方形父视图中圆形子视图之间的 UICollisionBehavior 检测

UICollisionBehavior detection between round subViews in square parentViews

我有一个方形的 containerView,里面有一个 roundImageView。 containerView 被添加到 UIDynamicAnimator。当 containerViews 的角相互碰撞时,我需要它们从 roundImageView 反弹,与此相同 。在 customContainerView 内部 override collisionBoundsType ... return .ellipse 但碰撞仍然发生在正方形而不是圆形,并且视图相互重叠。

自定义视图:

class CustomContainerView: UIView {
    
    override public var collisionBoundsType: UIDynamicItemCollisionBoundsType {
        return .ellipse
    }
}

代码:

var arr = [CustomContainerView]()

var animator: UIDynamicAnimator!
var gravity: UIGravityBehavior!
var collider: UICollisionBehavior!
var bouncingBehavior  : UIDynamicItemBehavior!

override func viewDidLoad() {
    super.viewDidLoad()
    
    addSubViews()
    
    addAnimatorAndBehaviors()
}

func addAnimatorAndBehaviors() {
    
    animator = UIDynamicAnimator(referenceView: self.view)
    
    gravity = UIGravityBehavior(items: arr)
    animator.addBehavior(gravity)
    
    collider = UICollisionBehavior(items: arr)
    collider.translatesReferenceBoundsIntoBoundary = true
    animator.addBehavior(collider)
    
    bouncingBehavior = UIDynamicItemBehavior(items: arr)
    bouncingBehavior.elasticity = 0.05
    animator.addBehavior(bouncingBehavior)
}

func addSubViews() {
    
    let redView = createContainerView(with: .red)
    let blueView = createContainerView(with: .blue)
    let yellowView = createContainerView(with: .yellow)
    let purpleView = createContainerView(with: .purple)
    let greenView = createContainerView(with: .green)
    
    view.addSubview(redView)
    view.addSubview(blueView)
    view.addSubview(yellowView)
    view.addSubview(purpleView)
    view.addSubview(greenView)
    
    arr = [redView, blueView, yellowView, purpleView, greenView]
}

func createContainerView(with color: UIColor) -> UIView {
    
    let containerView = CustomContainerView()
    containerView.backgroundColor = .brown
    
    let size = CGSize(width: 50, height: 50)
    
    containerView.frame.size = size
    containerView.center = view.center

    let roundImageView = UIImageView()
    roundImageView.translatesAutoresizingMaskIntoConstraints = false
    roundImageView.backgroundColor = color
    
    containerView.addSubview(roundImageView)
    
    roundImageView.topAnchor.constraint(equalTo: containerView.topAnchor, constant: 10).isActive = true
    roundImageView.leadingAnchor.constraint(equalTo: containerView.leadingAnchor, constant: 10).isActive = true
    roundImageView.trailingAnchor.constraint(equalTo: containerView.trailingAnchor, constant: -10).isActive = true
    roundImageView.bottomAnchor.constraint(equalTo: containerView.bottomAnchor, constant: -10).isActive = true
    
    roundImageView.layer.masksToBounds = true
    roundImageView.layoutIfNeeded()
    roundImageView.layer.cornerRadius = roundImageView.frame.height / 2

    roundImageView.layer.borderWidth = 1
    roundImageView.layer.borderColor = UIColor.white.cgColor

    return containerView
}

看起来碰撞行为不喜欢 .ellipse 当视图正好位于彼此顶部时的类型。

运行 你的代码几次给出了不同的结果(如预期的那样)......有时,所有 5 个视图最终都在一个完整的垂直堆栈中,其他时候它最终有一些重叠,而其他时候(等待几秒钟后)视图稳定在视图底部下方的一对可见视图和其他视图 way - 我已经看到他们的y 轴位置达到 > 40,000。

我对您的代码进行了一些修改以查看发生了什么...

