How to rotate image view while not changing center X position - ios

I want to rotate my image view using following:
CGFloat degrees = -20.0f; //the value in degrees
CGFloat radians = degrees * M_PI/180;
_arrowImgView.transform = CGAffineTransformMakeRotation(radians);
It does rotate, but unfortunatelly it does rotate whole image moving it up. Please take a look at screenshots:
On second screenshot you can see that image is moved up and changed X coordinate. How to simply bend it like clock arrow?
UPDATED:
I changed code to:
self.arrowImgView.layer.anchorPoint = CGPointMake(0.0f, 0.0f);
CGFloat degrees = -20.0f; //the value in degrees
CGFloat radians = degrees * M_PI/180;
self.arrowImgView.transform = CGAffineTransformMakeRotation(radians);
Also i want to notice that i did set constraints like that :
[_arrowImgView mas_makeConstraints:^(MASConstraintMaker *make) {
make.top.bottom.equalTo(self);
make.centerX.equalTo(self.mas_centerX);
}];

Try this code
imageView.layer.anchorPoint = CGPointMake(0.0f, 0.0f);
imageView.transform = CGAffineTransformMakeRotation(angle);
Reference: https://developer.apple.com/reference/quartzcore/calayer/1410817-anchorpoint
Edit
I tried this below code in swift it works here
self.viewRotate.layer.anchorPoint = CGPoint(x: 0, y: 0)
let degree : CGFloat = -20.0
let rad : CGFloat = degree*CGFloat(M_PI/180)
viewRotate.transform = CGAffineTransform(rotationAngle: rad)
Output
Before rotation
After rotation

Related

how do I make the base of each UIView a tangent to a circle so they radiate from the centre?

I am trying to find angles of rotation for a series of light and dark rectangular UIViews placed at regular points on a circle perimeter. Each point on the circle is calculated as an angle of displacement from the centre and I have tried using the same angle to rotate each UIView so it radiates from the centre. But I didn't expect it to look like this.
I expected the angle of displacement from the centre to be the same as the angle of rotation for each new UIView. Is this assumption correct ? and if so, how do I make the base of each UIView a tangent to a circle so they radiate from the centre ?
UPDATE
In case someone finds it useful here is an update of my original code. The problem as explained by rmaddy has been rectified.
I’ve included two versions of the transform statement and their resulting rotated UIViews. Result on the left uses radians + arcStart + M_PI / 2.0, result on right uses radians + arcStart.
Here is the method.
- (void)sprocket
{
CGRect canvas = [UIScreen mainScreen].bounds;
CGPoint circleCentre = CGPointMake((canvas.size.width)/2, (canvas.size.height)/2);
CGFloat width = 26.0f;
CGFloat height = 50.0f;
CGPoint miniViewCentre;
CGFloat circleRadius = 90;
int miniViewCount = 16;
for (int i = 0; i < miniViewCount; i++)
{
// to place the next view calculate angular displacement along an arc
CGFloat circumference = 2 * M_PI;
CGFloat radians = circumference * i / miniViewCount;
CGFloat arcStart = M_PI + 1.25f; // start circle from this point in radians;
miniViewCentre.x = circleCentre.x + circleRadius * cos(radians + arcStart);
miniViewCentre.y = circleCentre.y + circleRadius * sin(radians + arcStart);
CGPoint placeMiniView = CGPointMake(miniViewCentre.x, miniViewCentre.y);
CGRect swivellingFrame = CGRectMake(placeMiniView.x, placeMiniView.y, width, height);
UIView *miniView = [[UIView alloc] initWithFrame:swivellingFrame];
if ((i % 2) == 0)
{
miniView.backgroundColor = [UIColor darkGrayColor];
}
else
{
miniView.backgroundColor = [UIColor grayColor];
}
miniView.layer.borderWidth = 1;
miniView.layer.borderColor = [UIColor blackColor].CGColor;
miniView.layer.cornerRadius = 3;
miniView.clipsToBounds = YES;
miniView.layer.masksToBounds = YES;
miniView.alpha = 1.0;
// using the same angle rotate the view around its centre
miniView.transform = CGAffineTransformRotate(miniView.transform, radians + arcStart + M_PI / 2.0);
[page1 addSubview:miniView];
}
}
The problem is your calculation of the center of each miniView is based on radians plus arcStart but the transform of each miniView is only based on radians.
Also note that angle 0 is at the 3 o'clock position of the circle. You actually want a 90° (or π/2 radians) rotation of miniView so the rectangle "sticks out" from the circle.
You need two small changes to make your code work:
Change the loop to:
for (int i = 0; i < miniViewCount; i++)
And change the transform:
miniView.transform = CGAffineTransformRotate(miniView.transform, radians + arcStart + M_PI / 2.0);

SKSpriteNode ScaleUpFrom?

