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作为实现 UICollisionBehaviour 的一部分,我为屏幕边缘设置了边界。然后我添加了一些视图,最后将 UIPanGestureRecognizer 附加到其中一个。

现在我可以用我的可拖动视图来推动较小的视图。

锤子时间!

问题: 如果我将一个较小的视图转角并继续将其推向屏幕边缘,它最终会滑过边界并被困在另一侧。我用来打击和推动其他视图的“锤子视图”也将陷入边界。即它被卡在/不可拖动到屏幕的一侧。

我做了一个很小的例子,看看我是否可以在我的视图很少且没有冲突的行为时重现它,视图仍然跨越边界。UIDynamics 不能处理太多,或者(更有可能)我以某种方式配置错误。

下面的小例子有奇怪的行为:

class ViewController: UIViewController {

var animator: UIDynamicAnimator?
var collisionBehaviour: UICollisionBehavior?
var panBehaviour: UIAttachmentBehavior?

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

override func viewWillAppear(animated: Bool) {
    super.viewWillAppear(animated)
    setup()
}

func setup() {
    //setup collisionBehaviour and animator
    collisionBehaviour = UICollisionBehavior()
    collisionBehaviour!.collisionMode = UICollisionBehaviorMode.allZeros
    animator = UIDynamicAnimator(referenceView: view)

    //add boundaries
    collisionBehaviour!.addBoundaryWithIdentifier("verticalMin", fromPoint: CGPointMake(0, 0), toPoint: CGPointMake(0, CGRectGetHeight(view.frame)))
    collisionBehaviour!.addBoundaryWithIdentifier("verticalMax", fromPoint: CGPointMake(CGRectGetMaxX(view.frame), 0), toPoint: CGPointMake(CGRectGetMaxX(view.frame), CGRectGetHeight(view.frame)))
    collisionBehaviour!.addBoundaryWithIdentifier("horizontalMin", fromPoint: CGPointMake(0, CGRectGetMaxY(view.frame)), toPoint: CGPointMake(CGRectGetMaxX(view.frame), CGRectGetMaxY(view.frame)))
    collisionBehaviour!.addBoundaryWithIdentifier("horizontalMax", fromPoint: CGPointMake(0, 0), toPoint: CGPointMake(CGRectGetMaxX(view.frame), 0))

    //        collisionBehaviour!.translatesReferenceBoundsIntoBoundary = true // same effect as the above boundaries
    //setup up some round views to push around
    for i in 0..<5 {
        let ball = UIView(frame: CGRectMake(0, 30, 50, 50))
        ball.center = view.center
        ball.backgroundColor = UIColor.greenColor()
        ball.layer.cornerRadius = CGRectGetWidth(ball.frame) * 0.5
        view.addSubview(ball)
        collisionBehaviour!.addItem(ball)
    }

    //setup a hammer view which can be dragged and used to squeze the ball views of the screen
    let hammer = UIView(frame: CGRectMake(0, 0, 100, 100))
    hammer.backgroundColor = UIColor.redColor()
    view.addSubview(hammer)
    collisionBehaviour!.addItem(hammer)

    let noRotationBehaviour = UIDynamicItemBehavior(items: [hammer])
    noRotationBehaviour.allowsRotation = false
    animator!.addBehavior(noRotationBehaviour)

    let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: Selector("handlePan:"))
    hammer.addGestureRecognizer(panGestureRecognizer)

    //"start" the collision detection
    animator!.addBehavior(collisionBehaviour!)
}

//Move the hammer around
func handlePan(recognizer: UIPanGestureRecognizer) {
    if let view = recognizer.view {
        let location = recognizer.locationInView(self.view)
        switch recognizer.state {
        case .Began:
            panBehaviour = UIAttachmentBehavior(item: view, attachedToAnchor: location)
            animator!.addBehavior(panBehaviour!)
            println("begin")
        case .Changed:
            panBehaviour!.anchorPoint = location
            println("change \(location)")
        case .Ended:
            println("ended")
            animator!.removeBehavior(panBehaviour!)
        default:
            println("done")
        }
    }
}

override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.
}

}

感谢您提供的任何帮助。

4

1 回答 1

7

好消息:你没有做错任何事。坏消息:这是预期的行为。你的锤子将视图推向参考边界,直到它最终突破,因为你的模型的物理特性表明这是它应该做的。参考边界不是一个不能跨越的边界,它只定义了一个你的物理规则一致适用的区域。

这并没有真正记录在案,但 UICollisionBehavior 的页面指出:

为动态项设置初始位置时,必须确保其边界不与任何碰撞边界相交。这种放错位置的项目的动画行为是未定义的。

这只是部分正确,在您的情况下(与我的情况一样),如果一个项目在初始化后超出边界,它的行为也是未定义的。

我试图在视图的右侧安排一组球。最右边的球下方有一个锚点。黄色视图是参考视图,一切开始都很好...... 这行得通

但是,当我添加更多的球到它们不再适合的位置时,它们会开始弹出。实际上,图像右上角的那个从底部中心弹出并逆时针围绕参考视图滚动以靠近锚点。 这已破了

更新: 对于解决方案,您可以设置您的碰撞行为的碰撞代理并捕获碰撞的开始和结束,然后将您的视图移回边界并远离您的锤子,使其看起来像是逃脱了。

正如您已经发现 translatesReferenceBoundsIntoBoundary 等效于 addBoundaryWithIdentifier 调用集。

采用:

collisionBehaviour!.translatesReferenceBoundsIntoBoundary = true 

如同:

//add boundaries
    collisionBehaviour!.addBoundaryWithIdentifier("verticalMin", fromPoint: CGPointMake(0, 0), toPoint: CGPointMake(0, CGRectGetHeight(view.frame)))
    collisionBehaviour!.addBoundaryWithIdentifier("verticalMax", fromPoint: CGPointMake(CGRectGetMaxX(view.frame), 0), toPoint: CGPointMake(CGRectGetMaxX(view.frame), CGRectGetHeight(view.frame)))
    collisionBehaviour!.addBoundaryWithIdentifier("horizontalMin", fromPoint: CGPointMake(0, CGRectGetMaxY(view.frame)), toPoint: CGPointMake(CGRectGetMaxX(view.frame), CGRectGetMaxY(view.frame)))
    collisionBehaviour!.addBoundaryWithIdentifier("horizontalMax", fromPoint: CGPointMake(0, 0), toPoint: CGPointMake(CGRectGetMaxX(view.frame), 0))
于 2015-07-22T02:36:15.980 回答