我添加了更多视图并为每个视图提供了一个显示椭圆边界的形状层。

然后,我没有从相同的位置开始,而是创建了几个“行”,看起来像这样:

然后,每次点击时,我都会重置原始位置并在椭圆和矩形之间切换UIDynamicItemCollisionBoundsType,然后然后 再次呼叫 addAnimatorAndBehaviors()

这是示例 .ellipse 运行:

和样本 .rectangle 运行:

正如我们所见,.ellipse 边界 正在使用

这是我用来玩这个的代码:

class CustomContainerView: UIView {
    var useEllipse: Bool = false
    
    override public var collisionBoundsType: UIDynamicItemCollisionBoundsType {
        return useEllipse ? .ellipse : .rectangle
    }
}

class ViewController: UIViewController {
    
    var arr = [CustomContainerView]()
    
    var animator: UIDynamicAnimator!
    var gravity: UIGravityBehavior!
    var collider: UICollisionBehavior!
    var bouncingBehavior  : UIDynamicItemBehavior!
    
    let infoLabel = UILabel()
    
    override func viewDidLoad() {
        super.viewDidLoad()
        
        addSubViews()

        // add info label
        infoLabel.translatesAutoresizingMaskIntoConstraints = false
        view.addSubview(infoLabel)
        infoLabel.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
        infoLabel.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
        
        // add a tap recognizer to start the Animator Behaviors
        let t = UITapGestureRecognizer(target: self, action: #selector(gotTap(_:)))
        view.addGestureRecognizer(t)
    }
    
    override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        positionViews()
    }
    
    func positionViews() -> Void {
        // let's make rows of the views,
        //  instead of starting with them all on top of each other
        // we'll do 3-views over 2-views
        
        let w = arr[0].frame.width * 1.1
        let h = arr[0].frame.height * 1.1

        var x: CGFloat = 0
        var y: CGFloat = 0

        var idx: Int = 0
        
        y = h
        
        while idx < arr.count {
            x = view.center.x - w
            for _ in 1...3 {
                if idx < arr.count {
                    arr[idx].center = CGPoint(x: x, y: y)
                }
                x += w
                idx += 1
            }
            y += h
            x = view.center.x - w * 0.5
            for _ in 1...2 {
                if idx < arr.count {
                    arr[idx].center = CGPoint(x: x, y: y)
                }
                x += w
                idx += 1
            }
            y += h
        }

    }
    
    @objc func gotTap(_ g: UIGestureRecognizer) -> Void {
        positionViews()
        arr.forEach { v in
            v.useEllipse.toggle()
        }
        infoLabel.text = arr[0].useEllipse ? "Ellipse" : "Rectangle"
        addAnimatorAndBehaviors()
    }
    
    func addAnimatorAndBehaviors() {
        
        animator = UIDynamicAnimator(referenceView: self.view)
        
        gravity = UIGravityBehavior(items: arr)
        animator.addBehavior(gravity)
        
        collider = UICollisionBehavior(items: arr)
        collider.translatesReferenceBoundsIntoBoundary = true
        animator.addBehavior(collider)
        
        bouncingBehavior = UIDynamicItemBehavior(items: arr)
        bouncingBehavior.elasticity = 0.05
        animator.addBehavior(bouncingBehavior)
    }
    
    func addSubViews() {

        let clrs: [UIColor] = [
            .red, .green, .blue,
            .purple, .orange,
            .cyan, .yellow, .magenta,
            .systemTeal, .systemGreen,
        ]

        clrs.forEach { c in
            let v = createContainerView(with: c)
            view.addSubview(v)
            arr.append(v)
        }
        
    }
    
    func createContainerView(with color: UIColor) -> CustomContainerView {
        
        let containerView = CustomContainerView()
        containerView.backgroundColor = UIColor.brown.withAlphaComponent(0.2)
        
        let size = CGSize(width: 50, height: 50)
        
        containerView.frame.size = size
        
        view.addSubview(containerView)
        
        let roundImageView = UIImageView()
        roundImageView.translatesAutoresizingMaskIntoConstraints = false
        roundImageView.backgroundColor = color
        
        containerView.addSubview(roundImageView)
        
        roundImageView.topAnchor.constraint(equalTo: containerView.topAnchor, constant: 10).isActive = true
        roundImageView.leadingAnchor.constraint(equalTo: containerView.leadingAnchor, constant: 10).isActive = true
        roundImageView.trailingAnchor.constraint(equalTo: containerView.trailingAnchor, constant: -10).isActive = true
        roundImageView.bottomAnchor.constraint(equalTo: containerView.bottomAnchor, constant: -10).isActive = true

        roundImageView.layer.masksToBounds = true
        roundImageView.layoutIfNeeded()
        roundImageView.layer.cornerRadius = roundImageView.frame.height / 2
        
        roundImageView.layer.borderWidth = 1
        roundImageView.layer.borderColor = UIColor.white.cgColor
        
