iOS Wave Effect Animated Bezier Curve - ios

I am trying to achieve an animation effect which will simulate a very simple representation of a wave effect by using bezierpath and keyframeanimation.
However, with key frame animation I cant get the effect properly, the animation is working from start point to end instead of making wave curves up and down.
This could be a better representation of what is happening.
Bezier Curve Wave Animation
and this is the code for the animation:
CGPoint rightCurve;
rightCurve.x = center.x + radius * cos(startAngle);
rightCurve.y = center.y + radius * sin(startAngle);
CGPoint leftCurve;
leftCurve.x = center.x + radius * cos(endAngle);
leftCurve.y = center.y + radius * sin(endAngle);
CGPoint centerCurve;
centerCurve.x = center.x;
centerCurve.y = leftCurve.y;
CGPoint controlLeftUp = CGPointMake((leftCurve.x + centerCurve.x) /2, ((centerCurve.y + ((centerCurve.x - rightCurve.x)/2)*1.3)));
CGPoint controlLeftDown = CGPointMake((leftCurve.x + centerCurve.x) /2, ((centerCurve.y - ((centerCurve.x - rightCurve.x)/2)*1.3)));
CGPoint controlRightDown = CGPointMake((rightCurve.x + centerCurve.x) /2, ((centerCurve.y - ((centerCurve.x - rightCurve.x)/2)*1.3)));
CGPoint controlRightUp = CGPointMake((rightCurve.x + centerCurve.x) /2, ((centerCurve.y + ((centerCurve.x - rightCurve.x)/2)*1.3)));
UIBezierPath* path0 = [UIBezierPath bezierPath];
[path0 moveToPoint:CGPointMake(leftCurve.x, leftCurve.y)];
[path0 addQuadCurveToPoint:CGPointMake(centerCurve.x, centerCurve.y) controlPoint:controlLeftUp];
[path0 moveToPoint:CGPointMake(centerCurve.x , centerCurve.y)];
[path0 addQuadCurveToPoint:CGPointMake(rightCurve.x, rightCurve.y) controlPoint:controlRightDown];
UIBezierPath* path1 = [UIBezierPath bezierPath];
[path1 moveToPoint:CGPointMake(rightCurve.x,rightCurve.y)];
[path1 addQuadCurveToPoint:CGPointMake(centerCurve.x, centerCurve.y) controlPoint:controlRightUp];
[path1 moveToPoint:CGPointMake(centerCurve.x , centerCurve.y)];
[path1 addQuadCurveToPoint:CGPointMake(leftCurve.x, leftCurve.y) controlPoint:controlLeftDown];
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"path"];
animation.duration = _animationInterval;
animation.values = [NSArray arrayWithObjects:(id)path0.CGPath, (id)path1.CGPath, nil];
animation.repeatCount = HUGE_VALF;
[shapeLayer addAnimation:animation forKey:nil];
It will be amazing if someone tell me how to edit the animation or the curve.
Thanks in advance.

