CGAffineTransform相关函数
CGAffineTransform rotation = CGAffineTransformMakeRotation(M_PI_2);
[xxx setTransform:rotation];
呵呵就这么简单的两行代码就可以实现了!
顺便记录一些常量,以后用的着!
#define M_E?????????2.71828182845904523536028747135266250???e
#define M_LOG2E?????1.44269504088896340735992468100189214???log 2e
#define M_LOG10E????0.434294481903251827651128918916605082??log 10e
#define M_LN2???????0.693147180559945309417232121458176568??log e2
#define M_LN10??????2.30258509299404568401799145468436421???log e10
#define M_PI????????3.14159265358979323846264338327950288???pi
#define M_PI_2??????1.57079632679489661923132169163975144???pi/2
#define M_PI_4??????0.785398163397448309615660845819875721??pi/4
#define M_1_PI??????0.318309886183790671537767526745028724??1/pi
#define M_2_PI??????0.636619772367581343075535053490057448??2/pi
#define M_2_SQRTPI??1.12837916709551257389615890312154517???2/sqrt(pi)
#define M_SQRT2?????1.41421356237309504880168872420969808???sqrt(2)
#define M_SQRT1_2???0.707106781186547524400844362104849039??1/sqrt(2)
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from:http://donbe.blog.163.com/blog/static/138048021201061054243442/
CGAffineTransformMakeTranslation(width, 0.0);是改变位置的,
CGAffineTransformRotate(transform, M_PI);是旋转的。
CGAffineTransformMakeRotation(-M_PI);也是旋转的
transform = CGAffineTransformScale(transform, -1.0, 1.0);是缩放的。
view.transform = CGAffineTransformIdentity;线性代数里面讲的矩阵变换,这个是恒等变换
当你改变过一个view.transform属性或者view.layer.transform的时候需要恢复默认状态的话,记得先把他们重置可以使用view.transform = CGAffineTransformIdentity,或者view.layer.transform = CATransform3DIdentity,假设你一直不断的改变一个view.transform的属性,而每次改变之前没有重置的话,你会发现后来的改变和你想要的发生变化了,不是你真正想要的结果
Quartz转换实现的原理:Quartz把绘图分成两个部分,? ? 用户空间,即和设备无关,? ? 设备空间,用户空间和设备空间中间存在一个转换矩阵 : CTM本章实质是讲解CTM?Quartz提供的3大功能移动,旋转,缩放?演示如下,首先加载一张图片void CGContextDrawImage (? ?CGContextRef c,? ?CGRect rect,? ?CGImageRef image);?????移动函数CGContextTranslateCTM (myContext, 100, 50);???旋转函数include <math.h>static inline double radians (double degrees) {return degrees * M_PI/180;}CGContextRotateCTM (myContext, radians(–45.));???缩放CGContextScaleCTM (myContext, .5, .75);???翻转, 两种转换合成后的效果,先把图片移动到右上角,然后旋转180度CGContextTranslateCTM (myContext, w,h);CGContextRotateCTM (myContext, radians(-180.));???组合几个动作CGContextTranslateCTM (myContext, w/4, 0);CGContextScaleCTM (myContext, .25, ?.5);CGContextRotateCTM (myContext, radians ( 22.));?????CGContextRotateCTM (myContext, radians ( 22.));CGContextScaleCTM (myContext, .25, ?.5);CGContextTranslateCTM (myContext, w/4, 0);????上面是通过直接修改当前的ctm实现3大效果,下面是通过创建Affine Transforms,然后连接ctm实现同样的3种效果这样做的好处是可以重用这个Affine Transforms应用Affine Transforms 到ctm的函数void CGContextConcatCTM (? ?CGContextRef c,? ?CGAffineTransform transform);??Creating Affine Transforms移动效果CGAffineTransform CGAffineTransformMakeTranslation (? ?CGFloat tx,? ?CGFloat ty);?CGAffineTransform CGAffineTransformTranslate (? ?CGAffineTransform t,? ?CGFloat tx,? ?CGFloat ty);?旋转效果CGAffineTransform CGAffineTransformMakeRotation (? ?CGFloat angle);?CGAffineTransform CGAffineTransformRotate (? ?CGAffineTransform t,? ?CGFloat angle);?缩放效果CGAffineTransform CGAffineTransformMakeScale (? ?CGFloat sx,? ?CGFloat sy);?CGAffineTransform CGAffineTransformScale (? ?CGAffineTransform t,? ?CGFloat sx,? ?CGFloat sy);?