        // let's add a CAShapeLayer to show the ellipse bounds
        let c = CAShapeLayer()
        c.fillColor = UIColor.clear.cgColor
        c.lineWidth = 1
        c.strokeColor = UIColor.black.cgColor
        c.path = UIBezierPath(ovalIn: CGRect(origin: .zero, size: size)).cgPath
        containerView.layer.addSublayer(c)
        
        return containerView
    }
    
}

编辑

positionViews() 中的 while 循环更改为此...点击重置并 运行 动画多次,看看当所有视图都以同框:

        while idx < arr.count {
            x = view.center.x - w
            arr[idx].center = CGPoint(x: x, y: y)
            idx += 1
        }

然后,使用这个 while 循环,我们在相同的 x 位置开始视图,但增加每个视图的 y 位置(仅增加 0.1 点):

        while idx < arr.count {
            x = view.center.x - w
            // increment the y position for each view -- just a tad
            y += 0.1
            arr[idx].center = CGPoint(x: x, y: y)
            idx += 1
        }

另一个编辑

值得注意的是,椭圆碰撞边界是 round1:1 比率)这一事实也会影响事物。

如果我们稍微改变视图框架的大小,我们会得到非常不同的结果。

试试:

let size = CGSize(width: 50.1, height: 50)

并以完全相同的中心点开始它们:

while idx < arr.count {
    x = view.center.x - w
    arr[idx].center = CGPoint(x: x, y: y)
    idx += 1
}

您会立即看到浏览量。


再编辑一次 - 以帮助可视化差异

这是另一个示例 - 这一次,我对视图进行了编号并设置了“每 1/10 秒”计时器以使用每个视图的当前中心更新标签。

还在 select collisionBoundsType 中添加了分段控件,并将视图完全叠加在彼此之上或稍微偏移它们:

class CustomContainerView: UIView {
    var useEllipse: Bool = false
    override public var collisionBoundsType: UIDynamicItemCollisionBoundsType {
        return useEllipse ? .ellipse : .rectangle
    }
}

// extension to left-pad a string up-to length
extension RangeReplaceableCollection where Self: StringProtocol {
    func paddingToLeft(upTo length: Int, using element: Element = " ") -> SubSequence {
        return repeatElement(element, count: Swift.max(0, length-count)) + suffix(Swift.max(count, count-length))
    }
}

class CollisionVC: UIViewController {
    
    var arr = [CustomContainerView]()
    
    var animator: UIDynamicAnimator!
    var gravity: UIGravityBehavior!
    var collider: UICollisionBehavior!
    var bouncingBehavior: UIDynamicItemBehavior!
    
    let infoLabel = UILabel()
    
    // add segmented controls for collisionBoundsType and "Spread Layout"
    let seg1 = UISegmentedControl(items: ["Ellipse", "Rectangle"])
    let seg2 = UISegmentedControl(items: ["Overlaid", "Offset"])
    
    override func viewDidLoad() {
        super.viewDidLoad()
        
        addSubViews()
        
        [seg1, seg2, infoLabel].forEach { v in
            v.translatesAutoresizingMaskIntoConstraints = false
            view.addSubview(v)
        }
        
        infoLabel.numberOfLines = 0
        infoLabel.font = .monospacedSystemFont(ofSize: 14.0, weight: .light)

        let g = view.safeAreaLayoutGuide
        NSLayoutConstraint.activate([
            seg1.topAnchor.constraint(equalTo: g.topAnchor, constant: 4.0),
            seg1.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 8.0),
            
            seg2.topAnchor.constraint(equalTo: g.topAnchor, constant: 4.0),
            seg2.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -8.0),
            
            infoLabel.topAnchor.constraint(equalTo: g.topAnchor, constant: 40.0),
            infoLabel.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
            infoLabel.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
        ])
        
        seg1.selectedSegmentIndex = 0
        seg2.selectedSegmentIndex = 0

        // add a tap recognizer to start the Animator Behaviors
        let t = UITapGestureRecognizer(target: self, action: #selector(gotTap(_:)))
        view.addGestureRecognizer(t)
        
        // run a Timer... every 1/10th second we'll fill the infoLabel with
        //  collisionBoundsType and a list of center points
        //  for all subviews
        Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { timer in
            if self.animator != nil {
                var s = ""
                for i in 0..<self.arr.count {
                    let c = self.arr[i].center
                    let xs = String(format: "%0.2f", c.x)
                    let ys = String(format: "%0.2f", c.y)
                    s += "\n\(i) - x: \(String(xs.paddingToLeft(upTo: 7))) y: \(String(ys.paddingToLeft(upTo: 9)))"
                }
                s += "\nAnimator is running: " + (self.animator.isRunning ? "Yes" : "No")
                self.infoLabel.text = s
            }
        }
        
