こんにちは私はテーブルの丸いトップのようなイメージを持っています。ユーザーが左から右にスワイプするときは時計回りに、右から左にスワイプするときは反時計回りに動かしたいと思います。
ラウンドテーブルトップをリアルタイムで動かすようなものです。アプリでこれを行うにはどうすればよいですか?
次のコードをローテーションに使用しています。そのTrackBallの例から。私が抱えている問題は、画像が回転するたびにその位置が変わることです。
- (CATransform3D)rotationTransformForLocation:(CGPoint)location
{
CGFloat trackBallCurrentPoint[3] = {location.x - trackBallCenter.x, location.y - trackBallCenter.y, 0.0f};
if(fabs(trackBallCurrentPoint[0] - trackBallStartPoint[0]) < kTol && fabs(trackBallCurrentPoint[1] - trackBallStartPoint[1]) < kTol)
{
return CATransform3DIdentity;
}
CGFloat dist = trackBallCurrentPoint[0] * trackBallCurrentPoint[0] + trackBallCurrentPoint[1] * trackBallCurrentPoint[1];
if(dist > trackBallRadius * trackBallRadius)
{
// outside the center of the sphere so make it zero
trackBallCurrentPoint[2] = 0.0f;
}
else
{
trackBallCurrentPoint[2] = sqrt(trackBallRadius * trackBallRadius - dist);
}
// cross product yields the rotation vector
CGFloat rotationVector[3];
rotationVector[0] = trackBallStartPoint[1] * trackBallCurrentPoint[2] - trackBallStartPoint[2] * trackBallCurrentPoint[1];
rotationVector[1] = -trackBallStartPoint[0] * trackBallCurrentPoint[2] + trackBallStartPoint[2] * trackBallCurrentPoint[0];
rotationVector[2] = trackBallStartPoint[0] * trackBallCurrentPoint[1] - trackBallStartPoint[1] * trackBallCurrentPoint[0];
// calc the angle between the current point vector and the starting point vector
// use arctan so we get all eight quadrants instead of just the positive ones
// cos(a) = (start . current) / (||start|| ||current||)
// sin(a) = (||start X current||) / (||start|| ||current||)
// a = atan2(sin(a), cos(a))
CGFloat startLength = sqrt(trackBallStartPoint[0] * trackBallStartPoint[0] + trackBallStartPoint[1] * trackBallStartPoint[1] + trackBallStartPoint[2] * trackBallStartPoint[2]);
CGFloat currentLength = sqrt(trackBallCurrentPoint[0] * trackBallCurrentPoint[0] + trackBallCurrentPoint[1] * trackBallCurrentPoint[1] + trackBallCurrentPoint[2] * trackBallCurrentPoint[2]);
CGFloat startDotCurrent = trackBallStartPoint[0] * trackBallCurrentPoint[0] + trackBallStartPoint[1] * trackBallCurrentPoint[1] + trackBallStartPoint[2] * trackBallCurrentPoint[2]; // (start . current)
// start X current we have already calcualted in the rotation vector
CGFloat rotationLength = sqrt(rotationVector[0] * rotationVector[0] + rotationVector[1] * rotationVector[1] + rotationVector[2] * rotationVector[2]);
CGFloat angle = atan2(rotationLength / (startLength * currentLength), startDotCurrent / (startLength * currentLength));
// normalize the rotation vector
rotationVector[0] = rotationVector[0] / rotationLength;
rotationVector[1] = rotationVector[1] / rotationLength;
rotationVector[2] = rotationVector[2] / rotationLength;
CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector[0], rotationVector[1], rotationVector[2]);
return CATransform3DConcat(baseTransform, rotationTransform);
}
前もって感謝します。