反转效果CGAffineTransform CGAffineTransformInvert (? ?CGAffineTransform t);?只对局部产生效果CGRect CGRectApplyAffineTransform (? ?CGRect rect,? ?CGAffineTransform t);?判断两个AffineTrans是否相等bool CGAffineTransformEqualToTransform (? ?CGAffineTransform t1,? ?CGAffineTransform t2);???获得Affine TransformCGAffineTransform CGContextGetUserSpaceToDeviceSpaceTransform (? ?CGContextRef c);?下面的函数只起到查看的效果,比如看一下这个用户空间的点,转换到设备空间去坐标是多少CGPoint CGContextConvertPointToDeviceSpace (? ?CGContextRef c,? ?CGPoint point);?CGPoint CGContextConvertPointToUserSpace (? ?CGContextRef c,? ?CGPoint point);?CGSize CGContextConvertSizeToDeviceSpace (? ?CGContextRef c,? ?CGSize size);?CGSize CGContextConvertSizeToUserSpace (? ?CGContextRef c,? ?CGSize size);?CGRect CGContextConvertRectToDeviceSpace (? ?CGContextRef c,? ?CGRect rect);?CGRect CGContextConvertRectToUserSpace (? ?CGContextRef c,? ?CGRect rect);??CTM真正的数学行为这个转换矩阵其实是一个 3x3的 举证如下图??下面举例说明几个转换运算的数学实现x y 是原先点的坐标下面是从用户坐标转换到设备坐标的计算公式????下面是一个identity matrix,就是输入什么坐标,出来什么坐标,没有转换?最终的计算结果是 x=x,y=y, ????可以用函数判断这个矩阵是不是一个 identity matrixbool CGAffineTransformIsIdentity (? ?CGAffineTransform t);????参考:http://developer.apple.com/library/ios/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_affine/dq_affine.html
- (void)willAnimateFirstHalfOfRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation ? duration:(NSTimeInterval)duration{? ? ? ??? ??? ? ? ? if (toInterfaceOrientation == UIInterfaceOrientationPortrait)? ? ? ? {? ? ? ? ? ? ? ? b=YES;? ? ? ? ? ? ? ??? ? ? ? ? ? ? ? self.view=mainvv;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformIdentity;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0));? ? ? ? ? ? ? ? self.view.bounds = CGRectMake(0.0, 0.0, 768.0, 1004.0);? ? ? ? ? ? ? ??? ? ? ? }? ? ? ? else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft)? ? ? ? {? ? ? ? ? ? ? ? b=NO;? ? ? ? ? ? ? ??? ? ? ? ? ? ? ? self.view = self.vv;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformIdentity;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));? ? ? ? ? ? ? ? self.view.bounds = CGRectMake(0.0, 0.0, 1024.0, 748.0);? ? ? ? ? ? ? ??? ? ? ? ? ? ? ??? ? ? ? ? ? ? ??? ? ? ? }? ? ? ? else if (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)? ? ? ? {? ? ? ? ? ? ? ??? ? ? ? ? ? ? ? b=YES;? ? ? ? ? ? ? ? self.view=mainvv;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformIdentity;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180));? ? ? ? ? ? ? ? self.view.bounds = CGRectMake(0.0, 0.0, 768.0, 1004.0);? ? ? ? ? ? ? ??? ? ? ? }? ? ? ? else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)? ? ? ? {? ? ? ? ? ? ? ??? ? ? ? ? ? ? ? b=NO;? ? ? ? ? ? ? ? self.view = self.vv;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformIdentity;? ? ? ? ? ? ? ? self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));? ? ? ? ? ? ? ? self.view.bounds = CGRectMake(0.0, 0.0, 1024.0, 748.0);? ? ? ? ? ? ? ??? ? ? ? }? ? ? ??? ? ? ??}
3
Quartz转换实现的原理:Quartz把绘图分成两个部分,?? ?用户空间,即和设备无关,?? ?设备空间,用户空间和设备空间中间存在一个转换矩阵 : CTM本章实质是讲解CTM
Quartz提供的3大功能移动,旋转,缩放
演示如下,首先加载一张图片
void CGContextDrawImage ( CGContextRef c, CGRect rect, CGImageRef image);?
