Animate CAShapeLayer path with CASpringAnimation - ios

I have a custom UIView where I add a CAShapeLayer as a direct sublayer of the view's layer:
private let arcShapeLayer = CAShapeLayer()
The CAShapeLayer has the following properties (the border is to visualize more easily the animation) declared in the awakeFromNib:
arcShapeLayer.lineWidth = 2.0
arcShapeLayer.strokeColor = UIColor.black.cgColor
arcShapeLayer.fillColor = UIColor.lightGray.cgColor
arcShapeLayer.masksToBounds = false
layer.masksToBounds = false
layer.addSublayer(arcShapeLayer)
I declare the frame of the arcShapeLayer in the layoutSubviews:
arcShapeLayer.frame = layer.bounds
Then I have the following function where I pass a certain percentage (from the ViewController) in order to achieve the arc effect after some dragging. Simply put I add a quadCurve at the bottom of the layer:
func configureArcPath(curvePercentage: CGFloat) -> CGPath {
let path = UIBezierPath()
path.move(to: CGPoint.zero)
path.addLine(to:
CGPoint(
x: arcShapeLayer.bounds.minX,
y: arcShapeLayer.bounds.maxY
)
)
path.addQuadCurve(
to:
CGPoint(
x: arcShapeLayer.bounds.maxX,
y: arcShapeLayer.bounds.maxY
),
controlPoint:
CGPoint(
x: arcShapeLayer.bounds.midX,
y: arcShapeLayer.bounds.maxY + arcShapeLayer.bounds.maxY * (curvePercentage * 0.4)
)
)
path.addLine(to:
CGPoint(
x: arcShapeLayer.bounds.maxX,
y: arcShapeLayer.bounds.minY
)
)
path.close()
return path.cgPath
}
Then I try to animate with a spring effect the arc with the following code:
func animateArcPath() {
let springAnimation = CASpringAnimation(keyPath: "path")
springAnimation.initialVelocity = 10
springAnimation.mass = 10
springAnimation.duration = springAnimation.settlingDuration
springAnimation.fromValue = arcShapeLayer.path
springAnimation.toValue = configureArcPath(curvePercentage: 0.0)
springAnimation.fillMode = .both
arcShapeLayer.add(springAnimation, forKey: nil)
arcShapeLayer.path = configureArcPath(curvePercentage: 0.0)
}
The problem, as you can see in the video, is that the arc never overshoots. Although it oscillates between its original position and the rest position, the spring effect is never achieved.
What am I missing here?

I played around with this and I can report that you are absolutely right. It has nothing to do clamping at zero. The visible animation clamps at both extremes.
Let's say you supply a big mass value so that the overshoot should go way past the initial position of the convex bow on its return journey back to the start. Then what we see is that the animation clamps both at that original position and at the minimum you are trying to animate to. As the spring comes swinging between them, we see the animation happening between one extreme and the other, but as it reaches the max or min it just clamps there until it has had time to swing to its full extent and return.
I have to conclude that CAShapeLayer path doesn't like springing animations. This same point is raised at CAShapeLayer path spring animation not 'overshooting'
I was able to simulate the sort of look you're probably after by chaining normal basic animations:
Here's the code I used (based on your own code):
#IBAction func animateArcPath() {
self.animate(to:-1, in:0.5, from:arcShapeLayer.path!)
}
func animate(to arc:CGFloat, in time:Double, from current:CGPath) {
let goal = configureArcPath(curvePercentage: arc)
let anim = CABasicAnimation(keyPath: "path")
anim.duration = time
anim.fromValue = current
anim.toValue = goal
anim.delegate = self
anim.setValue(arc, forKey: "arc")
anim.setValue(time, forKey: "time")
anim.setValue(goal, forKey: "pathh")
arcShapeLayer.add(anim, forKey: nil)
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
if let arc = anim.value(forKey:"arc") as? CGFloat,
let time = anim.value(forKey:"time") as? Double,
let p = anim.value(forKey:"pathh") {
if time < 0.05 {
return
}
self.animate(to:arc*(-0.5), in:time*0.5, from:p as! CGPath)
}
}