Related

Draw dynamic shapes iOS at very high rate

I'm trying to create a sort of "radar" that would look like this :
The idea is that the blue part will act like a compass to indicate proximity of stuff to the user. The shape would be narrow, long and blue when the user is far from the objective, and become shorter, thicker and red when he gets closer, as shown below:
To achieve this, I drew a few circles (actually I tried IBDesignable and IBInspectable but I keep getting "Build failed" but that is another subject)
My question is : Is this possible to draw the "cone" part that is supposed to change its dimensions at a high rate without risking lag ?
Can I use UIBezierPath / AddArc or Addline methods to achieve this or I am heading to a dead end ?
There are two approaches:
Define complex bezier shapes and animate use CABasicAnimation:
- (UIBezierPath *)pathWithCenter:(CGPoint)center angle:(CGFloat)angle radius:(CGFloat)radius {
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint point1 = CGPointMake(center.x - radius * sinf(angle), center.y - radius * cosf(angle));
[path moveToPoint:center];
[path addLineToPoint:point1];
NSInteger curves = 8;
CGFloat currentAngle = M_PI_2 * 3.0 - angle;
for (NSInteger i = 0; i < curves; i++) {
CGFloat nextAngle = currentAngle + angle * 2.0 / curves;
CGPoint point2 = CGPointMake(center.x + radius * cosf(nextAngle), center.y + radius * sinf(nextAngle));
CGFloat controlPointRadius = radius / cosf(angle / curves);
CGPoint controlPoint = CGPointMake(center.x + controlPointRadius * cosf(currentAngle + angle / curves), center.y + controlPointRadius * sinf(currentAngle + angle / curves));
[path addQuadCurveToPoint:point2 controlPoint:controlPoint];
currentAngle = nextAngle;
point1 = point2;
}
[path closePath];
return path;
}
I just split the arc into a series of quad curves. I find cubic curves can get closer, but with just a few quad curves, we get a very good approximation.
And then animate it with CABasicAnimation:
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
CAShapeLayer *layer = [CAShapeLayer layer];
layer.fillColor = self.startColor.CGColor;
layer.path = self.startPath.CGPath;
[self.view.layer addSublayer:layer];
self.radarLayer = layer;
}
- (IBAction)didTapButton:(id)sender {
self.radarLayer.path = self.finalPath.CGPath;
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"path"];
pathAnimation.fromValue = (id)self.startPath.CGPath;
pathAnimation.toValue = (id)self.finalPath.CGPath;
pathAnimation.removedOnCompletion = false;
self.radarLayer.fillColor = self.finalColor.CGColor;
CABasicAnimation *fillAnimation = [CABasicAnimation animationWithKeyPath:#"fillColor"];
fillAnimation.fromValue = (id)self.startColor.CGColor;
fillAnimation.toValue = (id)self.finalColor.CGColor;
fillAnimation.removedOnCompletion = false;
CAAnimationGroup *group = [CAAnimationGroup animation];
group.animations = #[pathAnimation, fillAnimation];
group.duration = 2.0;
[self.radarLayer addAnimation:group forKey:#"bothOfMyAnimations"];
}
That yields:
The other approach is to use simple bezier, but animate with display link:
If you wanted to use a CAShapeLayer and a CADisplayLink (which is like a timer that's optimized for screen updates), you could do something like:
#interface ViewController ()
#property (nonatomic, strong) CADisplayLink *displayLink;
#property (nonatomic) CFAbsoluteTime startTime;
#property (nonatomic) CFAbsoluteTime duration;
#property (nonatomic, weak) CAShapeLayer *radarLayer;
#end
#implementation ViewController
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
CAShapeLayer *layer = [CAShapeLayer layer];
[self.view.layer addSublayer:layer];
self.radarLayer = layer;
[self updateRadarLayer:layer percent:0.0];
}
- (IBAction)didTapButton:(id)sender {
[self startDisplayLink];
}
- (void)updateRadarLayer:(CAShapeLayer *)radarLayer percent:(CGFloat)percent {
CGFloat angle = M_PI_4 * (1.0 - percent / 2.0);
CGFloat distance = 200 * (0.5 + percent / 2.0);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:self.view.center];
[path addArcWithCenter:self.view.center radius:distance startAngle:M_PI_2 * 3.0 - angle endAngle:M_PI_2 * 3.0 + angle clockwise:true];
[path closePath];
radarLayer.path = path.CGPath;
radarLayer.fillColor = [self colorForPercent:percent].CGColor;
}
- (UIColor *)colorForPercent:(CGFloat)percent {
return [UIColor colorWithRed:percent green:0 blue:1.0 - percent alpha:1];
}
- (void)startDisplayLink {
self.startTime = CFAbsoluteTimeGetCurrent();
self.duration = 2.0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(handleDisplayLink:)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)handleDisplayLink:(CADisplayLink *)link {
CGFloat percent = (CFAbsoluteTimeGetCurrent() - self.startTime) / self.duration;
if (percent < 1.0) {
[self updateRadarLayer:self.radarLayer percent:percent];
} else {
[self stopDisplayLink];
[self updateRadarLayer:self.radarLayer percent:1.0];
}
}
- (void)stopDisplayLink {
[self.displayLink invalidate];
self.displayLink = nil;
}
That yields:
You should probably use one or more CAShapeLayer objects and Core Animation.
You can install the CGPath from a UIBezierPath into a shape layer, and you can animate the changes to the shape layers, although to get the animation to work right you want to have the same number and type of control points in the shape at the beginning and ending of your animation.

