How start a animation in a certain time? - ios

I have a CABasicAnimation involving multiple shapes that shows a transition between two different navigations. It's essentially a morph with an x duration.
However, there are a couple of requirements that I don't know how to deal with (and my googlefu isn't helping)
I need to be able to show an arbitrary point of the animation. For instance, if I'm mid-swipe between two views I need to be able to show the animation at 50%.
I need to be able to start the animation at an arbitrary point. In the previous case, if I'm mid-swipe and release the view I need to be able to complete the animation from 50% to 100%.
I gave it a shot with timeSincePause (code) but I can't get anywhere with the animation.
As an aid I have these two methods,
If the method of Resume an animation is an implicit way of continuing the same from a certain point with difference that is continuous from a time X which is defined by the pause method, how can I get it to NOT be the pause method that defines Continue beginTime if not already determined
#IBAction func tapPause() {
let pausetime = shape.convertTime(CACurrentMediaTime(), from: nil)
shape.speed = 0.0
shape.timeOffset = pausetime
}
#IBAction func tapResume() {
let pausedTime = shape.timeOffset
shape.speed = 1.0
shape.timeOffset = 0.0
shape.beginTime = 0.0
let timeSincePause = shape.convertTime(CACurrentMediaTime(), from: nil) - pausetime
shape.beginTime = timeSincePause
}
Which methods should I research to get this done?

Related

How to properly set the CABasicAnimation (begin) time?

I animate the color of CAShapeLayers stored in an Array using CABasicAnimation. The animation displays erratically depending on the animation.duration and I cannot figure out why. I suspect an issue with animation.beginTime = CACurrentMediaTime() + delay
Animation Description
The animation consists in successively flashing shapes to yellow before turning them to black once the animation ends.
Current State of the animation
When the animation duration is above a certain time, it works properly.
For instance with a duration of 2 seconds:
But when I shorten the duration, the result substantially differs.
For instance, with a duration of 1 second:
You will notice that the animation has already cached/ended for the first 10 bars or so, then waits and starts animating the remainder of the shapes.
Likewise, with a duration of 0.5s:
In this case, it seems an even larger number of animation has already ended (shapes are black) before it displays some animation after a certain time. You can also notice that although the shape color animation is supposed to last the same duration (0.5s) some feels quicker than others.
The Code
The animation is called in the viewDidAppear method of the UIViewController class.
I have created a UIView custom class to draw my shapes and I animate them using an extension of the class.
The code to animate the color:
enum ColorAnimation{
case continuousSwap
case continousWithNewColor(color: UIColor)
case randomSwap
case randomWithNewColor(color: UIColor)
case randomFromUsedColors
}
func animateColors(for duration: Double,_ animationType: ColorAnimation, colorChangeDuration swapColorDuration: Double){
guard abs(swapColorDuration) != Double.infinity else {
print("Error in defining the shape color change duration")
return
}
let animDuration = abs(duration)
let swapDuration = abs(swapColorDuration)
let numberOfSwaps = Int(animDuration / min(swapDuration, animDuration))
switch animationType {
case .continousWithNewColor(color: let value):