Related

iOS: Animating a circle slice into a wider one

Core-Animation treats angles as described in this image:
(image from http://btk.tillnagel.com/tutorials/rotation-translation-matrix.html)
EDIT: Adding an animated gif to explain better what I'm needing:
I need to animate a slice to grow wider, starting at 300:315 degrees, and ending 300:060.
To create each slice I'm using this function:
extension CGFloat {
func toRadians() -> CGFloat {
return self * CGFloat(Double.pi) / 180.0
}
}
func createSlice(angle1:CGFloat, angle2:CGFloat) -> UIBezierPath! {
let path: UIBezierPath = UIBezierPath()
let width: CGFloat = self.frame.size.width/2
let height: CGFloat = self.frame.size.height/2
let centerToOrigin: CGFloat = sqrt((height)*(height)+(width)*(width));
let ctr: CGPoint = CGPoint(x: width, y: height)
path.move(to: ctr)
path.addArc( withCenter: ctr,
radius: centerToOrigin,
startAngle: CGFloat(angle1).toRadians(),
endAngle: CGFloat(angle2).toRadians(),
clockwise: true
)
path.close()
return path
}
I can now create the two slices and a sublayer with the smaller one, but I can't find how to proceed from this point:
func doStuff() {
path1 = self.createSlice(angle1: 300,angle2: 315)
path2 = self.createSlice(angle1: 300,angle2: 60)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path1.cgPath
shapeLayer.fillColor = UIColor.cyan.cgColor
self.layer.addSublayer(shapeLayer)
I would highly appreciate any help here!
Only a single color
If you want to animate the angle of a solid color filled pie segment like the one in your question, then you can do it by animating the strokeEnd of a CAShapeLayer.
The "trick" here is to make a very wide line. More specifically, you can create a path that is just an arc (the dashed line in the animation below) at half of the intended radius and then giving it the full radius as its line width. When you animate stroking that line it looks like the orange segment below:
Depending on your use case, you can either:
create a path from one angle to the other angle and animate stroke end from 0 to 1
create a path for a full circle, set stroke start and stroke end to some fraction of the circle, and animate stroke end from the start fraction to the end fraction.
If your drawing is just a single color like this, then this will be the smallest solution to your problem.
However, if your drawing is more complex (e.g. also stroking the pie segment) then this solutions simply won't work and you'll have to do something more complex.
Custom drawing / Custom animations
If your drawing of the pie segment is any more complex, then you'll quickly find yourself having to create a layer subclass with custom animatable properties. Doing so is a bit more code - some of which might look a bit unusual1 - but not as scary as it might sound.
This might be one of those things that is still more convenient to do in Objective-C.
Dynamic properties
First, create a layer subclass with the properties you're going to need. In Objective-C parlance these properties should be #dynamic, i.e. not synthesized. This isn't the same as dynamic in Swift. Instead we have to use #NSManaged.
class PieSegmentLayer : CALayer {
#NSManaged var startAngle, endAngle, strokeWidth: CGFloat
#NSManaged var fillColor, strokeColor: UIColor?
// More to come here ...
}
This allows Core Animation to handle these properties dynamically allowing it to track changes and integrate them into the animation system.
Note: a good rule of thumb is that these properties should all be related to drawing / visual presentation of the layer. If they aren't then it's quite likely that they don't belong on the layer. Instead they could be added to a view that in turn uses the layer for its drawing.
Copying layers
During the custom animation, Core Animation is going to want to create and render different layer configurations for different frames. Unlike most of Apple's other frameworks, this happens using the copy constructor init(layer:). For the above five properties to be copied along, we need to override init(layer:) and copy over their values.
In Swift we also have to override the plain init() and init?(coder).
override init(layer: Any) {
super.init(layer: layer)
guard let other = layer as? PieSegmentLayer else { return }
fillColor = other.fillColor
strokeColor = other.strokeColor
startAngle = other.startAngle
endAngle = other.endAngle
strokeWidth = other.strokeWidth
}
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
return nil
}
Reacting to change
Core Animation is in many ways built for performance. One of the ways it achieves this is by avoiding unnecessary work. By default, a layer won't redraw itself when a property changes. But these properties is used for drawing, and we want the layer to redraw when any of them changes. To do that, we need to override needsDisplay(forKey:) and return true if the key was one of these properties.
override class func needsDisplay(forKey key: String) -> Bool {
switch key {
case #keyPath(startAngle), #keyPath(endAngle),
#keyPath(strokeWidth),
#keyPath(fillColor), #keyPath(strokeColor):
return true
default:
return super.needsDisplay(forKey: key)
}
}
Additionally, If we want the layers default implicit animations for these properties, we need to override action(forKey:) to return a partially configured animation object. If we only want some properties (e.g. the angles) to implicitly animate, then we only need to return an animation for those properties. Unless we need something very custom, it's good to just return a basic animation with the fromValue set to the current presentation value:
