CAKeyFrameAnimation not Linear for values greater than PI - ios

I am having some trouble to understand why an animation isn't working like expected.
What I am doing is this:
Create a UIBezierPath with an arc to move a Label along this path and animate the paths stroke.
//Start Point is -.pi /2 to let the Arc start at the top.
//self.progress = Value between 0.0 and 1.0
let path : UIBezierPath = UIBezierPath.init(arcCenter: CGPoint.init(x: self.bounds.width * 0.5, y: self.bounds.height * 0.5),
radius: self.bounds.width * 0.5, startAngle: -.pi / 2, endAngle: (2 * self.progress * .pi) - (.pi / 2), clockwise: true)
return path
Add this path to a CAShapeLayer
circlePathLayer.frame = bounds
circlePathLayer.path = self.path.cgPath
circlePathLayer.strokeStart = 0
circlePathLayer.strokeEnd = 1
Animate the strokeEnd property with a CABasicAnimation
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.repeatCount = HUGE
animation.fromValue = 0.0
animation.toValue = 1.0
animation.duration = self.animationDuration
animation.isRemovedOnCompletion = false
animation.fillMode = kCAFillModeBoth
Animate the position property of my label with a CAKeyFrameAnimation
let animationScore = CAKeyframeAnimation(keyPath: "position")
//some things I tried to fix
//animationScore.timingFunctions = [CAMediaTimingFunction(controlPoints: 0.250, 0.250, 0.750, 0.750)]
//animationScore.timingFunction = CAMediaTimingFunction.init(name: kCAMediaTimingFunctionLinear)
animationScore.path = self.path.cgPath
animationScore.duration = self.animationDuration
animationScore.isRemovedOnCompletion = false
animationScore.fillMode = kCAFillModeBoth
animationScore.repeatCount = HUGE
Add my animations to layer and label
self.circlePathLayer.add(animation, forKey: nil)
self.scoreLabel.layer.add(animationScore, forKey: nil)
My Problem: For ProgressValues greater than 0.75 my label is not moving in linear speed. Values greater than 0.75 mean that my arc is greater than PI.
For values less than 0.75 my animation works fine and label and strokeend have the same speed and are on top of each other.
GIF :
Please ignore the 100% in the Label in this gif my progress was at a value of 0.76.
You see my Label slows down after three quarters of my circle.
I hope someone can help me.
Many thanks

The keyframe animation introduces an unnecessary complication. Simply rotate the label around the center with the same duration as the shape layer's stroke animation:
(I apologize that my animation starts at the bottom, not the top, but I wasn't looking at your question when I wrote the code and now I'm too lazy to change it!)
So, how is that done? It's three animations, all with the same duration:
The shape layer's strokeEnd, like your animation.
An "arm" running thru the center of the circle, with the label as a sublayer at one end (so that the label appears at the radius of the circle). The arm does a rotation transform animation.
The label does a rotation transform animation in the opposite direction. If it didn't, it would rotate along with its superlayer. (Think of how a Ferris wheel works; your chair is on the end of the arm, but it remains upright with respect to the earth.)
This is the entire animation code:
let anim = CABasicAnimation(keyPath: "transform.rotation.z")
anim.fromValue = 0
anim.toValue = 5
anim.duration = 10
self.arm.layer.add(anim, forKey:nil)
let anim2 = CABasicAnimation(keyPath: "transform.rotation.z")
anim2.fromValue = 0
anim2.toValue = -5
anim2.duration = 10
self.lab.layer.add(anim2, forKey:nil)
let anim3 = CABasicAnimation(keyPath: "strokeEnd")
anim3.fromValue = 0
anim3.toValue = 1
anim3.duration = 10
self.shape.add(anim3, forKey:nil)

