1:x向右为正方向,y向下为正方向,z向屏幕内为正方向,球的面向你那一点z为单位1(z,图层显示有用),球心z为三分之二,跟球心对称,不面向你的那一点z为三分之一;数组元素为n个,因为球是对称的,所以递增为单位一/n*2=2/n;其次,每元素的对应穿过球心的z轴圆偏移角度p,应为不确定质数的平方根,且小于0.5,大于0,取(3-根号5)*pai好了。
思路:首先求y,将球半径看为单位一,则每个视图y值为2/n X i - 1;
对应的平面圆(求z和x有用)r半径为:根号下1-y的平方.
x为r乘以cos(p*(3-根号5)*pai),z为sin(p*(3-根号5)*pai),
好了,每一点的坐标都拿到了,就可以平铺圆了
下边上一个代码例子、效果图:
//
// ViewController.m
// CollectionViewtest
//
//
#import "ViewController.h"
#import "MyCell.h"
#import "MyFlowLayout.h"
#import "CollectionViewtest-Swift.h"
@interface ViewController ()<UICollectionViewDelegate,UICollectionViewDataSource>
@property(strong,nonatomic)UICollectionView *myCollectionView;
//球体
@property(assign,nonatomic)CGFloat velocity;
@property(assign,nonatomic)CGPoint last;
@property(strong,nonatomic)CADisplayLink *timer;
@property(strong,nonatomic)CADisplayLink *inertia;
@property(strong,nonatomic)NSMutableArray <UIButton*>*btns;
@property(strong,nonatomic)NSMutableArray <SpherePoint*>*coordinate;
@property(strong,nonatomic)SpherePoint *normalPoint;
@property(strong,nonatomic)NSMutableArray <UIButton*>*viewArr;
@property(strong,nonatomic)UIView *qiuBGV;;
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self playView];
// [self configCollectionView];
}
#pragma mark - 自定义folwlayout
-(void)configCollectionView{
MyFlowLayout *flowLayout = [[MyFlowLayout alloc] init];
flowLayout.itemSize = CGSizeMake(50, 50);
flowLayout.minimumLineSpacing = 0;
self.myCollectionView = [[UICollectionView alloc] initWithFrame:CGRectMake(0, 100, self.view.frame.size.width, 70) collectionViewLayout:flowLayout];
self.myCollectionView.delegate = self;
self.myCollectionView.dataSource = self;
[self.myCollectionView registerClass:[MyCell class] forCellWithReuseIdentifier:@"MyCell"];
[self.view addSubview:self.myCollectionView];
self.myCollectionView.backgroundColor = [UIColor greenColor];
flowLayout.scrollDirection = UICollectionViewScrollDirectionVertical;
}
-(NSInteger)numberOfSectionsInCollectionView:(UICollectionView *)collectionView{
return 1;
}
-(NSInteger)collectionView:(UICollectionView *)collectionView numberOfItemsInSection:(NSInteger)section{
return 100;
}
-(UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath{
MyCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:@"MyCell" forIndexPath:indexPath];
return cell;
}
#pragma mark - 球体布局
-(void)playView{
UIView*view = [[UIView alloc] initWithFrame:CGRectMake(0, 100, self.view.frame.size.width, self.view.frame.size.width)];
view.backgroundColor = [UIColor yellowColor];
self.qiuBGV = view;
[self.view addSubview:view];
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(panWithGes:)];
[view addGestureRecognizer:pan];
self.viewArr = [[NSMutableArray alloc] initWithCapacity:0];
self.coordinate = [NSMutableArray new];
int sum = 50;
CGFloat p1 = M_PI*(3-sqrt(5));
CGFloat p2 = 2.0/sum;
for (int i = 0; i<sum; i++) {
UIButton *sView = [[UIButton alloc] initWithFrame:CGRectMake(view.frame.size.width/2.0, view.frame.size.height/2.0, 50, 50)];
[sView setImage:[UIImage imageNamed:@"dog"] forState:UIControlStateNormal];
CGFloat y = p2*i-1;
CGFloat r = sqrt(1-y*y);
CGFloat c = i*p1;
CGFloat z = r*sin(c);
CGFloat x = r*cos(c);