override func action(forKey key: String) -> CAAction? {
switch key {
case #keyPath(startAngle), #keyPath(endAngle):
let anim = CABasicAnimation(keyPath: key)
anim.fromValue = presentation()?.value(forKeyPath: key)
return anim
default:
return super.action(forKey: key)
}
}
Drawing
The last piece of a custom animation is the custom drawing. This is done by overriding draw(in:) and using the supplied context to draw the layer:
override func draw(in ctx: CGContext) {
let center = CGPoint(x: bounds.midX, y: bounds.midY)
// subtract half the stroke width to avoid clipping the stroke
let radius = min(center.x, center.y) - strokeWidth / 2
// The two angle properties are in degrees but CG wants them in radians.
let start = startAngle * .pi / 180
let end = endAngle * .pi / 180
ctx.beginPath()
ctx.move(to: center)
ctx.addLine(to: CGPoint(x: center.x + radius * cos(start),
y: center.y + radius * sin(start)))
ctx.addArc(center: center, radius: radius,
startAngle: start, endAngle: end,
clockwise: start > end)
ctx.closePath()
// Configure the graphics context
if let fillCGColor = fillColor?.cgColor {
ctx.setFillColor(fillCGColor)
}
if let strokeCGColor = strokeColor?.cgColor {
ctx.setStrokeColor(strokeCGColor)
}
ctx.setLineWidth(strokeWidth)
ctx.setLineCap(.round)
ctx.setLineJoin(.round)
// Draw
ctx.drawPath(using: .fillStroke)
}
Here I've filled and stroked a pie segment that extends from the center of the layer to the nearest edge. You should replace this with your custom drawing.
A custom animation in action
With all that code in place, we now have a custom layer subclass whose properties can be animated both implicitly (just by changing them) and explicitly (by adding a CAAnimation for their key). The results looks something like this:
Final words
It might not be obvious with the frame rate of those animations but one strong benefit from leveraging Core Animation (in different ways) in both these solutions is that it decouples the drawing of a single state from the timing of an animations.
That means that the layer doesn't know and doesn't have to know about the duration, delays, timing curves, etc. These can all be configured and controlled externally.
So at last I have found a solution. It took me time to understand that there is indeed no way to animate the fill of the shape, but we can trick CA engine by creating a filled circle by making the stroke (i.e. the border of the arc) extremely wide, so that it fills the whole circle!
extension CGFloat {
func toRadians() -> CGFloat {
return self * CGFloat(Double.pi) / 180.0
}
}
import UIKit
class SliceView: UIView {
let circleLayer = CAShapeLayer()
var fromAngle:CGFloat = 30
var toAngle:CGFloat = 150
var color:UIColor = UIColor.magenta
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
convenience init(frame:CGRect, fromAngle:CGFloat, toAngle:CGFloat, color:UIColor) {
self.init(frame:frame)
self.fromAngle = fromAngle
self.toAngle = toAngle
self.color = color
}
func setup() {
circleLayer.strokeColor = color.cgColor
circleLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(circleLayer)
layer.backgroundColor = UIColor.brown.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
let startAngle:CGFloat = (fromAngle-90).toRadians()
let endAngle:CGFloat = (toAngle-90).toRadians()
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let radius = min(bounds.width, bounds.height) / 4
let path = UIBezierPath(arcCenter: CGPoint(x: 0,y :0), radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
circleLayer.position = center
circleLayer.lineWidth = radius*2
circleLayer.path = path.cgPath
}
public func animate() {
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
pathAnimation.duration = 3.0;
pathAnimation.fromValue = 0.0;
pathAnimation.toValue = 1.0;
circleLayer.add(pathAnimation, forKey: "strokeEndAnimation")
}
}
So, now we can add it into our view controller and run the animation. In my case - I'm bridging it into Objecive-C but you can easily adapt it to swift.
I simply can't believe that in 2017 it was still not possible to find a ready solution for this simple task. It took me days to have that done. I really hope it will help others!
Here is how I'm using my class:
#implementation ViewController
{
SliceView *sv_;
}
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = UIColor.grayColor;
CGFloat width = 240.0;
CGFloat height = 160.0;
CGRect r = CGRectMake(
self.view.frame.size.width/2 - width/2,
self.view.frame.size.height/2 - height/2,
width, height);
sv_ = [[SliceView alloc] initWithFrame:r fromAngle:150 toAngle:30 color:[UIColor yellowColor] ];
[self.view addSubview:sv_];
}
- (IBAction)pressedGo:(id)sender {
[sv_ animate];
}
I'm adding a slight improvement for David's class. (David - you are welcome to copy into your book-quality answer!)
You can add the following init function:
convenience init(frame:CGRect, startAngle:CGFloat, endAngle:CGFloat, fillColor:UIColor,
strokeColor:UIColor, strokeWidth:CGFloat) {
self.init()
self.frame = frame
self.startAngle = startAngle
self.endAngle = endAngle
self.fillColor = fillColor
self.strokeColor = strokeColor
self.strokeWidth = strokeWidth
}
and then call it like this (Objective-C in my case):
PieSegmentLayer *sliceLayer = [[PieSegmentLayer alloc] initWithFrame:r startAngle:30 endAngle:180 fillColor:[UIColor cyanColor] strokeColor:[UIColor redColor] strokeWidth:4];
[self.view.layer addSublayer:sliceLayer];

