UIView layer moves when rotating about non-centre anchor point - ios

I have a UIView which covers another UIView. When the covering view is tapped, I want it to “fall”, this is where we animate it around its x axis about the bottom centre point.
I’ve implemented this like so:
private func showCategories(animated: Bool)
{
UIView.animateWithDuration(2,
delay: 0,
options: [.CurveEaseIn],
animations: {
self.setAnchorPoint(CGPoint(x: 0.5, y: 1), forView: self.titleView)
var rotationAndPerspectiveTransform = CATransform3DIdentity
rotationAndPerspectiveTransform.m34 = 1 / -500
rotationAndPerspectiveTransform = CATransform3DRotate(rotationAndPerspectiveTransform, CGFloat(-179 * M_PI / 180), 1, 0, 0);
self.titleView.layer.transform = rotationAndPerspectiveTransform;
}) { (success) -> Void in
//
}
}
I found a solution which said that changing the anchor point moves the view, so to fix it you need to move it taking in to consider the anchor point and transform. It provided this code:
private func setAnchorPoint(anchorPoint: CGPoint, forView view: UIView)
{
var newPoint = CGPoint(x: view.bounds.width * anchorPoint.x, y: view.bounds.height * anchorPoint.y)
var oldPoint = CGPoint(x: view.bounds.width * view.layer.anchorPoint.x, y: view.bounds.height * view.layer.anchorPoint.y)
newPoint = CGPointApplyAffineTransform(newPoint, view.transform);
oldPoint = CGPointApplyAffineTransform(oldPoint, view.transform);
var position = view.layer.position;
position.x -= oldPoint.x;
position.x += newPoint.x;
position.y -= oldPoint.y;
position.y += newPoint.y;
view.layer.position = position;
view.layer.anchorPoint = anchorPoint;
}
However, this still doesn’t work for me. Am I using it wrong?
P.s, I realise the animated parameter isn’t being taken in to account yet… It’s for debugging purposes.

Okay, so moving the setAnchor:forView: method to before the animation block works.
My bad.

Related

Facing Issue with CGAffineTransform in NIB

I have 2 Views (viewLeft, viewRight). I am rotating these views with angel 0 (initial setup) by calculating the same anchor point so that it looks like views are rotating across hinge.
I have done below code, which is working fine if I took the views in storyboard (viewcontroller) and it does not work if I copy and paste same views and code in nib. In Nib, at 0 angel views leaves some space between them. It is weird behavior, I checked all code outlets and constraints, everything is fine but unable to figure out why it is not working.
I want it to be working in NIB.
Any help will be appreciable.
Github dummy project reference here
Outputs :
From Storyboard
From XIB
Code work
Set Anchor point
extension UIView {
func setAnchorPoint(_ point: CGPoint) {
var newPoint = CGPoint(x: bounds.size.width * point.x, y: bounds.size.height * point.y)
var oldPoint = CGPoint(x: bounds.size.width * layer.anchorPoint.x, y: bounds.size.height * layer.anchorPoint.y);
newPoint = newPoint.applying(transform)
oldPoint = oldPoint.applying(transform)
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.position = position
layer.anchorPoint = point
}
}
Rotation function
func rotateView(_ addAngel : CGFloat) {
let rotateToAngel = angel + addAngel
guard rotateToAngel <= 0.6 && rotateToAngel >= -0.6 else {
return
}
angel = rotateToAngel
let anchorPointLeft = CGPoint(x: (viewLeft.frame.width - viewLeft.frame.height/2)/viewLeft.frame.width,
y: ( viewLeft.frame.height/2)/viewLeft.frame.height)
viewLeft.setAnchorPoint(anchorPointLeft)
let anchorPointRight = CGPoint(x: (viewRight.frame.height/2/viewRight.frame.width),
y: ( viewRight.frame.height/2)/viewRight.frame.height)
viewRight.setAnchorPoint(anchorPointRight)
self.viewLeft.transform = CGAffineTransform.init(rotationAngle: rotateToAngel)
self.viewRight.transform = CGAffineTransform.init(rotationAngle: -rotateToAngel)
}

