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November 24, 2014 22:44
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Swift: Rotating cube example
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import UIKit | |
class ViewController: UIViewController { | |
var topOfCube:CAShapeLayer! | |
var leftOfCube:CAShapeLayer! | |
var frontOfCube:CAShapeLayer! | |
var backOfCube:CAShapeLayer! | |
var baseOfCube:CAShapeLayer! | |
override func viewDidLoad() { | |
super.viewDidLoad() | |
backOfCube = CAShapeLayer() | |
self.view.layer.addSublayer(backOfCube) | |
baseOfCube = CAShapeLayer() | |
self.view.layer.addSublayer(baseOfCube) | |
frontOfCube = CAShapeLayer() | |
self.view.layer.addSublayer(frontOfCube) | |
topOfCube = CAShapeLayer() | |
self.view.layer.addSublayer(topOfCube) | |
leftOfCube = CAShapeLayer() | |
leftOfCube.fillColor = UIColor(hue: 117/360, saturation: 29/100, brightness: 56/100, alpha: 1.0).CGColor | |
leftOfCube.lineWidth = 3 | |
leftOfCube.zPosition = 3 | |
self.view.layer.addSublayer(leftOfCube) | |
} | |
override func didReceiveMemoryWarning() { | |
super.didReceiveMemoryWarning() | |
// Dispose of any resources that can be recreated. | |
} | |
@IBAction func animate(sender:AnyObject) | |
{ let positionX:CGFloat = 200 | |
let positionY:CGFloat = 200 | |
let radius:CGFloat = 100 | |
let repeat = Float.infinity | |
// roll animation | |
var newPos = positionNextCubeRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, spaces: 6, position: CubeRelativePosition.RightFront, 60) | |
var caPos = CABasicAnimation(keyPath: "position") | |
caPos.toValue = NSValue(CGPoint: newPos) | |
caPos.duration = 12.0 | |
// colorChange | |
var colorChangeTop = CABasicAnimation(keyPath: "fillColor") | |
colorChangeTop.delegate = self | |
colorChangeTop.fromValue = UIColor(hue: 117/360, saturation: 29/100, brightness: 76/100, alpha: 1.0).CGColor | |
colorChangeTop.toValue = UIColor(hue: 117/360, saturation: 29/100, brightness: 96/100, alpha: 1.0).CGColor | |
colorChangeTop.duration = 2.0 | |
colorChangeTop.repeatCount = repeat | |
// colorChange front | |
var colorChangeFront = CABasicAnimation(keyPath: "fillColor") | |
colorChangeFront.delegate = self | |
colorChangeFront.fromValue = UIColor(hue: 117/360, saturation: 29/100, brightness: 96/100, alpha: 1.0).CGColor | |
colorChangeFront.toValue = UIColor(hue: 117/360, saturation: 29/100, brightness: 76/100, alpha: 1.0).CGColor | |
colorChangeFront.duration = 2.0 | |
colorChangeFront.repeatCount = repeat | |
// cube base | |
var pathb0 = cubeBaseRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 0) | |
var pathb01 = cubeBaseRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 15) | |
var pathb1 = cubeBaseRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 30) | |
var pathb02 = cubeBaseRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 45) | |
var pathb2 = cubeBaseRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 60) | |
// path1.moveToPoint(CGPointZero) | |
var animationb = CAKeyframeAnimation(keyPath:"path") | |
animationb.duration = 2.0 | |
animationb.calculationMode = kCAAnimationCubic | |
animationb.values = [pathb0,pathb01,pathb1,pathb02,pathb2] | |
animationb.repeatCount = repeat | |
// cube top | |
var path0 = cubeTopRotatedOntoRightFrontFace(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 0) | |
var path01 = cubeTopRotatedOntoRightFrontFace(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 15) | |
var path1 = cubeTopRotatedOntoRightFrontFace(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 30) | |
var path02 = cubeTopRotatedOntoRightFrontFace(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 45) | |
var path2 = cubeTopRotatedOntoRightFrontFace(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 60) | |
// path1.moveToPoint(CGPointZero) | |