var fullAnimation = [CABasicAnimation]()
for i in (0...numberOfSwaps) {
let index = i % (self.pLayers.count)
let fromValue = pLayers[index].pattern.color
let delay = Double(i) * swapDuration / 3
let anim = colorAnimation(for: swapDuration, fromColor: value, toColor: fromValue, startAfter: delay)
fullAnimation.append(anim)
}
for i in (0...numberOfSwaps) {
CATransaction.begin()
let index = i % (self.pLayers.count)
CATransaction.setCompletionBlock {
self.pLayers[index].shapeLayer.fillColor = UIColor.black.cgColor
}
pLayers[index].shapeLayer.add(fullAnimation[i], forKey: "fillColorShape")
CATransaction.commit()
}
default:
()
}
}
The segment the whole duration of the animation by the duration of the color change (e.g. if the whole animation is 10s and each shape changes color in 1s, it means 10 shapes will change color).
I then create the CABasicaAnimation objects using the method colorAnimation(for: fromColor, toColor, startAfter:).
func colorAnimation(for duration: TimeInterval, fromColor: UIColor, toColor: UIColor, reverse: Bool = false, startAfter delay: TimeInterval) -> CABasicAnimation {
let anim = CABasicAnimation(keyPath: "fillColor")
anim.fromValue = fromColor.cgColor
anim.toValue = toColor.cgColor
anim.duration = duration
anim.autoreverses = reverse
anim.beginTime = CACurrentMediaTime() + delay
return anim
}
Finally I add the animation to the adequate CAShapeLayer.
The code can obviously be optimized but I chose to proceed by these steps to try to find why it was not working properly.
Attempts so far
So far, I have tried:
with and without setting the animation.beginTime in the colorAnimation method, including with and without CACurrentMediaTime(): if I don't set the animation.beginTime with CACurrentMediaTime, I simply do not see any animation.
with and without pointing animation.delegate = self: it did not change anything.
using DispatchQueue (store the animations in global and run it in main) and as suspected, the shapes did not animate.
I suspect something is not working properly with the beginTime but it might not be the case, or only this because even when the shapes animate, the shape animation duration seems to vary whilst it should not.
Thank very much in advance to have a look to this issue. Any thoughts are welcome even if it seems far-fetched it can open to new ways to address this!
Best,
Actually there is a relationship between duration and swapColorDuration
func animateColors(for duration: Double,_ animationType: ColorAnimation, colorChangeDuration swapColorDuration: Double)
when you call it, you may need to keep this relationship
let colorChangeDuration: TimeInterval = 0.5
animateColors(for: colorChangeDuration * TimeInterval(pLayers.count), .continousWithNewColor(color: UIColor.black), colorChangeDuration: colorChangeDuration)
Also here :
let numberOfSwaps = Int(animDuration / min(swapDuration, animDuration)) - 1
This value maybe a little higher than you need.
or
The problem lies in this let index = i % (self.pLayers.count)
if numberOfSwaps > self.pLayers.count, some bands will be double animations.
let numberOfSwaps1 = Int(animDuration / min(swapDuration, animDuration))
let numberOfSwaps = min(numberOfSwaps1, self.pLayers.count)
in the rest is
for i in (0..<numberOfSwaps) {... }
Now if numberOfSwaps < self.pLayers.count. It's not finished.
if numberOfSwaps is larger, It is fine.
If double animations are required, changes the following:
pLayers[index].shapeLayer.add(fullAnimation[i], forKey: nil)
or pLayers[index].shapeLayer.add(fullAnimation[i], forKey: "fillColorShape" + String(i))