Rotate a view from its origin towards another view

I am trying to rotate a view towards another views center point(Remember not around, its towards).
Assume I have 2 views placed like this
Now I want to rotate the topview to point the bottom view like this
so this what I did
Change the top views anchor point to its origin. so that it can rotate and point its edge to the bottom view
Calculated the angle between the first views origin point and the bottom views center
And applied the calculated transform to the top view.
Below the code I am using
let rect = CGRect(x: 70, y: 200, width: 300, height: 100)
let rectView = UIView(frame: rect)
rectView.layer.borderColor = UIColor.green.cgColor;
rectView.layer.borderWidth = 2;
let endView = UIView(frame: CGRect(x: 250, y: 450, width: 70, height: 70))
endView.layer.borderColor = UIColor.green.cgColor;
endView.layer.borderWidth = 2;
let end = endView.center;
self.view.addSubview(endView)
self.view.addSubview(rectView!)
rectView.setAnchorPoint(CGPoint.zero)
let angle = rectView.bounds.origin.angle(to: end);
UIView.animate(withDuration: 3) {
rectView.transform = rectView.transform.rotated(by: angle)
}
I am using this extension from Get angle from 2 positions to calculate the angle between 2 points
extension CGPoint {
func angle(to comparisonPoint: CGPoint) -> CGFloat {
let originX = comparisonPoint.x - self.x
let originY = comparisonPoint.y - self.y
let bearingRadians = atan2f(Float(originY), Float(originX))
var bearingDegrees = CGFloat(bearingRadians).degrees
while bearingDegrees < 0 {
bearingDegrees += 360
}
return bearingDegrees
}
}
extension CGFloat {
var degrees: CGFloat {
return self * CGFloat(180.0 / M_PI)
}
}
extension UIView {
func setAnchorPoint(_ point: CGPoint) {
var newPoint = CGPoint(x: bounds.size.width * point.x, y: bounds.size.height * point.y)
var oldPoint = CGPoint(x: bounds.size.width * layer.anchorPoint.x, y: bounds.size.height * layer.anchorPoint.y);
newPoint = newPoint.applying(transform)
oldPoint = oldPoint.applying(transform)
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.position = position
layer.anchorPoint = point
}
}
But this isn't working as expected, the rotation is way off. Check the below screen capture of the issue
I assume this issue is related to how the angle is calculated, but I could't figure out what?
any help is much appreciated.
Angles need to be in radians
The rotation angle needs to be specified in radians:
Change:
rectView.transform = rectView.transform.rotated(by: angle)
to:
rectView.transform = rectView.transform.rotated(by: angle / 180.0 * .pi)
or change your angle(to:) method to return radians instead of degrees.
Use frame instead of bounds
Also, you need to use the frame of your rectView when computing the angle. The bounds of a view is its internal coordinate space, which means its origin is always (0, 0). You want the frame which is the coordinates of the view in its parent's coordinate system.
Change:
let angle = rectView.bounds.origin.angle(to: end)
to:
let angle = rectView.frame.origin.angle(to: end)
Note: Because your anchorPoint is the corner of rectView, this will point the top edge of rectView to the center of endView. One way to fix that would be to change your anchorPoint to the center of the left edge of rectView and then use that point to compute your angle.