iOS, how to continuously animate a line "running" ("marching ants" effect)?

I must admit I have no clue how to do this in iOS -
Here's some code that makes a nice dotted line:
Now, I want that line to "run" upwards:
So, every one second it will move upwards by, itemLength * 2.0.
Of course, it would wrap around top to bottom.
So, DottedVertical should just do this completely on its own.
Really, how do you do this in iOS?
It would be great if the solution is general and will "scroll" any I suppose layer or drawn thing.
In say a game engine it's trivial, you just animate the offset of the texture. Can you perhaps offset the layer, or something, in iOS?
What's the best way?
I guess you'd want to use the GPU (layer animation right?) to avoid melting the cpu.
#IBDesignable class DottedVertical: UIView {
#IBInspectable var dotColor: UIColor = UIColor.faveColor
override func draw(_ rect: CGRect) {
// say you want 8 dots, with perfect fenceposting:
let totalCount = 8 + 8 - 1
let fullHeight = bounds.size.height
let width = bounds.size.width
let itemLength = fullHeight / CGFloat(totalCount)
let beginFromTop = !lowerHalfOnly ? 0.0 : (fullHeight * 8.0 / 15.0)
let top = CGPoint(x: width/2, y: beginFromTop)
let bottom = CGPoint(x: width/2, y: fullHeight)
let path = UIBezierPath()
path.move(to: top)
path.addLine(to: bottom)
path.lineWidth = width
let dashes: [CGFloat] = [itemLength, itemLength]
path.setLineDash(dashes, count: dashes.count, phase: 0)
dotColor.setStroke()
path.stroke()
}
(Bonus - if you had a few of these on screen, they'd have to be synced of course. There'd need to be a "sync" call that starts the running animation, so you can start them all at once with a notification or other message.)
Hate to answer my own question, here's a copy and paste solution based on the Men's suggestions above!
Good one! Superb effect...
#IBDesignable class DottedVertical: UIView {
#IBInspectable var dotColor: UIColor = sfBlack6 { didSet {setup()} }
override func layoutSubviews() { setup() }
var s:CAShapeLayer? = nil
func setup() {
// say you want 8 dots, with perfect fenceposting:
- calculate exactly as in the example in the question above -
// marching ants...
if (s == nil) {
s = CAShapeLayer()
self.layer.addSublayer(s!)
}
s!.strokeColor = dotColor.cgColor
s!.fillColor = backgroundColor?.cgColor
s!.lineWidth = width
let ns = NSNumber(value: Double(itemLength))
s!.lineDashPattern = [ns, ns]
let path = CGMutablePath()
path.addLines(between: [top, bottom])
s!.path = path
let anim = CABasicAnimation(keyPath: "lineDashPhase")
anim.fromValue = 0
anim.toValue = ns + ns
anim.duration = 1.75 // seconds
anim.repeatCount = Float.greatestFiniteMagnitude
s!.add(anim, forKey: nil)
self.layer.addSublayer(s!)
}
}

