translation.y > 0 ? 1.0 : -1.0
            let t1 = [[1, 0, 0, 0], [0, cos1, sin1, 0], [0, -sin1, cos1, 0], [0, 0, 0, 1]]
            result *= Matrix.init(t1)
            
        }
        
        if pow(translation.x, 2) + pow(translation.y, 2) != 0 {
            
            let cos2 = abs(translation.y) / sqrt(pow(translation.x, 2) + pow(translation.y, 2))
            let sin2 = -translation.x / sqrt(pow(translation.x, 2) + pow(translation.y, 2))
            let t2 = [[Double(cos2), 0, Double(-sin2), 0], [0, 1, 0, 0], [Double(sin2), 0, Double(cos2), 0], [0, 0, 0, 1]]
            result *= Matrix.init(t2)
            
        }
        
        let cos3 = Double(cos(sqrt(pow(translation.x, 2) + pow(translation.y, 2))))
        let sin3 = Double(sin(sqrt(pow(translation.x, 2) + pow(translation.y, 2))))
        let t3 = [[cos3, sin3, 0, 0], [-sin3, cos3, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]]
        result *= Matrix.init(t3)
        
        if pow(translation.x, 2) + pow(translation.y, 2) != 0 {
            
            let cos2 = abs(translation.y) / sqrt(pow(translation.x, 2) + pow(translation.y, 2))
            let sin2 = -translation.x / sqrt(pow(translation.x, 2) + pow(translation.y, 2))
            let t2 = [[Double(cos2), 0, Double(sin2), 0], [0, 1, 0, 0], [Double(-sin2), 0, Double(cos2), 0], [0, 0, 0, 1]]
            result *= Matrix.init(t2)
            
        }
        
        if translation.y != 0 {
            
            let cos1 = Double(0)
            let sin1 = translation.y > 0 ? 1.0 : -1.0
            let t1 = [[1, 0, 0, 0], [0, cos1, -sin1, 0], [0, sin1, cos1, 0], [0, 0, 0, 1]]
            result *= Matrix.init(t1)
            
        }
        
        x = CGFloat(result[0, 0])
        y = CGFloat(result[0, 1])
        z = CGFloat(result[0, 2])
        
    }

这里是Demo,如果想要直接使用我封装好的视图的话,直接把demo里的AASphereView文件夹拉入项目即可,因为这个项目也是参考了大神的代码,所以就不单独上传Cocoapods或者Carthage了,避免侵权,欢迎交流👏

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