    }
    
    override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        positionViews()
    }
    
    func positionViews() -> Void {

        var x: CGFloat = 0.0
        var y: CGFloat = 0.0
        arr.forEach { v in
            v.center = CGPoint(x: view.center.x + x, y: view.safeAreaInsets.top + 100.0 + y)
            
            // if seg2 == Overlaid, position all views exactly on top of each other
            // else, Offset the x,y center of each one by 0.1 pts
            //  Offsetting them allows the animator to use
            //  "valid" collision adjustments on start
            if seg2.selectedSegmentIndex == 1 {
                x += 0.1
                y += 0.1
            }

            // set collisionBoundsType
            v.useEllipse = seg1.selectedSegmentIndex == 0
        }
        
    }
    
    @objc func gotTap(_ g: UIGestureRecognizer) -> Void {
        positionViews()
        addAnimatorAndBehaviors()
    }
    
    func addAnimatorAndBehaviors() {
        animator = UIDynamicAnimator(referenceView: self.view)
        
        gravity = UIGravityBehavior(items: arr)
        animator.addBehavior(gravity)
        
        collider = UICollisionBehavior(items: arr)
        collider.translatesReferenceBoundsIntoBoundary = true
        animator.addBehavior(collider)
        
        bouncingBehavior = UIDynamicItemBehavior(items: arr)
        bouncingBehavior.elasticity = 0.05
        animator.addBehavior(bouncingBehavior)
    }
    
    func addSubViews() {
        
        let clrs: [UIColor] = [
            .red, .green, UIColor(red: 1.0, green: 0.85, blue: 0.55, alpha: 1.0),
            UIColor(red: 1.0, green: 0.5, blue: 1.0, alpha: 1.0), .orange,
            .cyan, .yellow, .magenta,
            .systemTeal, .systemGreen,
        ]
        
        for (c, i) in zip(clrs, (0..<clrs.count)) {
            let v = createContainerView(with: c, number: i)
            view.addSubview(v)
            arr.append(v)
        }
        
    }
    
    func createContainerView(with color: UIColor, number: Int) -> CustomContainerView {
        
        let containerView = CustomContainerView()
        containerView.backgroundColor = UIColor.brown.withAlphaComponent(0.2)
        
        let size = CGSize(width: 50, height: 50)
        
        containerView.frame.size = size
        
        view.addSubview(containerView)
        
        let roundLabel = UILabel()
        roundLabel.translatesAutoresizingMaskIntoConstraints = false
        roundLabel.backgroundColor = color
        roundLabel.text = "\(number)"
        roundLabel.textAlignment = .center
        
        containerView.addSubview(roundLabel)
        
        roundLabel.topAnchor.constraint(equalTo: containerView.topAnchor, constant: 10).isActive = true
        roundLabel.leadingAnchor.constraint(equalTo: containerView.leadingAnchor, constant: 10).isActive = true
        roundLabel.trailingAnchor.constraint(equalTo: containerView.trailingAnchor, constant: -10).isActive = true
        roundLabel.bottomAnchor.constraint(equalTo: containerView.bottomAnchor, constant: -10).isActive = true
        
        roundLabel.layer.masksToBounds = true
        roundLabel.layoutIfNeeded()
        roundLabel.layer.cornerRadius = roundLabel.frame.height / 2
        
        roundLabel.layer.borderWidth = 1
        roundLabel.layer.borderColor = UIColor.white.cgColor
        
        // let's add a CAShapeLayer to show the ellipse bounds
        let c = CAShapeLayer()
        c.fillColor = UIColor.clear.cgColor
        c.lineWidth = 1
        c.strokeColor = UIColor.black.cgColor
        c.path = UIBezierPath(ovalIn: CGRect(origin: .zero, size: size)).cgPath
        containerView.layer.addSublayer(c)
        
        return containerView
    }
    
}

值得注意:当 collisionBoundsType == .ellipse 和视图刚好在彼此的顶部时,碰撞算法可能(并且通常会)最终将几个视图推离底部,从而将它们置于参考系统的范围。在那一点上,算法继续尝试碰撞这些视图,将它们推到 Y 轴上越来越远。

这是让它 运行 几秒钟后的输出:

视图5、7、8way出界,动画师还在运行ning。这些观点将继续被推得越来越远,大概直到我们得到一个无效点崩溃(我还没有让它 运行 足够长的时间来找出答案)。

此外,由于动画师最终对这些越界视图进行了如此多的处理,因此对其余视图的碰撞检测受到影响。