draw animation which will draw skull in objective c - ios

I want to RUN animation in Objective c
I am capturing user photo using AVCaptureSession, and showing the image over the UIImageView.
Once the image is shown, I have to RUN animation starting from Top of the head to end of chin.
There are total 13 points over the face.
2 at the Forehead,
2 at the bridge of Nose,
2 at the end of the eyes,
2 at the opening of each nose,
2 at the start and ending of lips,
2 at the cheeks,
1 at chin end
I want to RUN animation which will start from head and end at chin and draw lines from each of the points mentioned above.
Here is sample image like the way.
Is is possible in Objective c
If yes, please guide for the same.
Thanks in advance.

Create bezier paths with the points you want to animate like so:
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(0.0, 0.0)];
[path addLineToPoint:CGPointMake(200.0, 200.0)];
[path addLineToPoint:CGPointMake(200.0, 200.0)];
..... add all your points .....
create a shape layer with the path like this:
CAShapeLayer *bezier = [[CAShapeLayer alloc] init];
bezier.path = bezierPath.CGPath;
bezier.strokeColor = [UIColor blueColor].CGColor;
bezier.fillColor = [UIColor clearColor].CGColor;
bezier.lineWidth = 5.0;
bezier.strokeStart = 0.0;
bezier.strokeEnd = 1.0;
[self.view.layer addSublayer:bezier];
then animate the path like this:
CABasicAnimation *animateStrokeEnd = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animateStrokeEnd.duration = 10.0;
animateStrokeEnd.fromValue = [NSNumber numberWithFloat:0.0f];
animateStrokeEnd.toValue = [NSNumber numberWithFloat:1.0f];
[bezier addAnimation:animateStrokeEnd forKey:#"strokeEndAnimation"];
this answer is taken mainly from here:
Drawing animation

Related

How to animate drawing part of CGPath

I want to approach the following scenario:
If I draw a rectangle using CGBezierPath and CAShapeLayer like the following:
CAShapeLayer *layerX = [CAShapeLayer layer];
layerX.path = path.CGPath;
layerX.lineWidth = 3;
layerX.strokeColor = [[UIColor whiteColor] CGColor];
layerX.fillColor = [[UIColor clearColor] CGColor];
[self.view.layer addSublayer: layerX];
And I want to add animation like the image I attached, this cleared area keeps moving around the rectangle path so it gives visual effect of the rectangle being drawn over and over. [Snake movement in old snake games]
I tried animating using CABasicAnimation but I literally couldn't achieve anything, thanks in advance.
Try this code may be helpful.
UIBezierPath *drawablePath = [UIBezierPath bezierPathWithRect:CGRectMake(100.0, 100.0, 150.0, 100.0)];
CAShapeLayer *squareLayer = [[CAShapeLayer alloc] init];
squareLayer.path = drawablePath.CGPath;
squareLayer.strokeColor = [UIColor redColor].CGColor;
squareLayer.lineWidth = 5.f;
squareLayer.fillColor = [UIColor clearColor].CGColor;
squareLayer.strokeEnd = 1.f;
//squareLayer.strokeEnd = 0.9; // this line use draw half line but some animation issue.
[self.view.layer addSublayer:squareLayer];
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.fromValue = (id)[NSNumber numberWithFloat:0.10];
drawAnimation.toValue = (id)[NSNumber numberWithFloat:1.f];
drawAnimation.duration = 5.f;
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[squareLayer addAnimation:drawAnimation forKey:#"drawRectStroke"];
This code is use to draw rectangle with animation.
You have to animate both: strokeStart and strokeEnd and use a CAAnimationGroup to make them happen at the same time.
I found this link which does something similar but in swift. I think it might help.
I will try to implement it if you can't do it. But I can't right now.
Happy coding.
let drawablePath = UIBezierPath(rect: CGRect(x: 100, y: 100, width: 150, height: 150))
let squareLayer = CAShapeLayer()
squareLayer.path = drawablePath.cgPath;
squareLayer.strokeColor = UIColor.red.cgColor;
squareLayer.lineWidth = 5;
squareLayer.fillColor = UIColor.clear.cgColor;
squareLayer.strokeEnd = 1;
//squareLayer.strokeEnd = 0.9; // this line use draw half line but some animation issue.
flowerView.layer.addSublayer(squareLayer)
let drawAnimation = CABasicAnimation(keyPath: "strokeEnd")
drawAnimation.fromValue = 0.1
drawAnimation.toValue = 1.0
drawAnimation.duration = 5
drawAnimation.timingFunction = CAMediaTimingFunction(name:.linear)
squareLayer.add(drawAnimation, forKey:"drawRectStroke")
Not really an answer to the original question but here's a Swift 5 version of Dixit Akabari's answer, which was useful in itself in that it demonstrates how to animate drawing a UIBezierPath by animating strokeEnd.