sView.center = CGPointMake((x+1)*view.frame.size.width/2, (y+1)*view.frame.size.height/2);
sView.layer.zPosition = z;
sView.transform = CGAffineTransformScale(CGAffineTransformIdentity, (z+2)/3, (z+2)/3);
SpherePoint *point = [[SpherePoint alloc] init:x :y :z];
[self.coordinate addObject:point];
[view addSubview:sView];
[self.viewArr addObject:sView];
}
CGFloat a = (arc4random() % 10) - 5.0;
CGFloat b= (arc4random() % 10) - 5.0;
self.normalPoint = [[SpherePoint alloc] init:a :b :0];
[self startAniamtion];
}
-(void)startAniamtion{
self.timer = [CADisplayLink displayLinkWithTarget:self selector:@selector(autoTurnRotation)];
[self.timer addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
-(void)autoTurnRotation{
for (int i = 0; i<self.viewArr.count; i++) {
[self updateSubviewsFrame:i direction:self.normalPoint angle:0.02];
}
}
-(void)updateSubviewsFrame:(NSInteger)index direction:(SpherePoint*)direction angle:(CGFloat)angle {
SpherePoint *point = self.coordinate[index];
if (!point) {
return;
}
SpherePoint *newPoint = [MatrixTool pointMakeRotationWithPoint:point direction:direction angle:angle];
[self.coordinate replaceObjectAtIndex:index withObject:newPoint];
[self setupSubview:newPoint index:index];
}
-(void)setupSubview:(SpherePoint*)point index:(NSInteger)index{
UIButton* btn = self.viewArr[index];
CGFloat x = (point.x + 1.0) * (self.qiuBGV.frame.size.width / 2.0);
CGFloat y = (point.y + 1.0) * self.qiuBGV.frame.size.width / 2.0;
btn.center = CGPointMake(x, y) ;
CGFloat t = (point.z + 2.0) / 3.0;
btn.transform = CGAffineTransformMakeScale(t, t);
btn.layer.zPosition = t;
btn.alpha = t;
btn.userInteractionEnabled = (point.z>=0?YES:NO);
}
-(void)stopAniamtion{
if (self.timer) {
[self.timer invalidate];
self.timer = nil;
}
}
-(void)inertiaStop{
if (_inertia) {
[_inertia invalidate];
_inertia = nil;
}
[self startAniamtion];
}
-(void)panWithGes:(UIPanGestureRecognizer*)pan{
if (pan.state == UIGestureRecognizerStateBegan) {
self.last = [pan locationInView:self.qiuBGV];
[self stopAniamtion];
[self inertiaStop];
} else if (pan.state == UIGestureRecognizerStateChanged) {
CGPoint current = [pan locationInView:self.qiuBGV];
SpherePoint *point = [[SpherePoint alloc] init:_last.y-current.y :current.x-_last.x :0];
CGFloat distance = sqrtf(point.x*point.x+point.y*point.y);
CGFloat angle = distance / (self.qiuBGV.frame.size.width / 2.0);
NSInteger count = self.viewArr.count;
if (count > 0) {
for (int i = 0; i<count; i++) {
[self updateSubviewsFrame:i direction:point angle:angle];
}
}
self.normalPoint = point;
self.last = current;
} else if (pan.state == UIGestureRecognizerStateEnded){
CGPoint vector = [pan velocityInView:self.qiuBGV];
self.velocity = sqrt(vector.x*vector.x+vector.y*vector.y);
[self inertiaStart];
}
}
-(void)inertiaStart{
[self stopAniamtion];
self.inertia = [CADisplayLink displayLinkWithTarget:self selector:@selector(inertiaStep)];
[self.inertia addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
-(void)inertiaStep{
if (self.velocity<=0) {
[self inertiaStop];
return;
}
self.velocity = self.velocity - 70.0;
CGFloat angle = self.velocity / self.qiuBGV.frame.size.width * 2.0 * (self.inertia.duration);