CAAnimation on multiple SceneKit nodes simultaneously

I am creating an application wherein I am using SceneKit contents in AR app. I have multiple nodes which are being placed at different places in my scene. They may or may not be necessarily be inside one parent node. The user has to choose a correct node, as per challenge set by the application. If the user chooses correct node, the correct node goes through one kind of animation and incorrect ones (may be several) undergo another set of animation. I am accomplishing animations using CAAnimation directly, which is all good. Basically to accomplish this, I am creating an array of all nodes and using them for animation.
DispatchQueue.global(qos: .userInteractive).async { [weak self] in
for node in (self?.nodesAddedInScene.keys)! {
for index in 1...node.childNodes.count - 1 {
if node.childNodes[index].childNodes.first?.name == "target" {
self?.riseUpSpinAndFadeAnimation(on: node.childNodes[index])
} else {
self?.fadeAnimation(on: node.childNodes[index])
}
}
}
}
When user chooses "target" node, that node goes through one set of animation and others go through another set of animations.
RiseUpSpinAndFadeAnimation:
private func riseUpSpinAndFadeAnimation(on shape: SCNNode) {
let riseUpAnimation = CABasicAnimation(keyPath: "position")
riseUpAnimation.fromValue = SCNVector3(shape.position.x, shape.position.y, shape.position.z)
riseUpAnimation.toValue = SCNVector3(shape.position.x, shape.position.y + 0.5, shape.position.z)
let spinAnimation = CABasicAnimation(keyPath: "eulerAngles.y")
spinAnimation.toValue = shape.eulerAngles.y + 180.0
spinAnimation.autoreverses = true
let fadeAnimation = CABasicAnimation(keyPath: "opacity")
fadeAnimation.toValue = 0.0
let riseUpSpinAndFadeAnimation = CAAnimationGroup()
riseUpSpinAndFadeAnimation.animations = [riseUpAnimation, fadeAnimation, spinAnimation]
riseUpSpinAndFadeAnimation.duration = 1.0
riseUpSpinAndFadeAnimation.fillMode = kCAFillModeForwards
riseUpSpinAndFadeAnimation.isRemovedOnCompletion = false
shape.addAnimation(riseUpSpinAndFadeAnimation, forKey: "riseUpSpinAndFade")
}
FadeAnimation:
private func fadeAnimation(on shape: SCNNode) {
let fadeAnimation = CABasicAnimation(keyPath: "opacity")
fadeAnimation.toValue = 0.0
fadeAnimation.duration = 0.5
fadeAnimation.fillMode = kCAFillModeForwards
fadeAnimation.isRemovedOnCompletion = false
shape.addAnimation(fadeAnimation, forKey: "fade")
}
I expect animations to work out, which they are actually. However, the issue is since the nodes are in an array animation is not being done at the same time for all nodes. There are minute differences in start of animation which actually is leading to not so good UI.
What I am looking for is a logic wherein I can attach animations on all nodes and call these animations together later when let's say the user taps correct node. Arrays don't seem to be a wise choice to me. However, I am afraid if I make all of these nodes child nodes of an empty node and the run animation on that empty node, possibly it would be difficult to manage placement of these child nodes in the first place since they supposed to be kept at random distances and not necessarily close together. Given that this ultimately drives AR experience, it more so becomes a bummer.
Requesting some inputs whether there are methods to attach animation to multiple (selected out of those) object (even if sequentially) but RUN them together. I used shape.addAnimation(fadeAnimation, forKey: "fade") "forKey", can that be made of use in such use case? Any pointers appreciated.
I've had up to fifty SCNNodes animating in perfect harmony by using CAKeyframe animations that are paused (.speed = 0) and setting the animation's time offset (.timeOffset) inside a SCNSceneRendererDelegate "renderer(updateAtTime:)" function.
It's pretty amazing how you can add a paused animation with an time offset every 1/60th of a second for a large number of nodes. Hats off to the SceneKit developers for having so little overhead on adding and removing CAAnimations.
I tried many different CAAnimation/SCNAction techniques before settling on this. In other methods the animations would drift out of sync over time.
Manganese,
I am just taking a guess here or could spark an idea for you :-)
I am focusing on this part of your question:
"What I am looking for is a logic wherein I can attach animations on all nodes and call these animations together later when let's say the user taps correct node."
I wonder if SCNTransaction:
[https://developer.apple.com/documentation/scenekit/scntransaction][1]
might do the trick
or maybe dispatch.sync or async (totally guessing...but could help)
[https://developer.apple.com/documentation/dispatch][1]
or I am way off the mark :-)
just trying to help out....
We all learn by sharing what we know
RAD

Scenekit Grouped Animations

I am trying to extract animations from one DAE file that contains a few animations. I want to break up the animation in groups so I can play specific animations in the timeline.
I am using the "skinning" slide from the WWDC as a reference, but it is all in objective-c and I think something has been lost in translation when trying to do this in swift.
I have my character loaded in the scene but when i run this code the animation does not run. Whats going on?
for animationID in animationsIDs {
if let animation = sceneSource.entryWithIdentifier(animationID, withClass: CAAnimation.self) as? CAAnimation {
var maxDuration = max(maxDuration, animation.duration);
longAnimations.append(animation)
}
let longAnimationsGroup = CAAnimationGroup()
longAnimationsGroup.animations = longAnimations
longAnimationsGroup.duration = maxDuration
let idleAnimationGroup :CAAnimationGroup = longAnimationsGroup.copy() as CAAnimationGroup
idleAnimationGroup.timeOffset = 0.0
_idleAnimationGroup.animations = [idleAnimationGroup]
_idleAnimationGroup.duration = 1.0
_idleAnimationGroup.repeatCount = FLT_MAX
_idleAnimationGroup.autoreverses = true
SCNTransaction.begin()
self._character.addAnimation(_idleAnimationGroup, forKey: "animation")
SCNTransaction.commit()
it seems that your for loop is missing a closing bracket. Currently you are adding (and thus overriding) an animation with the key "animation" for each animationID
how and where is _idleAnimationGroup created?