Problem
Scaling up a 2D image, scales up from the image centre point, however. I need it to scale up from a specific co-ordinate?
[backgroundImage setScale:rifleZoom];
My current technique to scaling up the image.
I need to scale up from centre screen as opposed to centre image
Now my way to place a rifle shot on the screen # centre is this way:
CGPoint positionNow = CGPointMake(backgroundImage.position.x, backgroundImage.position.y);
CGPoint positionPrev = CGPointMake(0.5, 0.5);
float xdiff = positionNow.x - positionPrev.x;
float ydiff = positionNow.y - positionPrev.y;
CGPoint newPositionOne = CGPointMake(0.5- xdiff, 0.5 - ydiff);
newPositionOne = CGPointMake(newPositionOne.x/rifleZoom, newPositionOne.y/rifleZoom);
Now this works perfectly no matter how much the image is scaled, however. I cannot seem to implement it into scaling the image up from the centre of the screen opposed to centre of the image.
What I've Tried
I've tried to change the position of the image before scaling it up. To the same same point make as newPositionOne However, this does not work or not being done right.
EDIT
This scales and brings centre to screen centrepoint, or messes up completely. It's a little too off the cuff to make a decision exactly what it's doing.
CGPoint positionNow = CGPointMake(backgroundImage.position.x, backgroundImage.position.y);
CGPoint positionPrev = CGPointMake(0.5, 0.5);
float xdiff = positionNow.x - positionPrev.x;
float ydiff = positionNow.y - positionPrev.y;
CGPoint newPositionOne = CGPointMake(0.5- xdiff, 0.5 - ydiff);
newPositionOne = CGPointMake(newPositionOne.x/rifleZoom, newPositionOne.y/rifleZoom);
double xPosition = newPositionOne.x / backgroundImage.size.width;
double yPosition = newPositionOne.y / backgroundImage.size.height;
CGPoint prevAnchorPoint = backgroundImage.anchorPoint;
backgroundImage.anchorPoint = CGPointMake(xPosition,yPosition);
double positionX = backgroundImage.position.x + (backgroundImage.anchorPoint.x - prevAnchorPoint.x) * backgroundImage.size.width;
double positionY = backgroundImage.position.y + (backgroundImage.anchorPoint.y - prevAnchorPoint.y) * backgroundImage.size.height;
backgroundImage.position = CGPointMake(positionX,positionY);
[backgroundImage runAction:[SKAction repeatAction:[SKAction scaleTo:rifleZoom duration:1.0] count:1]];
You can use the anchor point property of the background node to change the point from which image scales. By default the anchorPoint is at (0.5,0.5). This indicates the center of the node. If you make the anchorPoint (0,0), then its moved to the bottom left corner.
anchorPoint : Defines the point in the sprite that corresponds to the
node’s position. You specify the value for this property in the unit
coordinate space. The default value is (0.5,0.5), which means that the
sprite is centered on its position.
When you shift the anchorPoint, you have to adjust the background position again to counteract the movement due to changing the anchorPoint.
So you can use,
CGPoint xPosition = convertedPoint.x / background.size.width
CGPoint yPosition = convertedPoint.y / background.size.height
CGPoint prevAnchorPoint = background.anchorPoint
background.anchorPoint = CGPointMake(xPosition,yPosition)
CGFloat positionX = background.position.x + (background.anchorPoint.x - prevAnchorPoint.x) * background.size.width
CGFloat positionY = background.position.y + (background.anchorPoint.y - prevAnchorPoint.y) * background.size.height
background.position = CGPointMake(positionX,positionY)