How To Get A Perfect Position Of Rotating View?

I am have one view and I am rotating that view using CABasicAnimation.
Now my problem is that how I get a perfect position of that view while rotating. I have tried many type of codes but i can't got a perfect position during rotation of that view.
CABasicAnimation *rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
NSNumber *currentAngle = [CircleView.layer.presentationLayer valueForKeyPath:#"transform.rotation"];
rotationAnimation.fromValue = currentAngle;
rotationAnimation.toValue = #(50*M_PI);
rotationAnimation.duration = 50.0f; // this might be too fast
rotationAnimation.repeatCount = HUGE_VALF; // HUGE_VALF is defined in math.h so import it
[CircleView.layer addAnimation:rotationAnimation forKey:#"rotationAnimationleft"];
I am using this code for rotating my view.
I have also attached a one photo of my view.
Thank you In Advance Please Help If You Know.
To get view's parameters during the animation you should use view.layer.presentationLayer
ADDED:
In order to get the coordinate of top left corner of the view, use the following code:
- (CGPoint)currentTopLeftPointOfTheView:(UIView *)view
{
CGRect rect = view.bounds;
rect.origin.x = view.center.x - 0.5 * CGRectGetWidth(rect);
rect.origin.y = view.center.y - 0.5 * CGRectGetHeight(rect);
CGPoint originalTopLeftCorner = CGPointMake(CGRectGetMinX(rect), CGRectGetMinY(rect));
CGPoint rectCenter = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
CGFloat radius = sqrt(pow(rectCenter.x - originalTopLeftCorner.x, 2.0) + pow(rectCenter.y - originalTopLeftCorner.y, 2.0));
CGFloat originalAngle = M_PI - acos((rectCenter.x - originalTopLeftCorner.x) / radius);
CATransform3D currentTransform = ((CALayer *)view.layer.presentationLayer).transform;
CGFloat rotation = atan2(currentTransform.m12, currentTransform.m11);
CGFloat resultAngle = originalAngle - rotation;
CGPoint currentTopLeftCorner = CGPointMake(round(rectCenter.x + cos(resultAngle) * radius), round(rectCenter.y - sin(resultAngle) * radius));
return currentTopLeftCorner;
}
Resulting CGPoint will be the coordinate of the top left corner of your (rotated) view relative to its superview.
Set the position of the layer that you what
[layer setPosition:endpoint];
Or you may also refer this CABasicAnimation rotate returns to original position

iOS: How to animate an image along a sine curve?

As in the title stated, I want to to animate some bubbles that travel along a sine curve from the bottom to the top within an UIView using CG/CA or even OpenGL if necessary.
Here is my CA code snippet that works fine, but it's a straight line which is animated. How can I build in the sine curve behaviour ?
- (void)animateBubble:(UIImageView *)imgView {
[UIView beginAnimations:[NSString stringWithFormat:#"%i",imgView.tag] context:nil];
[UIView setAnimationDuration:6];
[UIView setAnimationDelegate:self];
imgView.frame = CGRectMake(imgView.frame.origin.x, 0, imgView.frame.size.width, imgView.frame.size.height);
[UIView commitAnimations];
}
I've already achieved the wanted result with SpriteKit (have a look: http://youtu.be/Gnj3UAD3gQI). The bubbles travel along a sine curve from bottom to the top where the amplitude is within a random range. Moreover, I use the gyroscope sensors to additionally influence the path.
Is this behaviour somehow reproducible with UIKit, CG, CA (if absolutely necessary also with OpenGL) ? Code samples would be wonderful, but any other ideas are also highly appreciated.
To animate along a path, you first need to define that path. If you really need a true sine curve, we can show you how to do that, but it's probably easiest to define something that approximates a sine curve using two quadratic bezier curves:
CGFloat width = ...
CGFloat height = ...
CGPoint startPoint = ...
CGPoint point = startPoint;
CGPoint controlPoint = CGPointMake(point.x + width / 4.0, point.y - height / 4.0);
CGPoint nextPoint = CGPointMake(point.x + width / 2.0, point.y);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:point];
[path addQuadCurveToPoint:nextPoint controlPoint:controlPoint];
point = nextPoint;
controlPoint = CGPointMake(point.x + width / 4.0, point.y + height / 4.0);
nextPoint = CGPointMake(point.x + width / 2.0, point.y);
[path addQuadCurveToPoint:nextPoint controlPoint:controlPoint];
That renders path like so:
Obviously, change startPoint, width, and height to be whatever you want. Or repeat that process of adding more bezier paths if you need more iterations.
Anyway, having defined a path, rather than rendering the path itself, you can create a CAKeyframeAnimation that animates the position of the UIView along that path:
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
animation.duration = 1.0;
animation.path = path.CGPath;
[view.layer addAnimation:animation forKey:#"myPathAnimation"];