var animation = CAKeyframeAnimation(keyPath:"path") | |
animation.duration = 2.0 | |
animation.values = [path0,path01,path1,path02,path2] | |
animation.repeatCount = repeat | |
animation.calculationMode = kCAAnimationCubic | |
// cube left | |
var path10 = cubeLeftRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 0) | |
var path10l = cubeLeftRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 15) | |
var path11 = cubeLeftRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 30) | |
var path11l = cubeLeftRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 45) | |
var path12 = cubeLeftRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 60) | |
// path1.moveToPoint(CGPointZero) | |
var animation1 = CAKeyframeAnimation(keyPath:"path") | |
animation1.duration = 2.0 | |
animation1.fillMode = kCAFillModeForwards | |
animation1.values = [path10,path10l, path11,path11l,path12] | |
animation1.repeatCount = repeat | |
animation1.calculationMode = kCAAnimationCubic | |
// front of cube | |
var path110 = cubeFrontRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 0) | |
var path110f = cubeFrontRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 15) | |
var path111 = cubeFrontRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 30) | |
var path111f = cubeFrontRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 45) | |
var path112 = cubeFrontRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 60) | |
// path1.moveToPoint(CGPointZero) | |
var animation11 = CAKeyframeAnimation(keyPath:"path") | |
animation11.duration = 2.0 | |
animation11.values = [path110,path110f,path111,path111f,path112] | |
animation11.calculationMode = kCAAnimationCubic | |
animation11.repeatCount = repeat | |
// back of cube | |
var path1110 = cubeBackRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 0) | |
var path1110b = cubeBackRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 15) | |
var path1111 = cubeBackRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 30) | |
var path1111b = cubeBackRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 45) | |
var path1112 = cubeBackRotated(x: positionX, y: positionY, radius: radius, sides: 6, adjustment: 90, newangle: 60) | |
// path1.moveToPoint(CGPointZero) | |
var animation111 = CAKeyframeAnimation(keyPath:"path") | |
animation111.duration = 2.0 | |
animation111.values = [path1110,path1110b,path1111,path1111b,path1112] | |
animation111.calculationMode = kCAAnimationCubic | |
animation111.repeatCount = repeat | |
backOfCube.addAnimation(animation111, forKey: nil) | |
backOfCube.addAnimation(colorChangeFront, forKey: nil) | |
backOfCube.addAnimation(caPos, forKey: nil) | |
frontOfCube.addAnimation(animation11, forKey:nil) | |
frontOfCube.addAnimation(colorChangeFront, forKey: nil) | |
frontOfCube.addAnimation(caPos, forKey: nil) | |
leftOfCube.addAnimation(animation1, forKey:nil) | |
leftOfCube.addAnimation(caPos, forKey: nil) | |
topOfCube.addAnimation(animation, forKey:nil) | |
topOfCube.addAnimation(colorChangeTop, forKey: nil) | |
topOfCube.addAnimation(caPos, forKey: nil) | |
} | |
} | |
func cubeTopRotatedOntoRightFrontFace(#x:CGFloat, #y:CGFloat, #radius:CGFloat, #sides:Int, #adjustment:CGFloat, #newangle:CGFloat) -> CGPathRef { | |
let path = CGPathCreateMutable() | |
// HexagonRotatedPoints class takes details and returns new points at rotation angle | |
let points = HexagonRotatedPoints(sides: sides,x: x,y: y,radius: radius,adjustment: adjustment, direction:.RightFront,newangle:newangle) | |
CGPathMoveToPoint(path, nil, points.origin.x, points.origin.y) | |
CGPathAddLineToPoint(path, nil, points.index1.x, points.index1.y) | |
CGPathAddLineToPoint(path, nil, points.index0.x, points.index0.y) | |
CGPathAddLineToPoint(path, nil, points.index5.x, points.index5.y) | |
CGPathCloseSubpath(path) | |