Related

Circle animation iOS UIKit behaviour with tail not completing fully

So I'm trying to learn how to draw circles in UIKit and I've got them pretty much figured it out but I'm just trying to implement one more thing. In the video below when the tail of the circle reaches the end I would like for the tail to not reach the head fully, meaning I would like the size of the circle to not shrink completely.
I sort of have it in the video below but there is still the snap were the tails goes away and the animation starts again at the head. So I would like the disappearance of the tail to not go away.
Video Demo: https://github.com/DJSimonSays93/CircleAnimation/blob/main/README.md
Here is the code:
class SpinningView: UIView {
let circleLayer = CAShapeLayer()
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
animation.fromValue = 0
animation.toValue = Double.pi * 2
animation.duration = 3 // increase this duration to slow down the circle animation effect
animation.repeatCount = MAXFLOAT
return animation
}()
override func awakeFromNib() {
super.awakeFromNib()
setup()
}
func setup() {
circleLayer.lineWidth = 10.0
circleLayer.fillColor = nil
//circleLayer.strokeColor = UIColor(red: 0.8078, green: 0.2549, blue: 0.2392, alpha: 1.0).cgColor
circleLayer.strokeColor = UIColor.systemBlue.cgColor
circleLayer.lineCap = .round
layer.addSublayer(circleLayer)
updateAnimation()
}
override func layoutSubviews() {
super.layoutSubviews()
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let radius = min(bounds.width, bounds.height) / 2 - circleLayer.lineWidth / 2
let startAngle: CGFloat = -90.0
let endAngle: CGFloat = startAngle + 360.0
circleLayer.position = center
circleLayer.path = createCircle(startAngle: startAngle, endAngle: endAngle, radius: radius).cgPath
}
private func updateAnimation() {
//The strokeStartAnimation beginTime + duration value need to add up to the strokeAnimationGroup.duration value
let strokeStartAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeStart")
strokeStartAnimation.beginTime = 0.5
strokeStartAnimation.fromValue = 0
strokeStartAnimation.toValue = 0.93 //change this to 0.93 for cool effect
strokeStartAnimation.duration = 3.0
strokeStartAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
let strokeEndAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
strokeEndAnimation.fromValue = 0
strokeEndAnimation.toValue = 1.0
strokeEndAnimation.duration = 2.0
strokeEndAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
let colorAnimation = CABasicAnimation(keyPath: "strokeColor")
colorAnimation.fromValue = UIColor.systemBlue.cgColor
colorAnimation.toValue = UIColor.systemRed.cgColor
let strokeAnimationGroup: CAAnimationGroup = CAAnimationGroup()
strokeAnimationGroup.duration = 3.5
strokeAnimationGroup.repeatCount = Float.infinity
strokeAnimationGroup.fillMode = .forwards
strokeAnimationGroup.isRemovedOnCompletion = false
strokeAnimationGroup.animations = [strokeStartAnimation, strokeEndAnimation, colorAnimation]
circleLayer.add(strokeAnimationGroup, forKey: nil)
circleLayer.add(rotationAnimation, forKey: "rotation")
}
private func createCircle(startAngle: CGFloat, endAngle: CGFloat, radius: CGFloat) -> UIBezierPath {
return UIBezierPath(arcCenter: CGPoint.zero,
radius: radius,
startAngle: startAngle.toRadians(),
endAngle: endAngle.toRadians(),
clockwise: true)
}
Something like this?
There is nothing special here. It is almost exactly the same as your initial code but with a small tweak for the rotation angle.
Approach
Your initial animation looks great to start with! Like you said, the "snap" where the animation restarts from 0% of the strokeEnd is what gives it off.
As #MadProgrammer pointed out, theoretically you can get rid of the "snap" by never starting or ending the stroke at 0%. This ensures there is always some portion of the stroke visible.
This is a great start, but unfortunately strokeStart and strokeEnd do not allow values outside of the [0.0, 1.0] range. So you can't exactly create an animation (without many keyframes) so that the stroke positions overlap in each animation loop (because you would need to use values out of range to cover the full circle).
So, what I have done is use the above method anyway and ended up with the animation shown below. The arc length of the stroke at the start and end of the animation are equal - very important.
Then, using your existing rotation animation I very slightly rotate the entire drawing during the stroke animation so that the start and end arcs seem to land on top of each other. The rotation angle was calculated as follows.
0.07 was selected by subtracting your initial value for strokeStartAnimation.toValue by 1.0.
The scalar length of the arc would then be, 0.07 (S).
The radius of the circle would bounds.width / 2 (r).
To obtain the arc length (L), we need to multiply scalar length by the Perimeter (P).
The relationship between arc length (L) and the rotation angle (theta) is,
2 * Theta * r = L
But L is also equal to S * P, so some substituting around and we get,
theta = 2S (in Radians)
The Solution
So, with that out of the way. The solution is the following changes to your code.
Define the scalar arc length as a class variable, startOffset.
Use startOffset to set the toValue of the strokeStart anim.
Use startOffset to set the fromValue of the strokeEnd anim.
Set the to value of rotationAnimation to 2 * theta.
Match Rotation animation duration with stroke animation duration.
The final rotation animation looks like this:
var rotationAnimation: CAAnimation{
get{
let radius = Double(bounds.width) / 2.0
let perimeter = 2 * Double.pi * radius
let theta = perimeter * startOffset / (2 * radius)
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
animation.fromValue = 0
animation.toValue = theta * 2 + Double.pi * 2
animation.duration = 3.5
animation.repeatCount = MAXFLOAT
return animation
}
}
And the strokes:
let strokeStartAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeStart")
strokeStartAnimation.beginTime = 0.5
strokeStartAnimation.fromValue = 0
strokeStartAnimation.toValue = 1.0 - startOffset
strokeStartAnimation.duration = 3.0
strokeStartAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
let strokeEndAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
strokeEndAnimation.fromValue = startOffset
strokeEndAnimation.toValue = 1.0
strokeEndAnimation.duration = 2.0
strokeEndAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
I made a pull request to your existing code. Try it out and let me know how it goes.