Animate image with gesture

I've created an animation of a plane moving along a bezier path. Is there a way to start the animation when a user swipes a certain direction? (i.e if the user pans right, the plane moves right along the path. if the user pans left, the plane moves left along the path).
Thanks for the help.
Curve Setup:
self.trackPath = [UIBezierPath bezierPath];
self.trackPath = [UIBezierPath bezierPathWithArcCenter:P(self.scrollView.center.x,self.scrollView.center.y-20)
radius:110
startAngle:DEGREES_TO_RADIANS(70)
endAngle:DEGREES_TO_RADIANS(115)
clockwise:NO];
self.plane = [CALayer layer];
self.plane.bounds = CGRectMake(0, 0, 60.0, 60.0);
self.plane.position = CGPointMake(self.scrollView.center.x,self.scrollView.center.y-20);
self.plane.contents = (id)([UIImage imageNamed:#"profile_tag"].CGImage);
[self.view.layer addSublayer:self.plane];
CAKeyframeAnimation *anim = [CAKeyframeAnimation animationWithKeyPath:#"position"];
anim.path = self.trackPath.CGPath;
anim.duration = 320.;
[self.plane addAnimation:anim forKey:nil];
self.plane.speed = 0.0;
self.plane.hidden = YES;
When Paging:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
CGFloat pageWidth = self.scrollView.frame.size.width;
int page = floor((self.scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
self.pageControl.currentPage = page;
if((scrollView.contentOffset.x >= 320) && (scrollView.contentOffset.x<=640)){
self.plane.hidden = NO;
self.plane.timeOffset = scrollView.contentOffset.x - 320;
}
}

