我试图旋转一个UIImageView 360度,并在网上看了几个教程。我不能让它们都工作,UIView要么停止,要么跳转到一个新位置。

我怎样才能做到这一点呢?

我最近尝试的是:

[UIView animateWithDuration:1.0
                      delay:0.0
                    options:0
                 animations:^{
                     imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
                 } 
                 completion:^(BOOL finished){
                     NSLog(@"Done!");
                 }];

但如果我使用2*pi,它根本不会移动(因为它是相同的位置)。如果我尝试只做(180度),它可以工作,但如果我再次调用这个方法,它会向后旋转。

编辑:

[UIView animateWithDuration:1.0
                      delay:0.0
                    options:0
                 animations:^{
                     [UIView setAnimationRepeatCount:HUGE_VALF];
                     [UIView setAnimationBeginsFromCurrentState:YES];
                     imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
                 } 
                 completion:^(BOOL finished){
                     NSLog(@"Done!");
                 }];

也不管用。它会转到180度,暂停一秒钟,然后在重新开始之前重置回0度。


当前回答

迅速:

func runSpinAnimationOnView(view:UIView , duration:Float, rotations:Double, repeatt:Float ) ->()
    {
        let rotationAnimation=CABasicAnimation();

        rotationAnimation.keyPath="transform.rotation.z"

        let toValue = M_PI * 2.0 * rotations ;


        // passing it a float
        let someInterval = CFTimeInterval(duration)

        rotationAnimation.toValue=toValue;
        rotationAnimation.duration=someInterval;
        rotationAnimation.cumulative=true;
        rotationAnimation.repeatCount=repeatt;
        view.layer.addAnimation(rotationAnimation, forKey: "rotationAnimation")


    }

其他回答

如果你想要做的只是无休止地旋转图像,这很好,而且非常简单:

NSTimeInterval duration = 10.0f;
CGFloat angle = M_PI / 2.0f;
CGAffineTransform rotateTransform = CGAffineTransformRotate(imageView.transform, angle);

[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionRepeat| UIViewAnimationOptionCurveLinear animations:^{
    imageView.transform = rotateTransform;
} completion:nil];

根据我的经验,这是完美的,但要确保你的图像能够在没有任何偏移的情况下围绕其中心旋转,否则图像动画将“跳跃”一旦它到达PI。

要改变旋转的方向,改变角度的符号(angle *= -1)。

@AlexPretzlav的更新评论让我重新审视了这个问题,我意识到当我写这篇文章时,我旋转的图像是沿着垂直和水平轴镜像的,这意味着图像确实只旋转了90度,然后重置,尽管它看起来像在继续旋转。

所以,如果你的图像像我的一样,这将工作得很好,然而,如果图像不是对称的,你会注意到90度后“snap”回到原来的方向。

要旋转非对称图像,最好使用公认的答案。

这些不太优雅的解决方案之一,如下所示,将真正旋转图像,但当动画重新启动时可能会有明显的口吃:

- (void)spin
{
    NSTimeInterval duration = 0.5f;
    CGFloat angle = M_PI_2;
    CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);

    [UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
        self.imageView.transform = rotateTransform;
    } completion:^(BOOL finished) {
        [self spin];
    }];
}

你也可以像@richard-j-ross-iii建议的那样只用块来做,但你会得到一个保留循环警告,因为块正在捕获自己:

__block void(^spin)() = ^{
    NSTimeInterval duration = 0.5f;
    CGFloat angle = M_PI_2;
    CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);

    [UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
        self.imageView.transform = rotateTransform;
    } completion:^(BOOL finished) {
        spin();
    }];
};
spin();

我认为你最好添加一个UIVIew Category:

#import <QuartzCore/QuartzCore.h>
#import "UIView+Rotate.h"

实现UIView(旋转)

(void)remrotate360WithDuration:(CGFloat)duration repeatCount: (float)repeatCount { CABasicAnimation *fullRotation; fullRotation = [CABasicAnimation animationWithKeyPath:@"transform.rotation"]; fullRotation.fromValue = [NSNumber numberWithFloat:0]; fullRotation.toValue = [NSNumber numberWithFloat:(2*M_PI)]; // fullRotation.toValue = [NSNumber numberWithFloat:-(2*M_PI)]; // added this minus sign as i want to rotate it to anticlockwise fullRotation.duration = duration; fullRotation.speed = 2.0f; // Changed rotation speed if (repeatCount == 0) fullRotation.repeatCount = MAXFLOAT; else fullRotation.repeatCount = repeatCount; [self.layer addAnimation:fullRotation forKey:@"360"]; }