return path | |
} | |
func cubeLeftRotated(#x:CGFloat, #y:CGFloat, #radius:CGFloat, #sides:Int, #adjustment:CGFloat, #newangle:CGFloat) -> CGPathRef { | |
let path = CGPathCreateMutable() | |
var points = HexagonRotatedPoints(sides: sides,x: x,y: y,radius: radius,adjustment: adjustment,direction: .RightFront,newangle:newangle) | |
CGPathMoveToPoint(path, nil, points.index1.x, points.index1.y) | |
CGPathAddLineToPoint(path, nil, points.origin.x, points.origin.y) | |
CGPathAddLineToPoint(path, nil, points.index3.x, points.index3.y) | |
CGPathAddLineToPoint(path, nil, points.index2.x, points.index2.y) | |
// CGPathAddLineToPoint(path, nil, points[3].x, points[3].y) | |
CGPathCloseSubpath(path) | |
return path | |
} | |
func cubeBaseRotated(#x:CGFloat, #y:CGFloat, #radius:CGFloat, #sides:Int, #adjustment:CGFloat, #newangle:CGFloat) -> CGPathRef { | |
let path = CGPathCreateMutable() | |
var points = HexagonRotatedPoints(sides: sides,x: x,y: y,radius: radius,adjustment: adjustment,direction: .RightFront,newangle:newangle) | |
CGPathMoveToPoint(path, nil, points.index4.x, points.index1.y) | |
CGPathAddLineToPoint(path, nil, points.originrear.x, points.originrear.y) | |
CGPathAddLineToPoint(path, nil, points.index2.x, points.index2.y) | |
CGPathAddLineToPoint(path, nil, points.index3.x, points.index3.y) | |
CGPathCloseSubpath(path) | |
return path | |
} | |
func cubeBackRotated(#x:CGFloat, #y:CGFloat, #radius:CGFloat, #sides:Int, #adjustment:CGFloat, #newangle:CGFloat) -> CGPathRef { | |
let path = CGPathCreateMutable() | |
var points = HexagonRotatedPoints(sides: sides,x: x,y: y,radius: radius,adjustment: adjustment,direction: .RightFront,newangle:newangle) | |
CGPathMoveToPoint(path, nil, points.originrear.x, points.originrear.y) | |
CGPathAddLineToPoint(path, nil, points.index0.x, points.index0.y) | |
CGPathAddLineToPoint(path, nil, points.index1.x, points.index1.y) | |
CGPathAddLineToPoint(path, nil, points.index2.x, points.index2.y) | |
CGPathCloseSubpath(path) | |
return path | |
} | |
func cubeFrontRotated(#x:CGFloat, #y:CGFloat, #radius:CGFloat, #sides:Int, #adjustment:CGFloat, #newangle:CGFloat) -> CGPathRef { | |
let path = CGPathCreateMutable() | |
let points = HexagonRotatedPoints(sides: sides,x: x,y: y,radius: radius,adjustment: adjustment, direction:.RightFront,newangle:newangle) | |
CGPathMoveToPoint(path, nil, points.origin.x, points.origin.y) | |
CGPathAddLineToPoint(path, nil, points.index5.x, points.index5.y) | |
CGPathAddLineToPoint(path, nil, points.index4.x, points.index4.y) | |
CGPathAddLineToPoint(path, nil, points.index3.x, points.index3.y) | |
// CGPathAddLineToPoint(path, nil, points[3].x, points[3].y) | |
CGPathCloseSubpath(path) | |
return path | |
} | |
enum HexagonIndex:Int { | |
case Zero, One, Two, Three, Four, Five | |
} | |
func degree2radian(a:CGFloat)->CGFloat { | |
let b = CGFloat(M_PI) * a/180 | |
return b | |
} | |
enum HexagonRollOntoDirection { | |
case RightFront, LeftFront, RightRear, LeftRear, ClockwiseSpin, AntiClockwiseSpin | |
} | |
func polygonPointArray(sides:Int,x:CGFloat,y:CGFloat,radius:CGFloat,adjustment:CGFloat=0)->[CGPoint] { | |
let angle = degree2radian(360/CGFloat(sides)) | |
let cx = x // x origin | |
let cy = y // y origin | |
let r = radius // radius of circle | |
var i = sides | |
var points = [CGPoint]() | |
while points.count <= sides { | |
let xpo = cx - r * cos(angle * CGFloat(i)+degree2radian(adjustment)) | |
let ypo = cy - r * sin(angle * CGFloat(i)+degree2radian(adjustment)) | |
points.append(CGPoint(x: xpo, y: ypo)) | |
i--; | |
} | |
return points | |
} | |
class HexagonRotatedPoints { | |
let origin:CGPoint, index0:CGPoint, index1:CGPoint, index2:CGPoint, index3:CGPoint, index4:CGPoint, index5:CGPoint, originrear:CGPoint | |