Animation with rotating image

I want to create animation with a rotating image. I have two variants of code.
First
I want to create animation like on this video:
https://yadi.sk/i/ek-3Pydc3ZfZFW - this animation fits me.
I use this code to create animation:
func animation() {
self.book1ImageView = UIImageView(frame: CGRect(x: self.view.frame.size.width / 2 - 120, y: (self.view.frame.size.height / 2) - ( (self.view.frame.width / 2) / 2 ), width: ( (self.view.frame.width / 2) / 8) * 7, height: self.view.frame.width / 2))
self.book2ImageView = UIImageView(frame: CGRect(x: self.view.frame.size.width / 2 - 120, y: (self.view.frame.size.height / 2) - ( (self.view.frame.width / 2) / 2 ), width: ( (self.view.frame.width / 2) / 8) * 7, height: self.view.frame.width / 2))
book1ImageView.image = UIImage(named:"attachment_83090027.jpg")
book2ImageView.image = UIImage(named:"2.jpg")
book1ImageView?.layer.anchorPoint = CGPoint(x: 0, y: 0.5)
book2ImageView?.layer.anchorPoint = CGPoint(x: 0, y: 0.5)
var transform = CATransform3DIdentity
transform.m34 = 1.0 / -2000.0
book1ImageView?.layer.transform = transform
UIView.animate(withDuration: 3, delay: 0.0,
options: [], animations: {
DispatchQueue.main.asyncAfter(deadline: .now() + 1.5) {
self.book1ImageView.image = UIImage(named:"2.jpg")
}
self.book1ImageView.layer.transform = CATransform3DRotate(transform, .pi, 0, 1, 0)
self.view.layoutIfNeeded()
}, completion: {_ in
})
self.view.addSubview(self.book2ImageView)
self.view.addSubview(self.book1ImageView)
}
My image should changes in 90 degrees like in firs video. But sometimes my image changes before or after 90 degrees. like in this video: https://yadi.sk/i/MACrcIhM3ZfaKH
Also I have second variant of code:
Second
But this code not fits me because image rotating with delay on 90 degrees.
video: https://yadi.sk/i/_gNG8FBA3ZfaUe
code:
func pageFlipAnimation()
{
self.myImageView.image = UIImage.init(named: "firstImage")
var transform = CATransform3DIdentity
let transform1 = CATransform3DRotate(transform, -CGFloat(Double.pi)*0.5, 0, 1, 0)
let transform2 = CATransform3DRotate(transform, -CGFloat(Double.pi), 0, 1, 0)
transform.m34 = 1.0 / -5000.0
self.setAnchorPoint(anchorPoint: CGPoint(x: 0, y: 0.5), forView: self.myImageView)
UIView.animate(withDuration: 0.5, animations:
{
self.myImageView.layer.transform = transform1
})
{
(bFinished) in
self.myImageView.image = UIImage.init(named: "secondImage")
UIView.animate(withDuration: 0.75, animations:
{
self.myImageView.layer.transform = transform2
})
}
}
//This should ideally be a UIView Extension
func setAnchorPoint(anchorPoint: CGPoint, forView view: UIView)
{
var newPoint = CGPoint(x:view.bounds.size.width * anchorPoint.x, y:view.bounds.size.height * anchorPoint.y)
var oldPoint = CGPoint(x:view.bounds.size.width * view.layer.anchorPoint.x, y:view.bounds.size.height * view.layer.anchorPoint.y)
newPoint = newPoint.applying(view.transform)
oldPoint = oldPoint.applying(view.transform)
var position = view.layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
view.layer.position = position
view.layer.anchorPoint = anchorPoint
}
How to solve the problem?
The second one is the right idea, because you divide it into two stages: you open to 90 degrees, you change the image, and then you open it the rest of the way. So that is the one I would suggest fixing.
The reason for the delay is merely that you have not changed the timing function, so you get the default: an EaseInOut to 90 degrees and then another EaseInOut from 90 degrees to 180 degrees. Thus we slow down to zero and start up again at 90 degrees.
Just give the first animation an EaseIn timing function and give the second animation an EaseOut timing function and you should be all set.

How to rotate UIVIew in its top left coordinates?