Layer masking based on positioning iOS

I've never worked with animations on iOS specifically and was hoping to be pointed in the right direction. I have so far animated a bunch of pill shaped objects in a fashion similar to what I have below, however I have yet to implement the correct masking based on the y positioning of the shape.
The pill shapes are just UIViews. I'm looking for a way to get their backgrounds to change based on their positioning; the background itself does not move, just the pills.
EDIT:
Based on Rob's answer below, I am now tying the animation to the device's movement like so:
- (void)setAnimationToDeviceMotion {
motionManager = [[CMMotionManager alloc] init];
motionManager.deviceMotionUpdateInterval = 0.1f;
NSOperationQueue *motionQueue = [[NSOperationQueue alloc] init];
[motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryZVertical toQueue:motionQueue withHandler:^(CMDeviceMotion *motion, NSError *error) {
if (!error) {
double pitch = motion.attitude.pitch;
NSLog(#"%f", pitch);
[self addMaskToView:self.imageView withAdjustment:pitch];
}
}];
}
Assuming this is eight pill shapes that will reveal a single image underneath, you
create a UIBezierPath for the eight pill shapes
create a CAShapeLayer layer that uses that UIBezierPath (or more accurately, its CGPath)
apply this CAShapeLayer as the mask for the layer for your UIImageView
If you want to animate this over time, just replace the mask (e.g. in response to a accelerometer event, a CADisplayLink or NSTimer, or a UIPanGesture), or just update the path of the CAShapeLayer you have applied as the mask to the UIImageView's layer.
Thus, you might have something like:
- (void)addMaskToView:(UIView *)view withAdjustment:(CGFloat)adjustment
{
CAShapeLayer *mask = [CAShapeLayer layer];
mask.path = [[self pillsPathWithAdjustment:adjustment forView:view] CGPath];
self.imageView.layer.mask = mask;
}
- (UIBezierPath *)pillsPathWithAdjustment:(CGFloat)adjustment forView:(UIView *)view
{
UIBezierPath *path = [UIBezierPath bezierPath];
for (NSInteger i = 0; i < kNumberOfPills; i++)
[self addPillPathNumber:i forView:view toPath:path adjustment:adjustment];
return path;
}
- (void)addPillPathNumber:(NSInteger)index forView:(UIView *)view toPath:(UIBezierPath *)path adjustment:(CGFloat)adjustment
{
CGFloat const pillSpacing = 5.0f;
CGFloat const pillWidth = view.bounds.size.width / kNumberOfPills - pillSpacing;
CGFloat const pillHeight = view.bounds.size.height * 0.4;
CGFloat const cornerRounding = 10.0f;
CGPoint point = CGPointMake(index * (pillWidth + pillSpacing) + pillSpacing / 2.0, sinf((float) index * M_PI / kNumberOfPills + adjustment * M_PI * 2.0) * 100.0);
// top
point.x += cornerRounding;
[path moveToPoint:point];
point.x += pillWidth - cornerRounding * 2.0;
[path addLineToPoint:point];
// top right corner
[path addArcWithCenter:CGPointMake(point.x, point.y + cornerRounding) radius:cornerRounding startAngle:3 * M_PI_2 endAngle:2.0 * M_PI clockwise:YES];
point.x += cornerRounding;
point.y += cornerRounding;
// right
point.y += pillHeight - cornerRounding * 2.0;
[path addLineToPoint:point];
// lower right corner
[path addArcWithCenter:CGPointMake(point.x - cornerRounding, point.y) radius:cornerRounding startAngle:0 endAngle:M_PI_2 clockwise:YES];
// bottom
point.y += cornerRounding;
point.x -= cornerRounding;
point.x -= pillWidth - cornerRounding * 2.0;
[path addLineToPoint:point];
// lower left corner
[path addArcWithCenter:CGPointMake(point.x, point.y - cornerRounding) radius:cornerRounding startAngle:M_PI_2 endAngle:M_PI clockwise:YES];
// left
point.y -= cornerRounding;
point.x -= cornerRounding;
point.y -= pillHeight - cornerRounding * 2.0;
[path addLineToPoint:point];
// upper left corner
[path addArcWithCenter:CGPointMake(point.x + cornerRounding, point.y) radius:cornerRounding startAngle:M_PI endAngle:3.0 * M_PI_2 clockwise:YES];
[path closePath];
}
By way of illustration, this is how I'd animate this using a CADisplayLink:
- (void)startDisplayLink
{
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(handleDisplayLink:)];
self.startTime = CACurrentMediaTime();
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)stopDisplayLink
{
[self.displayLink invalidate];
self.displayLink = nil;
}
- (void)handleDisplayLink:(CADisplayLink *)displayLink
{
CGFloat seconds;
CGFloat fractionsOfSecond = modff(CACurrentMediaTime() - self.startTime, &seconds);
[self addMaskToView:self.imageView withAdjustment:fractionsOfSecond];
}
To do masking, you'll need to work with the view's layers. Instead of moving the views themselves up and down, create views that occupy the whole height of the parent, and then create a CALayer in the pill shape. Set the pill layer as the view's layer's mask, and move it up and down.
Something like this:
UIImageView *myImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"redAndBlueBackground"]];
CALayer *pillLayer = [[CALayer alloc] initWithFrame:CGRectMake(0, 0, myImageView.bounds.size.width, myImageView.bounds.size.height / 2];
pillLayer.cornerRadius = 8;
myImageView.layer.maskLayer = pillLayer;
// move the pill layer to height y:
pillLayer.center = CGPointMake(myImageView.bounds.size.width / 2,
(myImageView.bounds.size.height / 2) + y);

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