How to constraint a view/layer's move path to a Bezier curve path?

Before asking the question, i have searched the SO:
iPhone-Move UI Image view along a Bezier curve path
But it did not give a explicit answer.
My requirement is like this, I have a bezier path, and a view(or layer if OK), I want to add pan gesture to the view, and the view(or layer)'s move path must constraint to the bezier path.
My code is below:
The MainDrawView.swift:
import UIKit
class MainDrawView: UIView {
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
drawArc()
}
func drawArc() {
let context = UIGraphicsGetCurrentContext()
// set start point
context?.move(to: CGPoint.init(x: 0, y: 400))
//draw curve
context?.addQuadCurve(to: CGPoint.init(x: 500, y: 250), control: CGPoint.init(x: UIScreen.main.bounds.size.width, y: 200))
context?.strokePath()
}
}
The ViewController.swift:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var clickButton: UIButton!
lazy var view1:UIView = {
let view: UIView = UIView.init(frame: CGRect.init(origin: CGPoint.init(x: 0, y: 0), size: CGSize.init(width: 10, height: 10)))
view.center = CGPoint.init(x: UIScreen.main.bounds.size.width / 2.0, y: UIScreen.main.bounds.size.height / 2.0)
view.backgroundColor = UIColor.red
return view
}()
override func viewDidLoad() {
super.viewDidLoad()
initData()
initUI()
}
func initData() {
}
func initUI() {
self.clickButton.isHidden = true
// init the view
self.view.addSubview(self.view1)
}
}
Edit -1
My deep requirment is when I use pan guester move the view/layer, the view will move on the bezier path.
If bezier path is off lines then u can find the slope of the line and for every change in x or y you can calculate the position of the bezier path
var y :Float = (slope * (xPos-previousCoord.x))+previousCoord.y; xPos is continuously changing. Similarly, u can find for x. For any closed shape with line segments, you can use this.
But if u need it for circle, then u need to convert cartesian to polar. i.e.., from coordinates u can find the angle, then from that angle, you have the radius so by using that angle u need to find cartesian coordinates from that.
θ = tan-1 ( 5 / 12 )
U need to use mainly 3 coordinates one is centre of circle, the second one is your touch point, and the last one is (touchpoint.x, centreofcircle.y). from centre of circle calculate distance between two coordinates
You have θ and radius of circle then find points using
x = r × cos( θ )
y = r × sin( θ )
Don't mistake r in the image for the radius of the circle, r in the image is the hypotenuse of three coordinates. You should calculate for every change of x in touch point.
Hope it works. But for irregular shapes I am not sure how to find.
It sounds like you'll probably have to do some calculations. When you set your method to handle the UIPanGestureRecognizer, you can get a vector back for the pan, something like this:
func panGestureRecognized(_ sender: UIPanGestureRecognizer) {
let vector:CGPoint = sender.translation(in: self.view) // Or use whatever view the UIPanGestureRecognizer was added to
}
You could then use that to extrapolate the movement along the x and y axis. I would recommend starting by getting an algebraic equation for the path you're moving the view on. To move the view along that line, you're going to have to be able to calculate a point along that line relative to the movement of the UIPanGestureRecognizer, and then update the position of the view using that calculated point along the line.
I don't know if it'll work for what you're trying to do, but if you want to try animating your view along the path, it's actually pretty easy:
let path = UIBezierPath() // This would be your custom path
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = path.cgPath
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false animation.repeatCount = 0
animation.duration = 5.0 // However long you want
animation.speed = 2 // However fast you want
animation.calculationMode = kCAAnimationPaced
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animatingView.layer.add(animation, forKey: "moveAlongPath")