for (int i = 0; i<self.viewArr.count; i++) {
[self updateSubviewsFrame:i direction:self.normalPoint angle:angle];
}
}
#pragma mark -
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
@end
球体旋转计算工具:
//
// rotation.swift
// CollectionViewtest
//
//
import Foundation
class Matrix: NSObject {
var column: NSInteger
var row: NSInteger
var matrix: [[Float]]
@objc init(_ c: NSInteger,
_ r: NSInteger,
_ mat: [[Float]] = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]) {
column = c
row = r
matrix = mat
}
}
class SpherePoint: NSObject {
@objc var x: Float = 0.0
@objc var y: Float = 0.0
@objc var z: Float = 0.0
@objc init(_ x: Float, _ y: Float, _ z: Float) {
self.x = x
self.y = y
self.z = z
}
}
class MatrixTool: NSObject {
@objc public static func pointMakeRotation(point: SpherePoint, direction dir: SpherePoint, angle: Float) -> SpherePoint {
guard angle != 0 else {
return point
}
let t: [[Float]] = [[point.x, point.y, point.z, 1]]
var result: Matrix = Matrix(1, 4, t)
if dir.z * dir.z + dir.y * dir.y != 0 {
let cos1: Float = dir.z / sqrt(dir.z * dir.z + dir.y * dir.y)
let sin1: Float = dir.y / sqrt(dir.z * dir.z + dir.y * dir.y)
let t1 = [[1, 0, 0, 0], [0, cos1, sin1, 0], [0, -sin1, cos1, 0], [0, 0, 0, 1]]
let m1 = Matrix(4, 4, t1)
result = matrixMutiply(a: result, b: m1)
}
if dir.x * dir.x + dir.y * dir.y + dir.z * dir.z != 0 {
let cos2: Float = sqrt(dir.y * dir.y + dir.z * dir.z) / sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
let sin2: Float = -dir.x / sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z)
let t2 = [[cos2, 0, -sin2, 0], [0, 1, 0, 0], [sin2, 0, cos2, 0], [0, 0, 0, 1]]
let m2 = Matrix(4, 4, t2)
result = matrixMutiply(a: result, b: m2)
}
let cos3 = cos(angle)
let sin3 = sin(angle)
let t3 = [[cos3, sin3, 0, 0], [-sin3, cos3, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]]
let m3 = Matrix(4, 4, t3)
result = matrixMutiply(a: result, b: m3)
if dir.x * dir.x + dir.y * dir.y + dir.z * dir.z != 0 {
let cos2 = sqrt(dir.y * dir.y + dir.z * dir.z) / sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z)
let sin2 = -dir.x / sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z)
let t2 = [[cos2, 0, sin2, 0], [0, 1, 0, 0], [-sin2, 0, cos2, 0], [0, 0, 0, 1]]
let m2 = Matrix(4, 4, t2)
result = matrixMutiply(a: result, b: m2)
}
if dir.z * dir.z + dir.y * dir.y != 0 {
let cos1 = dir.z / sqrt(dir.z * dir.z + dir.y * dir.y)
let sin1 = dir.y / sqrt(dir.z * dir.z + dir.y * dir.y)
let t1 = [[1, 0, 0, 0], [0, cos1, -sin1, 0], [0, sin1, cos1, 0], [0, 0, 0, 1]]
let m1 = Matrix(4, 4, t1)
result = matrixMutiply(a: result, b: m1)
}
let resultPoint = SpherePoint(result.matrix[0][0], result.matrix[0][1], result.matrix[0][2])
return resultPoint
}
@objc private static func matrixMutiply(a: Matrix, b: Matrix) -> Matrix {
var matrix: Matrix = Matrix(a.column, b.row)
for i in 0..<a.column {
for j in 0..<b.row {
for k in 0..<a.row {
matrix.matrix[i][j] += a.matrix[i][k] * b.matrix[k][j]
}
}
}
return matrix
}
}
更多问题,欢迎加群讨论:565191947
原文地址:https://blog.csdn.net/a787188834/article/details/80015795
版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。