Zoom a rotated image inside scroll view to fit (fill) frame of overlay rect

Through this question and answer I've now got a working means of detecting when an arbitrarily rotated image isn't completely outside a cropping rect.
The next step is to figure out how to correctly adjust it's containing scroll view zoom to ensure that there are no empty spaces inside the cropping rect. To clarify, I want to enlarge (zoom in) the image; the crop rect should remain un-transformed.
The layout hierarchy looks like this:
containing UIScrollView
UIImageView (this gets arbitrarily rotated)
crop rect overlay view
... where the UIImageView can also be zoomed and panned inside the scrollView.
There are 4 gesture events that occur that need to be accounted for:
Pan gesture (done): accomplished by detecting if it's been panned incorrectly and resets the contentOffset.
Rotation CGAffineTransform
Scroll view zoom
Adjustment of the cropping rect overlay frame
As far as I can tell, I should be able to use the same logic for 2, 3, and 4 to adjust the zoomScale of the scroll view to make the image fit properly.
How do I properly calculate the zoom ratio necessary to make the rotated image fit perfectly inside the crop rect?
To better illustrate what I'm trying to accomplish, here's an example of the incorrect size:
I need to calculate the zoom ratio necessary to make it look like this:
Here's the code I've got so far using Oluseyi's solution below. It works when the rotation angle is minor (e.g. less than 1 radian), but anything over that and it goes really wonky.
CGRect visibleRect = [_scrollView convertRect:_scrollView.bounds toView:_imageView];
CGRect cropRect = _cropRectView.frame;
CGFloat rotationAngle = fabs(self.rotationAngle);
CGFloat a = visibleRect.size.height * sinf(rotationAngle);
CGFloat b = visibleRect.size.width * cosf(rotationAngle);
CGFloat c = visibleRect.size.height * cosf(rotationAngle);
CGFloat d = visibleRect.size.width * sinf(rotationAngle);
CGFloat zoomDiff = MAX(cropRect.size.width / (a + b), cropRect.size.height / (c + d));
CGFloat newZoomScale = (zoomDiff > 1) ? zoomDiff : 1.0 / zoomDiff;
[UIView animateWithDuration:0.2
delay:0.05
options:NO
animations:^{
[self centerToCropRect:[self convertRect:cropRect toView:self.zoomingView]];
_scrollView.zoomScale = _scrollView.zoomScale * newZoomScale;
} completion:^(BOOL finished) {
if (![self rotatedView:_imageView containsViewCompletely:_cropRectView])
{
// Damn, it's still broken - this happens a lot
}
else
{
// Woo! Fixed
}
_didDetectBadRotation = NO;
}];
Note I'm using AutoLayout which makes frames and bounds goofy.
Assume your image rectangle (blue in the diagram) and crop rectangle (red) have the same aspect ratio and center. When rotated, the image rectangle now has a bounding rectangle (green) which is what you want your crop scaled to (effectively, by scaling down the image).
To scale effectively, you need to know the dimensions of the new bounding rectangle and use a scale factor that fits the crop rect into it. The dimensions of the bounding rectangle are rather obviously
(a + b) x (c + d)
Notice that each segment a, b, c, d is either the adjacent or opposite side of a right triangle formed by the bounding rect and the rotated image rect.
a = image_rect_height * sin(rotation_angle)
b = image_rect_width * cos(rotation_angle)
c = image_rect_width * sin(rotation_angle)
d = image_rect_height * cos(rotation_angle)
Your scale factor is simply
MAX(crop_rect_width / (a + b), crop_rect_height / (c + d))
Here's a reference diagram:
Fill frame of overlay rect:
For a square crop you need to know new bounds of the rotated image which will fill the crop view.
Let's take a look at the reference diagram:
You need to find the altitude of a right triangle (the image number 2). Both altitudes are equal.
CGFloat sinAlpha = sin(alpha);
CGFloat cosAlpha = cos(alpha);
CGFloat hypotenuse = /* calculate */;
CGFloat altitude = hypotenuse * sinAlpha * cosAlpha;
Then you need to calculate the new width for the rotated image and the desired scale factor as follows:
CGFloat newWidth = previousWidth + altitude * 2;
CGFloat scale = newWidth / previousWidth;
I have implemented this method here.
I will answer using sample code, but basically this problem becomes really easy, if you will think in rotated view coordinate system.
UIView* container = [[UIView alloc] initWithFrame:CGRectMake(80, 200, 100, 100)];
container.backgroundColor = [UIColor blueColor];
UIView* content2 = [[UIView alloc] initWithFrame:CGRectMake(-50, -50, 150, 150)];
content2.backgroundColor = [[UIColor greenColor] colorWithAlphaComponent:0.5];
[container addSubview:content2];
[self.view setBackgroundColor:[UIColor blackColor]];
[self.view addSubview:container];
[container.layer setSublayerTransform:CATransform3DMakeRotation(M_PI / 8.0, 0, 0, 1)];
//And now the calculations
CGRect containerFrameInContentCoordinates = [content2 convertRect:container.bounds fromView:container];
CGRect unionBounds = CGRectUnion(content2.bounds, containerFrameInContentCoordinates);
CGFloat midX = CGRectGetMidX(content2.bounds);
CGFloat midY = CGRectGetMidY(content2.bounds);
CGFloat scaleX1 = (-1 * CGRectGetMinX(unionBounds) + midX) / midX;
CGFloat scaleX2 = (CGRectGetMaxX(unionBounds) - midX) / midX;
CGFloat scaleY1 = (-1 * CGRectGetMinY(unionBounds) + midY) / midY;
CGFloat scaleY2 = (CGRectGetMaxY(unionBounds) - midY) / midY;
CGFloat scaleX = MAX(scaleX1, scaleX2);
CGFloat scaleY = MAX(scaleY1, scaleY2);
CGFloat scale = MAX(scaleX, scaleY);
content2.transform = CGAffineTransformScale(content2.transform, scale, scale);