drawing circular progress view in iOS

Taking a lot from these questions here: Problems animating a countdown in swift sprite kit, and Animating circular progress View in Swift
However, the examples above (and all the other examples I've found online) show the progress view animating with a set duration of time. Mine is animating the download progress of a UIImage into a UITableView cell. Here is my code so far. In my UITableViewCell subclass, I have this:
func drawProgress(toValue: Float) {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: self.contentView.frame.width / 2, y: self.contentView.frame.height / 2), radius: 30, startAngle: 0, endAngle: 6.28, clockwise: true)
// create its cooresponding layer
let circleLayer = CAShapeLayer()
circleLayer.frame = self.contentView.bounds
circleLayer.path = circlePath.CGPath
circleLayer.strokeColor = UIColor.blackColor().CGColor
circleLayer.fillColor = self.contentView.backgroundColor?.CGColor
circleLayer.lineWidth = 1.0
self.contentView.layer.addSublayer(circleLayer)
// create the animation
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
pathAnimation.duration = 0.1
pathAnimation.fromValue = NSNumber(float: 0.0)
pathAnimation.toValue = NSNumber(float: toValue)
// apply the animation to path
circleLayer.addAnimation(pathAnimation, forKey: "strokeEnd")
}
I am using NSURLSessionDownloadDelegate to monitor the download progress of the NSData. Inside that method, I get all necessary information to track the download %. Here is my code there:
func URLSession(session: NSURLSession, downloadTask: NSURLSessionDownloadTask, didWriteData bytesWritten: Int64, totalBytesWritten: Int64, totalBytesExpectedToWrite: Int64) {
//...other code above to get the correct cell for index path, etc
myCell.drawProgress(toValue:download.progress)
//trackCell.progressView.progress = download.progress
}
The commented out line:
//myCell.progressView.progress = download.progress
is a UIProgressBar. This UIProgressBar reports and shows in the cell the correct progress every time, so I know that I have all the necessary info, and the info is correct, so it's just something about how I am implementing this to make it not work. Currently, when I load the tableView, I can see the first few cells draw out the animation really quickly (faster than the actual download), and then when I scroll down the tableView, all the progress bars are already full, and i don't see any animation in them.
I know that download.progress contains the correct float that is tracking the download process. How can I get this CAShapeLayer to correctly animate for each cell?
thanks
var progressCircle = CAShapeLayer()
// computed property - set() property observer updates circle when passed new progress value
var progress: CGFloat {
get {
return progressCircle.strokeEnd
}
set {
if (newValue >= 1) {
progressCircle.strokeEnd = 1
} else if (newValue < 0) {
progressCircle.strokeEnd = 0
} else {
progressCircle.strokeEnd = newValue
}
}
}
To Use - set up your progress circle object
func createProgressCircle() {
let rotationTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI_2), 0, 0, 1.0)
// you can either create a rect for the circle now programmatically
//or pass in the frame of an existing storyboard object to draw within
let rectForCircle = CGRect(origin: CGPoint(myView.origin), size: CGSize(width: myView.width, height: myView.height))
progressCircle.path = circlePath(inRect: rectForCircle).cgPath
progressCircle.lineWidth = 4.0
progressCircle.fillColor = UIColor.clear.cgColor
progressCircle.strokeColor = sitchRed.cgColor
progressCircle.transform = rotationTransform
circleShapeView.layer.addSublayer(progressCircle)
circleShapeView.backgroundColor = UIColor.clear // make sure the circleView is clear so underlayer circle shape can show through
progress = 0.0
}
To show progress changes, pass the current progress value of your download into to progress property in your viewController, and the set() property observer will update the current stroke position of the circle :)