Observing change in frame of a UIView during animation

I want to observe changes to the x coordinate of my UIView's origin while it is being animated using animateWithDuration:delay:options:animations:completion:. I want to track changes in the x coordinate during this animation at a granular level because I want to make a change in interaction to another view that the view being animated may make contact with. I want to make that change at the exact point of contact. I want to understand the best way to do something like this at a higher level:
-- Should I use animateWithDuration:... in the completion call back at the point of contact? In other words, The first animation runs until it hits that x coordinate, and the rest of the animation takes place in the completion callback?
-- Should I use NSNotification observers and observe changes to the frame property? How accurate / granular is this? Can I track every change to x? Should I do this in a separate thread?
Any other suggestions would be welcome. I'm looking for a abest practice.
Use CADisplayLink since it is specifically built for this purpose. In the documentation, it says:
Once the display link is associated with a run loop, the selector on the target is called when the screen’s contents need to be updated.
For me I had a bar that fills up, and as it passed a certain mark, I had to change the colors of the view above that mark.
This is what I did:
let displayLink = CADisplayLink(target: self, selector: #selector(animationDidUpdate))
displayLink.frameInterval = 3
displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSDefaultRunLoopMode)
UIView.animateWithDuration(1.2, delay: 0.0, options: [.CurveEaseInOut], animations: {
self.viewGaugeGraph.frame.size.width = self.graphWidth
self.imageViewGraphCoin.center.x = self.graphWidth
}, completion: { (_) in
displayLink.invalidate()
})
func animationDidUpdate(displayLink: CADisplayLink) {
let presentationLayer = self.viewGaugeGraph.layer.presentationLayer() as! CALayer
let newWidth = presentationLayer.bounds.width
switch newWidth {
case 0 ..< width * 0.3:
break
case width * 0.3 ..< width * 0.6:
// Color first mark
break
case width * 0.6 ..< width * 0.9:
// Color second mark
break
case width * 0.9 ... width:
// Color third mark
break
default:
fatalError("Invalid value observed. \(newWidth) cannot be bigger than \(width).")
}
}
In the example, I set the frameInterval property to 3 since I didn't have to rigorously update. Default is 1 and it means it will fire for every frame, but it will take a toll on performance.
create a NSTimer with some delay and run particular selector after each time lapse. In that method check the frame of animating view and compare it with your colliding view.
And make sure you use presentationLayer frame because if you access view.frame while animating, it gives the destination frame which is constant through out the animation.
CGRect animationViewFrame= [[animationView.layer presentationLayer] frame];
If you don't want to create timer, write a selector which calls itself after some delay.Have delay around .01 seconds.
CLARIFICATION->
Lets say you have a view which you are animating its position from (0,0) to (100,100) with duration of 5secs. Assume you implemented KVO to the frame of this view
When you call the animateWithDuration block, then the position of the view changes directly to (100,100) which is final value even though the view moves with intermediate position values.
So, your KVO will be fired one time at the instant of start of animation.
Because, layers have layer Tree and Presentation Tree. While layer tree just stores destination values while presentation Layer stores intermediate values.
When you access view.frame it will always gives the value of frame in layer tree not the intermediate frames it takes.
So, you had to use presentation Layer frame to get intermediate frames.
Hope this helps.
UIDynamics and collision behaviours would be worth investigating here. You can set a delegate which is called when a collision occurs.
See the collision behaviour documentation for more details.

Staggered animations with CAKeyframeAnimation?

