问题
If I do a transform to an NSView
in Cocoa's app:
self.view.layer.transform = CATransform3DMakeRotation(30 * M_PI / 180, 0, 0, 1);
I see the square not rotated around the Z-axis, but rotated as if that vector is pointing downward and outward. I need to make it
self.view.layer.transform = CATransform3DMakeRotation(30 * M_PI / 180, 1, 1, 1);
to make it rotate around the Z-axis, as shown in the picture on this question.
However, if I set an NSTimer
and then update the transform
in the update
method, then using
-(void) update:(id) info {
self.view.layer.transform =
CATransform3DMakeRotation(self.degree * M_PI / 180, 0, 0, 1);
self.degree += 10;
}
(this time, using (0, 0, 1)
) will work: it rotates around the Z-axis. I wonder why (1, 1, 1)
is needed inside of applicationDidFinishLaunching
, but (0, 0, 1)
can be used in the update
method?
回答1:
It turns out the view needs to be added to window.contentView
first:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
self.view = [[NSView alloc] initWithFrame:NSMakeRect(100, 100, 200, 200)];
[self.window.contentView addSubview:self.view];
self.view.wantsLayer = YES;
self.view.layer = [CALayer layer];
self.view.layer.backgroundColor = [[NSColor yellowColor] CGColor];
self.view.layer.anchorPoint = CGPointMake(0.5, 0.5);
self.view.layer.transform = CATransform3DMakeRotation(30 * M_PI / 180, 0, 0, 1);
}
also, the line self.view.layer = [CALayer layer];
needs to be after the line self.view.wantsLayer = YES;
. Why these order, I am not sure, but it works as it is supposed to. I can't find the docs that mentions the requirement for this order yet, but the code above works. I will update the answer when I find more info about why the order is needed.
来源:https://stackoverflow.com/questions/12400474/why-does-a-catransform3dmakerotation-not-take-0-0-1-as-rotating-around-the-z-a