Animating on some part of UIBezier path

I have two UIBezierPath...
First path shows the total path from to and fro destination and the second path is a copy of the first path but that copy should be a percentage of the first path which I am unable to do.
Basically I would like the plane to stop at the part where green UIBezier path ends and not go until the past green color.
I am attaching a video in hte link that will show the animation I am trying to get. http://cl.ly/302I3O2f0S3Y
Also a similar question asked is Move CALayer via UIBezierPath
Here is the relevant code
override func viewDidLoad() {
super.viewDidLoad()
let endPoint = CGPointMake(fullFlightLine.frame.origin.x + fullFlightLine.frame.size.width, fullFlightLine.frame.origin.y + 100)
self.layer = CALayer()
self.layer.contents = UIImage(named: "Plane")?.CGImage
self.layer.frame = CGRectMake(fullFlightLine.frame.origin.x - 10, fullFlightLine.frame.origin.y + 10, 120, 120)
self.path = UIBezierPath()
self.path.moveToPoint(CGPointMake(fullFlightLine.frame.origin.x, fullFlightLine.frame.origin.y + fullFlightLine.frame.size.height/4))
self.path.addQuadCurveToPoint(endPoint, controlPoint:CGPointMake(self.view.bounds.size.width/2, -200))
self.animationPath = self.path.copy() as! UIBezierPath
let w = (viewModel?.completePercentage) as CGFloat!
// let animationRectangle = UIBezierPath(rect: CGRectMake(fullFlightLine.frame.origin.x-20, fullFlightLine.frame.origin.y-270, fullFlightLine.frame.size.width*w, fullFlightLine.frame.size.height-20))
// let currentContext = UIGraphicsGetCurrentContext()
// CGContextSaveGState(currentContext)
// self.animationPath.appendPath(animationRectangle)
// self.animationPath.addClip()
// CGContextRestoreGState(currentContext)
self.shapeLayer = CAShapeLayer()
self.shapeLayer.path = path.CGPath
self.shapeLayer.strokeColor = UIColor.redColor().CGColor
self.shapeLayer.fillColor = UIColor.clearColor().CGColor
self.shapeLayer.lineWidth = 10
self.animationLayer = CAShapeLayer()
self.animationLayer.path = animationPath.CGPath
self.animationLayer.strokeColor = UIColor.greenColor().CGColor
self.animationLayer.strokeEnd = w
self.animationLayer.fillColor = UIColor.clearColor().CGColor
self.animationLayer.lineWidth = 3
fullFlightLine.layer.addSublayer(shapeLayer)
fullFlightLine.layer.addSublayer(animationLayer)
fullFlightLine.layer.addSublayer(self.layer)
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
updateAnimationForPath(self.animationLayer)
}
func updateAnimationForPath(pathLayer : CAShapeLayer) {
let animation : CAKeyframeAnimation = CAKeyframeAnimation(keyPath: "position")
animation.path = pathLayer.path
animation.calculationMode = kCAAnimationPaced
animation.delegate = self
animation.duration = 3.0
self.layer.addAnimation(animation, forKey: "bezierPathAnimation")
}
}
extension Int {
var degreesToRadians : CGFloat {
return CGFloat(self) * CGFloat(M_PI) / 180.0
}
}
Your animation for traveling a path is exactly right. The only problem now is that you are setting the key path animation's path to the whole bezier path:
animation.path = pathLayer.path
If you want the animation to cover only part of that path, you have two choices:
Supply a shorter version of the bezier path, instead of pathLayer.path.
Alternatively, wrap the whole animation in a CAAnimationGroup with a shorter duration. For example, if your three-second animation is wrapped inside a two-second animation group, it will stop two-thirds of the way through.

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