I want to animate 3 different images at specific point in time such that it behaves this way.
1) 1st image moves from (Xx, Yx) to (Xz,Yz)
2) Wait 10 seconds
3) 2nd image appears in place at Xa,Yb
4) Wait half as long as in step 2
5) Fade out 2nd image
6) 3rd image appears at the same place as 2nd image
If each of these image's animations are on their own CALayers, can I use CAKeyframeAnimation with multiple layers? If not, what's another way to go about doing staggered animations?
I'm trying to animate a playing card move from offscreen to a particular spot and then few other tricks to appear on screen several seconds later.
Edited
When I wrote this, I thought you could not use a CAAnimationGroup to animate multiple layers. Matt just posted an answer demonstrating that you can do that. I hereby eat my words.
I've taking the code in Matt's answer and adapted it to a project which I've uploaded to Github (link.)
The effect Matt's animation creates is of a pair of feet walking up the screen. I found some open source feet and installed them in the project, and made some changes, but the basic approach is Matt's. Props to him.
Here is what the effect looks like:
(The statement below is incorrect)
No, you can't use a keyframe animation to animate multiple layers. A given CAAnimation can only act on a single layer. This includes group layers, by the way.
If all you're doing is things like moving images on a straight line, fading out, and fading in, why don't you use UIView animation? Take a look at the methods who's names start with animateWithDuration:animations: Those will let you create multiple animations at the same time, and the completion block can then trigger additional animations.
If you need to use layer animation for some reason, you can use the beginTime property (which CAAnimation objects have because they conform to the CAMediaTiming protocol.) For CAAnimations that are not part of an animation group, you use
animation.beginTime = CACurrentMediaTime() + delay;
Where delay is a double which expresses the delay in seconds.
If the delay is 0, the animation would begin.
A third option would be to set your view controller up as the delegate of the animation and use the animationDidStop:finished: method to chain your animations. This ends up being the messiest approach to implement, in my opinion.
The claim that a single animation group cannot animate properties of different layers is not true. It can. The technique is to attach the animation group to the superlayer and refer to the properties of the sublayers in the individual animations' key paths.
Here is a complete example just for demonstration purposes. When launched, this project displays two "footprints" that proceed to step in alternation, walking off the top of the screen.
class ViewController: UIViewController, CAAnimationDelegate {
let leftfoot = CALayer()
let rightfoot = CALayer()
override func viewDidLoad() {
super.viewDidLoad()
self.leftfoot.name = "left"
self.leftfoot.contents = UIImage(named:"leftfoot")!.cgImage
self.leftfoot.frame = CGRect(x: 100, y: 300, width: 50, height: 80)
self.view.layer.addSublayer(self.leftfoot)
self.rightfoot.name = "right"
self.rightfoot.contents = UIImage(named:"rightfoot")!.cgImage
self.rightfoot.frame = CGRect(x: 170, y: 300, width: 50, height: 80)
self.view.layer.addSublayer(self.rightfoot)
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.start()
}
}
func start() {
let firstLeftStep = CABasicAnimation(keyPath: "sublayers.left.position.y")
firstLeftStep.byValue = -80
firstLeftStep.duration = 1
firstLeftStep.fillMode = .forwards
func rightStepAfter(_ t: Double) -> CABasicAnimation {
let rightStep = CABasicAnimation(keyPath: "sublayers.right.position.y")
rightStep.byValue = -160
rightStep.beginTime = t
rightStep.duration = 2
rightStep.fillMode = .forwards
return rightStep
}
func leftStepAfter(_ t: Double) -> CABasicAnimation {
let leftStep = CABasicAnimation(keyPath: "sublayers.left.position.y")
leftStep.byValue = -160
leftStep.beginTime = t
leftStep.duration = 2
leftStep.fillMode = .forwards
return leftStep
}
let group = CAAnimationGroup()
group.duration = 11
group.animations = [firstLeftStep]
for i in stride(from: 1, through: 9, by: 4) {
group.animations?.append(rightStepAfter(Double(i)))
group.animations?.append(leftStepAfter(Double(i+2)))
}
group.delegate = self
self.view.layer.add(group, forKey: nil)
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
print("done")
self.rightfoot.removeFromSuperlayer()
self.leftfoot.removeFromSuperlayer()
}
}
Having said all that, I should add that if you are animating a core property like the position of something, it might be simpler to make it a view and use a UIView keyframe animation to coordinate animations on different views. Still, the point is that to say that this cannot be done with CAAnimationGroup is just wrong.

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