?移动函数CGContextTranslateCTM (myContext, 100, 50);
旋转函数
include <math.h>static inline double radians (double degrees) {return degrees * M_PI/180;}CGContextRotateCTM (myContext, radians(–45.));缩放CGContextScaleCTM (myContext, .5, .75);翻转, 两种转换合成后的效果,先把图片移动到右上角,然后旋转180度CGContextTranslateCTM (myContext, w,h);CGContextRotateCTM (myContext, radians(-180.));组合几个动作CGContextTranslateCTM (myContext, w/4, 0);CGContextScaleCTM (myContext, .25, .5);CGContextRotateCTM (myContext, radians ( 22.));?
CGContextRotateCTM (myContext, radians ( 22.));CGContextScaleCTM (myContext, .25, .5);CGContextTranslateCTM (myContext, w/4, 0);上面是通过直接修改当前的ctm实现3大效果,下面是通过创建Affine Transforms,然后连接ctm实现同样的3种效果这样做的好处是可以重用这个Affine Transforms应用Affine Transforms 到ctm的函数void CGContextConcatCTM ( CGContextRef c, CGAffineTransform transform);Creating Affine Transforms移动效果CGAffineTransform CGAffineTransformMakeTranslation ( CGFloat tx, CGFloat ty);CGAffineTransform CGAffineTransformTranslate ( CGAffineTransform t, CGFloat tx, CGFloat ty);旋转效果CGAffineTransform CGAffineTransformMakeRotation ( CGFloat angle);CGAffineTransform CGAffineTransformRotate ( CGAffineTransform t, CGFloat angle);缩放效果CGAffineTransform CGAffineTransformMakeScale ( CGFloat sx, CGFloat sy);CGAffineTransform CGAffineTransformScale ( CGAffineTransform t, CGFloat sx, CGFloat sy);反转效果CGAffineTransform CGAffineTransformInvert ( CGAffineTransform t);只对局部产生效果CGRect CGRectApplyAffineTransform ( CGRect rect, CGAffineTransform t);判断两个AffineTrans是否相等bool CGAffineTransformEqualToTransform ( CGAffineTransform t1, CGAffineTransform t2);获得Affine TransformCGAffineTransform CGContextGetUserSpaceToDeviceSpaceTransform ( CGContextRef c);下面的函数只起到查看的效果,比如看一下这个用户空间的点,转换到设备空间去坐标是多少CGPoint CGContextConvertPointToDeviceSpace ( CGContextRef c, CGPoint point);CGPoint CGContextConvertPointToUserSpace ( CGContextRef c, CGPoint point);CGSize CGContextConvertSizeToDeviceSpace ( CGContextRef c, CGSize size);CGSize CGContextConvertSizeToUserSpace ( CGContextRef c, CGSize size);CGRect CGContextConvertRectToDeviceSpace ( CGContextRef c, CGRect rect);CGRect CGContextConvertRectToUserSpace ( CGContextRef c, CGRect rect);CTM真正的数学行为这个转换矩阵其实是一个 3x3的 举证如下图
下面举例说明几个转换运算的数学实现x y 是原先点的坐标下面是从用户坐标转换到设备坐标的计算公式
下面是一个identity matrix,就是输入什么坐标,出来什么坐标,没有转换最终的计算结果是 x=x,y=y,
?可以用函数判断这个矩阵是不是一个 identity matrixbool CGAffineTransformIsIdentity ( CGAffineTransform t);移动矩阵?
缩放矩阵?
旋转矩阵?
旋转加移动矩阵?