Existing CGAffineTransform performs this job well, But it only rotates in its center points. I want to rotate the UIView in its Top-Left coordinates,
Rotation Code:
// here rectangle is UIView
rectangle.transform = CGAffineTransform(rotationAngle: 90.degreesToRadians)
Extension:
// use to convert degree to radian
extension BinaryInteger {
var degreesToRadians: CGFloat { return CGFloat(Int(self)) * .pi / 180 }
}
I cant find my answer in suggested question.
Just change anchorPoint of layer before transformation. For example:
rectangle.layer.anchorPoint = CGPoint.zero
rectangle.transform = CGAffineTransform(rotationAngle: 90.degreesToRadians)
Thanks Here Trix and the4kman for the idea. I solved my problem. Here Trix answer not fully helped me. But He shows some hints. Using that hints I solved my answer.
Step 1
Create this extension for UIView to set anchorPoint
extension UIView{
func setAnchorPoint(anchorPoint: CGPoint) {
var newPoint = CGPoint(x: self.bounds.size.width * anchorPoint.x, y: self.bounds.size.height * anchorPoint.y)
var oldPoint = CGPoint(x: self.bounds.size.width * self.layer.anchorPoint.x, y: self.bounds.size.height * self.layer.anchorPoint.y)
newPoint = newPoint.applying(self.transform)
oldPoint = oldPoint.applying(self.transform)
var position : CGPoint = self.layer.position
position.x -= oldPoint.x
position.x += newPoint.x;
position.y -= oldPoint.y;
position.y += newPoint.y;
self.layer.position = position;
self.layer.anchorPoint = anchorPoint;
}
}
Usage
rectangle.setAnchorPoint(anchorPoint: CGPoint.zero)
rectangle.transform = CGAffineTransform(rotationAngle: 90.degreesToRadians)
This working perfectly.

CATransform3DMakeRotation anchorpoint and position in Swift

Hi I am trying to rotate a triangle shaped CAShapeLayer. The northPole CAShapeLayer is defined in a custom UIView class. I have two functions in the class one to setup the layer properties and one to animate the rotation. The rotation animate works fine but after the rotation completes it reverts back to the original position. I want the layer to stay at the angle given (positionTo = 90.0) after the rotation animation.
I am trying to set the position after the transformation to retain the correct position after the animation. I have also tried to get the position from the presentation() method but this has been unhelpful. I have read many articles on frame, bounds, anchorpoints but I still cannot seem to make sense of why this transformation rotation is not working.
private func setupNorthPole(shapeLayer: CAShapeLayer) {
shapeLayer.frame = CGRect(x: self.bounds.width / 2 - triangleWidth / 2, y: self.bounds.height / 2 - triangleHeight, width: triangleWidth, height: triangleHeight)//self.bounds
let polePath = UIBezierPath()
polePath.move(to: CGPoint(x: 0, y: triangleHeight))
polePath.addLine(to: CGPoint(x: triangleWidth / 2, y: 0))
polePath.addLine(to: CGPoint(x: triangleWidth, y: triangleHeight))
shapeLayer.path = polePath.cgPath
shapeLayer.anchorPoint = CGPoint(x: 0.5, y: 1.0)
The animate function:
private func animate() {
let positionTo = CGFloat(DegreesToRadians(value: degrees))
let rotate = CABasicAnimation(keyPath: "transform.rotation.z")
rotate.fromValue = 0.0
rotate.toValue = positionTo //CGFloat(M_PI * 2.0)
rotate.duration = 0.5
northPole.add(rotate, forKey: nil)
let present = northPole.presentation()!
print("presentation position x " + "\(present.position.x)")
print("presentation position y " + "\(present.position.y)")
CATransaction.begin()
northPole.transform = CATransform3DMakeRotation(positionTo, 0.0, 0.0, 1.0)
northPole.position = CGPoint(x: self.bounds.width / 2, y: self.bounds.height / 2)
CATransaction.commit()
}
To fix the problem, in the custom UIView class I had to override layoutSubviews() with the following:
super.layoutSubviews()
let northPoleTransform: CATransform3D = northPole.transform
northPole.transform = CATransform3DIdentity
setupNorthPole(northPole)
northPole.transform = northPoleTransform

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