Core Animation rotation around point

I would like to make an IBOutlet rotate around a specific point in the parent view,
currently i only know how to rotate it around an anchor point, however, i want to use a point outside the object's layer.
The rotation angle is calculated relative to the device heading from the point.
- (void)viewDidLoad{
[super viewDidLoad];
locationManager=[[CLLocationManager alloc] init];
locationManager.desiredAccuracy = kCLLocationAccuracyBest;
locationManager.headingFilter = 1;
locationManager.delegate=self;
[locationManager startUpdatingHeading];
[locationManager startUpdatingLocation];
compassImage.layer.anchorPoint=CGPointZero;
}
- (void)locationManager:(CLLocationManager *)manager didUpdateHeading:(CLHeading *)newHeading{
// Convert Degree to Radian and move the needle
float oldRad = -manager.heading.trueHeading * M_PI / 180.0f;
float newRad = -newHeading.trueHeading * M_PI / 180.0f;
CABasicAnimation *theAnimation;
theAnimation=[CABasicAnimation animationWithKeyPath:#"transform.rotation"];
theAnimation.fromValue = [NSNumber numberWithFloat:oldRad];
theAnimation.toValue=[NSNumber numberWithFloat:newRad];
theAnimation.duration = 0.5f;
[compassImage.layer addAnimation:theAnimation forKey:#"animateMyRotation"];
compassImage.transform = CGAffineTransformMakeRotation(newRad);
NSLog(#"%f (%f) => %f (%f)", manager.heading.trueHeading, oldRad, newHeading.trueHeading, newRad);
}
How can i rotate the UIImageView around (x,y) by alpha?
For rotating around a specific point (internal or external) you can change the anchor point of the layer and then apply a regular rotation transform animation similar to what I wrote about in this blog post.
You just need to be aware that the anchor point also affects where the layer appears on the screen. When you change the anchor point you will also have to change the position to make the layer appear in the same place on the screen.
Assuming that the layer is already placed in it's start position and that the point to rotate around is known, the anchor point and the position can be calculated like this (note that the anchor point is in the unit coordinate space of the layer's bounds (meaning that x and y range from 0 to 1 within the bounds)):
CGPoint rotationPoint = // The point we are rotating around
CGFloat minX = CGRectGetMinX(view.frame);
CGFloat minY = CGRectGetMinY(view.frame);
CGFloat width = CGRectGetWidth(view.frame);
CGFloat height = CGRectGetHeight(view.frame);
CGPoint anchorPoint = CGPointMake((rotationPoint.x-minX)/width,
(rotationPoint.y-minY)/height);
view.layer.anchorPoint = anchorPoint;
view.layer.position = rotationPoint;
Then you simply apply a rotation animation to it, for example:
CABasicAnimation *rotate = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotate.toValue = #(-M_PI_2); // The angle we are rotating to
rotate.duration = 1.0;
[view.layer addAnimation:rotate forKey:#"myRotationAnimation"];
Just note that you have changed the anchor point so the position is no longer in the center of the frame and if you apply other transforms (such as a scale) they will also be relative to the anchor point.
Translated David's answer to swift 3:
let rotationPoint = CGPoint(x: layer.frame.width / 2.0, y: layer.frame.height / 2.0) // The point we are rotating around
print(rotationPoint.debugDescription)
let width = layer.frame.width
let height = layer.frame.height
let minX = layer.frame.minX
let minY = layer.frame.minY
let anchorPoint = CGPoint(x: (rotationPoint.x-minX)/width,
y: (rotationPoint.y-minY)/height)
layer.anchorPoint = anchorPoint;
layer.position = rotationPoint;

