CoreGraphics.h
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) from: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); } }3Quartz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CTMQuartz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