iOS Swift how to synchronise chart drawing line, gradient and circle animations?

I try to synchronise animations of chart line, circle and gradient.
Here is fancy chart gif with not synchronised animations :/
Run all animations code:
CATransaction.begin()
CATransaction.setAnimationDuration(5.0)
CATransaction.setAnimationTimingFunction(CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut))
self?.animateLineDrawing()
self?.animateGradient()
self?.animateCircle()
CATransaction.commit()
Line drawing animation:
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0.0
animation.toValue = 1.0
lineShapeLayer.add(animation, forKey: "drawLineAnimation")
lineShapeLayer.path = curvedPath.cgPath
I have gradientContainer layer with gradientLayer as sublayer. I move only container mask layer over gradient Layer:
let animationPath = UIBezierPath(rect: CGRect(x: firstPoint.x,
y: chartRect.origin.y,
width: 0,
height: chartRect.height))
let animation = CABasicAnimation(keyPath: "path")
animation.fromValue = animationPath.cgPath
animation.toValue = UIBezierPath(rect: CGRect(x: firstPoint.x,
y: chartRect.origin.y,
width: chartRect.width,
height: chartRect.height)).cgPath
animation.isRemovedOnCompletion = false
animation.fillMode = CAMediaTimingFillMode.forwards
animation.delegate = self
gradientContainerLayer.mask?.add(animation, forKey: nil)
Circle animation over chart path:
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = viewModel.curvedPath(frame)?.cgPath
animation.delegate = self
circleLayer.add(animation, forKey: nil)
Gradient animation is not synchronised because distance over path is different from straight line, anyone has idea how to synchronise this?
Why circle animation timing is not equal to line animation? It look like begin and end of animations are equal so timing functions are different, why?
Instead of using basic and property animation switch all on CAKeyframeAnimation. I personally found them way simpler to tweak and more flexible in general.
Calculate position for every element to be in same x coordinate at same time point.
You should consider adding minimum 1 point in each point of interest (change between decreasing and increasing of y coordinate) so you do not cut local extremes.