UIBezierPath - Add rounded corner

I am using a UIBezierPath to draw a curved line. The curve works however, I am unable to curve the edges of the line.
If you look at the top/bottom end of the curve, you can see that the edges are flattened out, thats not what I want. Is there a way to curve the edges?
I am using a simple UIBezierPath to draw an (almost) semi circle. This creates the curved line shape that I want:
CAShapeLayer *circle = [CAShapeLayer layer];
circle.path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(0, 0) radius:70 startAngle:1.0472 endAngle:5.23599 clockwise:NO].CGPath;
circle.fillColor = [UIColor clearColor].CGColor;
circle.strokeColor = [UIColor colorWithWhite:1.0 alpha:0.2].CGColor;
circle.lineWidth = 18.0;
circle.cornerRadius = 10.0;
circle.position = CGPointMake(100, 100);
circle.anchorPoint = CGPointMake(0.5, 0.5);
[mainView.layer addSublayer:circle];
Despite setting the cornerRadius property, the corners are not curved. What am I doing wrong?
Thanks for your time, Dan.
Include the following.
circle.lineCap = kCALineJoinRound;
For Swift 3.0 and above
circle.lineCapStyle = .Round;
Swift 4.0
circle.lineCap = kCALineCapRound
and if you want your lines intersections to also be rounded set
circle.lineJoin = kCALineCapRound
as well.

Indoor Location Using Beacons

Hey I am implementing indoor location using beacons. I am done with indoor map and locating user location using beacon.
I am stuck at point where user want to search a path from its current location to destination. Currently I managed to implement it by providing the points of the whole path but that is not gonna be efficient in case of large areas.
eg. User is in room A and he want to search path for room Z. Currently I am using saving coordinates of the whole path. But I am looking for better solution if any.
I am not using MapKit I am simply using scroll view and pdf import.
This is how I am displaying path.
Note: Path coordinates are stored in JSON file currently I put them manually.
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(394.0, 290.0)];
[path addLineToPoint:CGPointMake(100.0, 290.0)];
[path addLineToPoint:CGPointMake(50.0, 250.0)];
CAShapeLayer *pathLayer = [CAShapeLayer layer];
pathLayer.frame = self.view.bounds;
pathLayer.path = path.CGPath;
pathLayer.strokeColor = [[UIColor redColor] CGColor];
pathLayer.fillColor = nil;
pathLayer.lineWidth = 2.0f;
pathLayer.lineJoin = kCALineJoinBevel;
[self.view.layer addSublayer:pathLayer];
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 2.0;
pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
[pathLayer addAnimation:pathAnimation forKey:#"strokeEnd"];
Thanks in advance.
Got it. I am using graphs now. Its pretty simple now. Ill share my code later as well.

