在 cocoa touch 中实现基于触摸的旋转
我想知道在我的 iPhone 应用程序中实现基于旋转的拖动运动的最佳方法是什么。
我有一个 UIView,当用户手指触摸视图并移动它时,我希望围绕其中心旋转。把它想象成一个需要用手指调节的表盘。
基本问题归结为:
1)我是否应该记住调用touchesBegan时的初始角度和变换,然后每次调用touchesMoved时根据手指的当前位置对视图应用新的变换,例如:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS //middle is centre of view
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //will be rotation gesture
//remember state of view at beginning of touch
CGPoint top = CGPointMake(self.middle.x, 0);
self.initialTouch = currentPoint;
self.initialAngle = angleBetweenLines(self.middle, top, self.middle, currentPoint);
self.initialTransform = self.transform;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //a rotation gesture
//rotate tile
float newAngle = angleBetweenLines(self.middle, CGPointMake(self.middle.x, 0), self.middle, currentPoint); //touch angle
float angleDif = newAngle - self.initialAngle; //work out dif between angle at beginning of touch and now.
CGAffineTransform newTransform = CGAffineTransformRotate(self.initialTransform, angleDif); //create new transform
self.transform = newTransform; //apply transform.
}
或者
2)我是否应该简单地记住最后一个已知的位置/角度,并根据该位置/角度与现在之间的角度差异旋转视图,例如:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //will be rotation gesture
//remember state of view at beginning of touch
CGPoint top = CGPointMake(self.middle.x, 0);
self.lastTouch = currentPoint;
self.lastAngle = angleBetweenLines(self.middle, top, self.middle, currentPoint);
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:middle] >= MOVE_RADIUS) { //a rotation gesture
//rotate tile
float newAngle = angleBetweenLines(self.middle, CGPointMake(self.middle.x, 0), self.middle, currentPoint); //touch angle
float angleDif = newAngle - self.lastAngle; //work out dif between angle at beginning of touch and now.
CGAffineTransform newTransform = CGAffineTransformRotate(self.transform, angleDif); //create new transform
self.transform = newTransform; //apply transform.
self.lastTouch = currentPoint;
self.lastAngle = newAngle;
}
第二个选项对我来说更有意义,但它并没有给出非常令人满意的结果(锯齿状更新和不平滑旋转)。就性能而言,哪种方法最好(如果有)?
干杯!
I am wondering what is the best way to implement rotation-based dragging movements in my iPhone application.
I have a UIView that I wish to rotate around its centre, when the users finger is touch the view and they move it. Think of it like a dial that needs to be adjusted with the finger.
The basic question comes down to:
1) Should I remember the initial angle and transform when touchesBegan is called, and then every time touchesMoved is called apply a new transform to the view based on the current position of the finger, e.g., something like:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS //middle is centre of view
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //will be rotation gesture
//remember state of view at beginning of touch
CGPoint top = CGPointMake(self.middle.x, 0);
self.initialTouch = currentPoint;
self.initialAngle = angleBetweenLines(self.middle, top, self.middle, currentPoint);
self.initialTransform = self.transform;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //a rotation gesture
//rotate tile
float newAngle = angleBetweenLines(self.middle, CGPointMake(self.middle.x, 0), self.middle, currentPoint); //touch angle
float angleDif = newAngle - self.initialAngle; //work out dif between angle at beginning of touch and now.
CGAffineTransform newTransform = CGAffineTransformRotate(self.initialTransform, angleDif); //create new transform
self.transform = newTransform; //apply transform.
}
OR
2) Should I simply remember the last known position/angle, and rotate the view based on the difference in angle between that and now, e.g.,:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //will be rotation gesture
//remember state of view at beginning of touch
CGPoint top = CGPointMake(self.middle.x, 0);
self.lastTouch = currentPoint;
self.lastAngle = angleBetweenLines(self.middle, top, self.middle, currentPoint);
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:middle] >= MOVE_RADIUS) { //a rotation gesture
//rotate tile
float newAngle = angleBetweenLines(self.middle, CGPointMake(self.middle.x, 0), self.middle, currentPoint); //touch angle
float angleDif = newAngle - self.lastAngle; //work out dif between angle at beginning of touch and now.
CGAffineTransform newTransform = CGAffineTransformRotate(self.transform, angleDif); //create new transform
self.transform = newTransform; //apply transform.
self.lastTouch = currentPoint;
self.lastAngle = newAngle;
}
The second option makes more sense to me, but it is not giving very pleasing results (jaggy updates and non-smooth rotations). Which way is best (if any), in terms of performance?
Cheers!
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它实际上比您尝试过的要简单得多。
您需要三个数据点:
传递给您的 Touch 对象实际上包含最后一次触摸的位置。所以你不需要跟踪它。
您所要做的就是计算两条线之间的角度:
然后将其转换为弧度并在 CGAffineTransformRotate() 中使用它。在你的 TouchMoved 处理程序中完成这一切。
这是一个计算您需要的函数:
由 Jeff LaMarche 提供:
http://iphonedevelopment.blogspot.com/2009/12/better-two-finger-rotate-gesture.html
示例:
It is actually much simpler than what you have tried.
You need three data points:
The Touch object passed to you actually contains the last touch location. So you don't need to keep track of it.
All you have to do is calculate the angle between two lines:
Then convert that to radians and use that in your CGAffineTransformRotate(). Do that all in your touchesMoved handler.
Here is a function to calculate what you need just that:
Courtesy of Jeff LaMarche at:
http://iphonedevelopment.blogspot.com/2009/12/better-two-finger-rotate-gesture.html
Example:
您是否考虑过使用
UIRotationGestureRecognizer
?似乎逻辑已经融入其中,并且可能会让事情变得更简单。Have you considered using
UIRotationGestureRecognizer
? Seems like that has the logic already baked in, and might make things simpler.