init (sides:Int,x:CGFloat,y:CGFloat,radius:CGFloat,adjustment:CGFloat, direction:HexagonRollOntoDirection, newangle:CGFloat) { | |
// Currently these points supply the points for a HexagonRollOntoDirection.RightFront | |
let points = polygonPointArray(sides,x,y,radius,adjustment: adjustment) | |
// cube is pivoting on index 3, so the x position never changes | |
let originX = points[2].x - radius * cos(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(60)) | |
// origin is at a point 60 degrees from the 0 line of index 2, it pivots on the arc of the circle from index 2 (to index 3) | |
let originY = points[2].y - radius * sin(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(60)) | |
origin = CGPoint(x: originX, y: originY) | |
// index 0 on the hexagon | |
let index0X = x - radius * cos(degree2radian(newangle) + degree2radian(adjustment)) | |
let index0Y = y - radius * sin(degree2radian(newangle) + degree2radian(adjustment)) | |
index0 = CGPoint(x: index0X, y: index0Y) | |
// index 1 is at the position 90 degrees (the adjustment) to index 2 and follows the arc of the index 2 circle (to the origin) | |
let index1X = points[2].x - radius * cos(degree2radian(newangle) + degree2radian(adjustment)) | |
let index1Y = points[2].y - radius * sin(degree2radian(newangle) + degree2radian(adjustment)) | |
index1 = CGPoint(x: index1X, y: index1Y) | |
// index 2 at 240 degrees to the 12 o'clock position of a circle about index 3 | |
let index2x = x - radius * cos(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(240)) | |
let index2y = y - radius * sin(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(240)) | |
index2 = CGPoint(x: index2x, y: index2y) | |
// index 3 on hexagon (moves to index 2) [AJL: not entirely confident index 3 is correct) | |
let index3X = x - radius * cos(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(180)) | |
let index3Y = y - radius * sin(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(180)) | |
index3 = CGPoint(x: index3X, y: index3Y) | |
// index 4 on hexagon (moves to rear origin) | |
let index4X = points[5].x - radius * cos(degree2radian(180) + degree2radian(newangle) + degree2radian(adjustment)) | |
let index4Y = points[5].y - radius * sin(degree2radian(180) + degree2radian(newangle) + degree2radian(adjustment)) | |
index4 = CGPoint(x: index4X, y: index4Y) | |
// index 5 at 60 degrees to the top position | |
let index5X = x - radius * cos(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(60)) | |
let index5Y = y - radius * sin(degree2radian(newangle) + degree2radian(adjustment) + degree2radian(60)) | |
index5 = CGPoint(x: index5X, y: index5Y) | |
// rear origin | |
let originrearX = points[5].x - radius * cos(degree2radian(240) + degree2radian(newangle) + degree2radian(adjustment)) | |
let originrearY = points[5].y - radius * sin(degree2radian(240) + degree2radian(newangle) + degree2radian(adjustment)) | |
originrear = CGPoint(x: originrearX, y: originrearY) | |
} | |
} | |
enum CubeRelativePosition:Int { | |
case Above = 0, LeftBehind, LeftFront, Underneath, RightFront, RightBehind | |
} | |
func positionNextCubeRotated(#x:CGFloat, #y:CGFloat, #radius:CGFloat, #sides:Int, #adjustment:CGFloat, #spaces:Int, #position:CubeRelativePosition, newangle:CGFloat) -> CGPoint { | |
// block rolls along slope, if HexagonRotatedPoints.origin taken would look like steps at 60 degrees | |
var points = HexagonRotatedPoints(sides: sides,x: x,y: y,radius: radius*CGFloat(spaces),adjustment: adjustment,direction:HexagonRollOntoDirection.RightFront,newangle:newangle).index5 | |
// var newpoints = polygonPointArray(sides, points.x, points.y, radius, adjustment: adjustment) | |
return points | |
} |
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Note: you'll need to add a button to your initial view in the Storyboard file and hook this up to the IBOutlet