不使用此方法:)

(void)remstopAllAnimations { [self.layer removeAllAnimations]; }; (void)rempauseAnimations { [self rempauseLayer:self.layer]; } (void)remresumeAnimations { [self remresumeLayer:self.layer]; } (void)rempauseLayer:(CALayer *)layer { CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil]; layer.speed = 0.0; layer.timeOffset = pausedTime; } (void)remresumeLayer:(CALayer *)layer { CFTimeInterval pausedTime = [layer timeOffset]; layer.speed = 1.0; layer.timeOffset = 0.0; layer.beginTime = 0.0; CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime; layer.beginTime = timeSincePause; }

@ram的回答很有帮助。以下是Swift版本的答案。

斯威夫特2

private func rotateImageView() {

    UIView.animateWithDuration(1, delay: 0, options: UIViewAnimationOptions.CurveLinear, animations: { () -> Void in
        self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, CGFloat(M_PI_2))
        }) { (finished) -> Void in
            if finished {
                self.rotateImageView()
            }
    }
}

斯威夫特3、4、5所示

private func rotateImageView() {

    UIView.animate(withDuration: 1, delay: 0, options: UIView.AnimationOptions.curveLinear, animations: { () -> Void in
        self.imageView.transform = self.imageView.transform.rotated(by: .pi / 2)
    }) { (finished) -> Void in
        if finished {
            self.rotateImageView()
        }
    }
}

这就是我如何向正确的方向旋转360度。

[UIView animateWithDuration:1.0f delay:0.0f options:UIViewAnimationOptionRepeat|UIViewAnimationOptionCurveLinear
                     animations:^{
                         [imageIndView setTransform:CGAffineTransformRotate([imageIndView transform], M_PI-0.00001f)];
                     } completion:nil];

你也可以用UIView和block做同样类型的动画。下面是一个类扩展方法,它可以以任何角度旋转视图。

- (void)rotationWithDuration:(NSTimeInterval)duration angle:(CGFloat)angle options:(UIViewAnimationOptions)options
{
    // Repeat a quarter rotation as many times as needed to complete the full rotation
    CGFloat sign = angle > 0 ? 1 : -1;
    __block NSUInteger numberRepeats = floorf(fabsf(angle) / M_PI_2);
    CGFloat quarterDuration = duration * M_PI_2 / fabs(angle);

    CGFloat lastRotation = angle - sign * numberRepeats * M_PI_2;
    CGFloat lastDuration = duration - quarterDuration * numberRepeats;

    __block UIViewAnimationOptions startOptions = UIViewAnimationOptionBeginFromCurrentState;
    UIViewAnimationOptions endOptions = UIViewAnimationOptionBeginFromCurrentState;

    if (options & UIViewAnimationOptionCurveEaseIn || options == UIViewAnimationOptionCurveEaseInOut) {
        startOptions |= UIViewAnimationOptionCurveEaseIn;
    } else {
        startOptions |= UIViewAnimationOptionCurveLinear;
    }

    if (options & UIViewAnimationOptionCurveEaseOut || options == UIViewAnimationOptionCurveEaseInOut) {
        endOptions |= UIViewAnimationOptionCurveEaseOut;
    } else {
        endOptions |= UIViewAnimationOptionCurveLinear;
    }

    void (^lastRotationBlock)(void) = ^ {
        [UIView animateWithDuration:lastDuration 
                              delay:0 
                            options:endOptions 
                         animations:^{
                             self.transform = CGAffineTransformRotate(self.transform, lastRotation);
                         } 
                         completion:^(BOOL finished) {
                             NSLog(@"Animation completed");   
                         }
         ];
    };

    if (numberRepeats) {
        __block void (^quarterSpinningBlock)(void) = ^{ 
            [UIView animateWithDuration:quarterDuration 
                                  delay:0 
                                options:startOptions 
                             animations:^{
                                 self.transform = CGAffineTransformRotate(self.transform, M_PI_2);
                                 numberRepeats--; 
                             } 
                             completion:^(BOOL finished) {
                                 if (numberRepeats > 0) {
                                     startOptions = UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionCurveLinear;
                                     quarterSpinningBlock();
                                 } else {
                                     lastRotationBlock();
                                 }NSLog(@"Animation completed");   
                             }
             ];

        };

        quarterSpinningBlock();
    } else {
        lastRotationBlock();
    }
}