Incorrect position of CAShapeLayer

I have a UIView called viewProgress. It is the white box in the image. I want a circular progress bar, which is the green circle in the image. The progress bar should stay within the white box, but as you can see it is way off.
How do I make it stay inside the viewProgress?
Here you have my animation function:
func animateView() {
let circle = viewProgress // viewProgress is a UIView
var progressCircle = CAShapeLayer()
let circlePath = UIBezierPath(arcCenter: circle.center, radius: circle.bounds.midX, startAngle: -CGFloat(M_PI_2), endAngle: CGFloat(3.0 * M_PI_2), clockwise: true)
progressCircle = CAShapeLayer ()
progressCircle.path = circlePath.CGPath
progressCircle.strokeColor = UIColor.whiteColor().CGColor
progressCircle.fillColor = UIColor.clearColor().CGColor
progressCircle.lineWidth = 10.0
circle.layer.addSublayer(progressCircle)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 0.4
animation.duration = 1
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
progressCircle.addAnimation(animation, forKey: "ani")
}
And I'm just calling the function inside viewDidLoad()
Basically u have few problems:
incorrect position of your layer - frame should be equal to bounds of parent layer in parentView
you animation will play only once - if u want to make it infinite add something like animation.repeatCount = MAXFLOAT
to make sure that all size correct - in layoutSubviews recreate layers, with removing previously created one
UIBezierPath(arcCenter... will start path from rightSide, u can also use simpler variant like UIBezierPath(ovalInRect. With this in mind u also need to rotate layer for M_PI_2 if u want to make start of drawing in the very top of circle
U should also take in mind that with line width 10, half of u'r circle path will be catted by clipSubviews of parentView. To prevent this use modified parentLayer rect
U can also maybe want to improve visualization of lineCap, buy setting it to "round" style
progressCircle.addAnimation(animation, forKey: "ani") key for anim not required if u dont want to get completion event from animation - i your case i see there is no delegate and no removeOnCompletion flag setted to false, so make assumption that u don`t actually need it
Keeping this all in mind code can be like :
let circle = UIView(frame: CGRectMake(100, 100, 100, 100)) // viewProgress is a UIView
circle.backgroundColor = UIColor.greenColor()
view.addSubview(circle)
var progressCircle = CAShapeLayer()
progressCircle.frame = view.bounds
let lineWidth:CGFloat = 10
let rectFofOval = CGRectMake(lineWidth / 2, lineWidth / 2, circle.bounds.width - lineWidth, circle.bounds.height - lineWidth)
let circlePath = UIBezierPath(ovalInRect: rectFofOval)
progressCircle = CAShapeLayer ()
progressCircle.path = circlePath.CGPath
progressCircle.strokeColor = UIColor.whiteColor().CGColor
progressCircle.fillColor = UIColor.clearColor().CGColor
progressCircle.lineWidth = 10.0
progressCircle.frame = view.bounds
progressCircle.lineCap = "round"
circle.layer.addSublayer(progressCircle)
circle.transform = CGAffineTransformRotate(circle.transform, CGFloat(-M_PI_2))
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 1.1
animation.duration = 1
animation.repeatCount = MAXFLOAT
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn)
progressCircle.addAnimation(animation, forKey: nil)
and result actually like:
Note:
If u want to animate rotation of animated layer u should also add additional animation in to anim group

How to change start point of a circular animation in Swift by using CABasicAnimation?