Not able to round caps in UIBezierPath Arc even with kCGLineCapRound

I am not able to display rounded caps on my Arc created using UIBezierPath. It's still perfectly squared regardless I set kCGLineCapRound or not.
This topic should be same as this one, however solution is not working.
Here is the example code I have in viewWillAppear (for test purposes only):
int radius = 100;
CAShapeLayer *arc = [CAShapeLayer layer];
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(100, 50) radius:radius startAngle:M_PI endAngle:M_PI/150 clockwise:YES];
path.lineCapStyle = kCGLineCapRound;
arc.path = path.CGPath;
arc.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius, CGRectGetMidY(self.view.frame)-radius);
arc.fillColor = [UIColor clearColor].CGColor;
arc.strokeColor = [UIColor purpleColor].CGColor;
arc.lineWidth = 10.0f;
arc.cornerRadius = 3.0f;
Here is how it looks:
I am helpless so I would appreciate any help. Thanks guys.
Use the lineCap property of the CAShapeLayer rather than the lineCapStyle of the path.
arc.lineCap = kCALineCapRound;
If you are calling the path's stroke method (e.g. if you're doing this in drawRect or manually drawing in a UIGraphicsContext) then set attributes like the cap or join styles in the UIBezierPath. But when using CAShapeLayer, the attributes are set on the shape layer, not the path.

iOS: UIBezierPath and CAShapeLayer fillRule

I have used both UIBezierPath and CAShapeLayer before. But almost every time in conjunction with filling the object contained within the path with color inside. But I would like this time to fill the color outside of the object contained by the UIBezierPath.
I just wrote and ran the following simple code trying to get myself acquainted with the fillRule property:
CAShapeLayer *myLayer = (CAShapeLayer *) self.layer; //size: 320 X 480
UIBezierPath *testPath = [UIBezierPath bezierPathWithOvalInRect:(CGRect){{100, 100}, 100, 100}]; //a simple circle
myLayer.fillRule = kCAFillRuleNonZero; // have tried this as well: kCAFillRuleEvenOdd;
myLayer.path = testPath.CGPath;
myLayer.fillColor = [UIColor whiteColor].CGColor;
But the color is filled nonetheless inside. What I would like to find out is, how can I fill the color outside of the path? If I am using fillRule wrong here, I would like to know if there is other methods that can achieve this. Thanks in advance.
The main problem is that you can't really fill the outside of a shape, since there's no generic way to define what that means. What you need to do is first plot a path around the "outside" of your shape, and then add the circle as a subpath. How you do that depends on which fill rule you want to use. EvenOdd is the easiest:
CAShapeLayer *myLayer = (CAShapeLayer *) self.layer;
UIBezierPath *testPath = [UIBezierPath bezierPathWithRect:self.bounds];
[testPath appendPath:[UIBezierPath bezierPathWithOvalInRect:(CGRect){{100, 100}, 100, 100}]];
myLayer.fillRule = kCAFillRuleEvenOdd;
myLayer.path = testPath.CGPath;
myLayer.fillColor = [UIColor whiteColor].CGColor;
NonZero is a little bit harder because you have to force the path to be counter-clockwise which isn't an option for most of the UIBezierPath convenience methods:
CAShapeLayer *myLayer = (CAShapeLayer *) self.layer;
UIBezierPath *testPath = [UIBezierPath bezierPathWithRect:self.bounds];
UIBezierPath *counterClockwise = [UIBezierPath bezierPathWithArcCenter:CGPointMake(100, 100) radius:100 startAngle:0 endAngle:M_PI clockwise:NO];
[counterClockwise appendPath:[UIBezierPath bezierPathWithArcCenter:CGPointMake(100, 100) radius:100 startAngle:M_PI endAngle:0 clockwise:NO]];
[testPath appendPath:counterClockwise];
myLayer.fillRule = kCAFillRuleNonZero;
myLayer.path = testPath.CGPath;
myLayer.fillColor = [UIColor redColor].CGColor;
Depending on how you're constructing your actual path it may not make a difference either way.
If you haven't seen it already, the winding rules documentation has some nice diagrams that I find helpful.

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