How to scale (zoom) a UIView to a given CGPoint

I've spent a lot of time trying to find a way to use CGAffineScale to transform a view to a given point, including messing around with anchor points, moving the centre of a view before and after transforming and comprehensive Googling. I am aware this would be a lot simpler with a UIScrollview; but I know it's technically possible to do without one, and it's become a splinter in my mind.
This answer gets remarkably close to what I want to achieve, but the answer only gives details on how to zoom to a given corner (instead of a given point) by cleverly moving the centre to the corner opposite the one you want to zoom in to.
How can I modify mvds' code to scale a UIView to any given point in a UIView?
CGFloat s = 3;
CGAffineTransform tr = CGAffineTransformScale(self.view.transform, s, s);
CGFloat h = self.view.frame.size.height;
CGFloat w = self.view.frame.size.width;
[UIView animateWithDuration:2.5 delay:0 options:0 animations:^{
self.view.transform = tr;
self.view.center = CGPointMake(w-w*s/2,h*s/2);
} completion:^(BOOL finished) {}];
There are 2 steps involved: First you scale up the view you want to zoom in to. Then you set the center of this blown up view such that the part you want to see ends up in the middle of the view.
You should draw this out on paper and the formulas will follow: (untested)
CGFloat s = 3;
CGPoint p = CGPointMake(100, 200);
CGAffineTransform tr = CGAffineTransformScale(self.view.transform, s, s);
CGFloat h = self.view.frame.size.height;
CGFloat w = self.view.frame.size.width;
[UIView animateWithDuration:2.5 delay:0 options:0 animations:^{
self.view.transform = tr;
CGFloat cx = w/2-s*(p.x-w/2);
CGFloat cy = h/2-s*(p.y-h/2);
self.view.center = CGPointMake(cx, cy); //was: (w*s/2,h-h*s/2);
} completion:^(BOOL finished) {}];
I actually ran into this very same problem myself. To fix it, all I did was change the anchor point of the view I was scaling because CGAffineTransforms are performed on the view in relation to its anchor point, so depending on where the anchor point is, the transform will scale, translate, or rotate the view differently. Here's the basic idea:
CGPoint pointToScaleTo = CGPointMake(x, y); //Just enter the coordinates you
//want to scale your view towards
CGFloat viewWidth = self.view.bounds.size.width;
CGFloat viewHeight = self.view.bounds.size.height;
CGFloat scaleFactorX = ...;
CGFloat scaleFactorY = ...;
CGAffineTransform scaleTransform = CGAffineTransformMakeScale(scaleFactorX, scaleFactorY);
[UIView animateWithDuration:2.5f delay:0.0f options:0 animations:^{
//I divide the x and y coordinates by the view width and height
//because the anchor point coordinates are normalized to the range
//0.0-1.0.
self.view.layer.anchorPoint = CGPointMake(pointToScaleTo.x/viewWidth, pointToScaleTo.y/viewHeight);
//Now that the anchor point has been changed, apply the scale transform
self.view.layer.transform = scaleTransform;
} completion:^(BOOL finished) {}];

Resources