I have a function to draw an animated circle as a processing bar. I can get it animated from the bottom of the circle. However, I would like to change the start point to the top of the circle.
I attached my code below:
func animateProgressView(_finishPoint:CGFloat, _stringShowAtEnd: String) {
progressLabel.text = "Rating..."
progressLayer.strokeEnd = 0.0
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = CGFloat(0.0)
animation.toValue = CGFloat(_finishPoint)
animation.duration = 2.0
animation.delegate = self
animation.removedOnCompletion = false
animation.additive = true
animation.fillMode = kCAFillModeForwards
progressLayer.addAnimation(animation, forKey: "strokeEnd")
stringShowAtEnd=_stringShowAtEnd
}
What I have quickly tried:
changed fromValue and toValue to 0.5 and 1.0. //didn't work
changed the fillMode to kCAFillModeBackwards. //didn't work
changed the keyPath and forKey to "strokeStart" //didn't work
I haven't spent too much time on reading the official documents.
Anyone can provide a quick answer how can I change the start point to the top like the picture shown below?
Solution:
Thank "rob mayoff". He point me out I should post the path creation function, which I didn't notice and recognize. I solved the problem by modifying the angles of both startAngle and endAngle.
I attached the code below. I hope it will be helpful for everyone who has the similar issue.
private func createProgressLayer() {
//let startAngle = CGFloat(M_PI_2) //old angle, Pi/2=90 degrees ,started from the bottom
//let endAngle = CGFloat(M_PI * 2 + M_PI_2) //old angle,2*Pi+Pi/2=360 + 90 degrees ,end at the bottom
let startAngle = CGFloat(M_PI_2*3) //new angle, (Pi/2)*3=90*3 degrees ,starts from the top
let endAngle = CGFloat(M_PI * 2 + M_PI_2*3) //new angle, 2*Pi+(Pi/2)*3=360 + 90*3 degrees ,ends at the top
let centerPoint = CGPointMake(CGRectGetWidth(frame)/2 , CGRectGetHeight(frame)/2)
var gradientMaskLayer = gradientMask()
progressLayer.path = UIBezierPath(arcCenter:centerPoint, radius: CGRectGetWidth(frame)/2 - 30.0, startAngle:startAngle, endAngle:endAngle, clockwise: true).CGPath
progressLayer.backgroundColor = UIColor.clearColor().CGColor
progressLayer.fillColor = nil
progressLayer.strokeColor = UIColor.blackColor().CGColor
progressLayer.lineWidth = 10.0
progressLayer.strokeStart = 0.0
progressLayer.strokeEnd = 0.0
gradientMaskLayer.mask = progressLayer
layer.addSublayer(gradientMaskLayer)
}
You're creating the path so that the start point is at the bottom. You need to create the path so that the start point is at the top.

UIImageView follow circular path in Single View Application, how?

I'm working on a single view application, not SpriteKit, in Swift, and I have a UIImageView called obstacle, that I want to follow a circular path (assume the circle diameter is 100).
How can this be done? Can anyone help me? I've seen lots of answers but they're all for people using SpriteKit, and other ones that I have found are in Objective-C and I can't find certain methods in Swift that they're referencing...
Thanks!
Try out following code
let curvedPath = CGPathCreateMutable()
let circleContainer = CGRectMake(100, 100, 200, 200) // change according to your needs
CGPathAddEllipseInRect(curvedPath, nil, circleContainer)
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = curvedPath
animation.rotationMode = kCAAnimationRotateAuto
animation.repeatCount = Float.infinity
animation.duration = 5.0
obstacle.layer.addAnimation(animation, forKey: "animate position along path")
Try out this code. You can rotate it to anti-clockwise or clockwise both. Just set UIBezierPath clockwise parameter as true or false as required.
let circlePath = UIBezierPath(arcCenter: CGPointMake(CGRectGetMidX(view.frame), CGRectGetMidY(view.frame)), radius: 100, startAngle: 0, endAngle:CGFloat(M_PI)*2, clockwise: true)
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = circlePath.CGPath
animation.duration = 4
animation.additive = true
animation.repeatCount = HUGE
animation.calculationMode = kCAAnimationPaced
animation.rotationMode = kCAAnimationRotateAuto
view.layer.addAnimation(animation, forKey: "orbit")

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