I'm trying to do a 360 spin of a view but at a 45 degree tilt.
Like this
I can't figure out for to do it.
So far I've managed this
CABasicAnimation* animation = [CABasicAnimation
animationWithKeyPath:#"transform.rotation.y"];
animation.fromValue = #(0);
animation.toValue = #(2 * M_PI);
animation.duration = 1;
[self.layer addAnimation:animation forKey:#"rotation"];
Which spins it on it's y axis, but what I want is for this Y axis to be tilted 45 degree before it's spun.
First, you should see the link below which explains that the differences between "frame" and "bounds".
UIView frame, bounds and center
And now, here is my answer.
/* add the 4 lines below */
self.transform = CGAffineTransformMakeRotation(M_PI_4);
self.layer.bounds = CGRectMake(0.0f, 0.0f, 60.0f, 200.0f);
self.layer.position = CGPointMake(150.0f, 300.0f);
CABasicAnimation* animation = [CABasicAnimation
animationWithKeyPath:#"transform.rotation.y"];
animation.fromValue = #(0);
animation.toValue = #(2 * M_PI);
animation.duration = 1;
[self.layer addAnimation:animation forKey:#"rotation"];
try this;
CABasicAnimation* animation = [CABasicAnimation
animationWithKeyPath:#"transform"];
CATransform3D rtfm = CATransform3DMakeRotation(2 * M_PI , 1.0f, 1.0f, 0.0f);
rtfm.m34 = -0.0015f;
animation.fromValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
animation.toValue = [NSValue valueWithCATransform3D:rtfm];
animation.duration = 1;
[self.layer addAnimation:animation forKey:#"rotation"];
1- Change the anchor point to the upper right edge
self.someView.layer.anchorPoint = CGPointMake(1.0, 0.5);
2- rotate the view by 45 or 35 degrees
CGFloat radians = (M_PI/180) * (-35);
self.someView.transform = CGAffineTransformRotate(self.someView.transform, radians);
3- rotate or flip your view by X axis
CGFloat radians = (M_PI/180) * (180);
[UIView animateWithDuration:1 animations:^{
self.someView.layer.transform = CATransform3DRotate(self.someView.layer.transform,radians , 1, 0.0, 0.0);
} completion:^(BOOL finished) {
if(finished) {
}
}];
Works like a charm :)
Related
I'm trying to shrink a circular CAShapeLayer but using the key path 'path' does not seem to be working.
CGPathRef startPath = [UIBezierPath bezierPathWithOvalInRect:startRect].CGPath;
CGPathRef endPath = [UIBezierPath bezierPathWithOvalInRect:CGRectInset(startRect, 15, 15)].CGPath;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"path"];
animation.duration = 1.0;
animation.fromValue = (__bridge id)startPath;
animation.toValue = (__bridge id)endPath;
animation.autoreverses = YES;
animation.repeatCount = CGFLOAT_MAX;
animation.timingFunction = [CAMediaTimingFunction functionWithControlPoints:0.6 :0.3 :0.8 :0.45];
//circleLayer is a CAShapeLayer
[self.circleLayer addAnimation:animation forKey:#"pathAnimation"];
I think i must be misunderstanding about how a path animation works because pretty much identical code seems to work fine if i am try to animate, say, the opacity or the transform.
Any ideas?
I recently had the same question and ended up solving it by creating the circle, then animating the scale CGAffineTransform. In the view whose layer is the circle, I simply used
CGAffineTransform transform = CGAffineTransformIdentity;
transform = CGAffineTransformScale(transform, scaleX, scaleY);
[UIView animateWithDuration: 0.5 animations: ^{
self.transform = transform;
}];
Hope this helps!
Im trying to animate a moving meter by rotating it more than 180 degrees, but it wont work. Im using CGAffineTransform to rotate the meter, which uses a net result to make the rotation. This means that i cannot choose CW or CCW rotation when using this function. How can I modified this code to make it rotate 4 radians. Currently the rotation is transformed to a net result, making the rotation minimal.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.25];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
CGAffineTransform transform = CGAffineTransformMakeRotation(4);
self.meter.transform = transform;
[UIView commitAnimations];
EDIT:
From the answers i managed to get it working by doing this
[UIView animateWithDuration:1.5 animations:^{
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
fullRotation.toValue = [NSNumber numberWithFloat:((330*M_PI)/180)];
fullRotation.duration = 2.0f;
fullRotation.repeatCount = 1;
fullRotation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
fullRotation.fillMode = kCAFillModeForwards;
fullRotation.removedOnCompletion = NO;
// add animation in your view
[self.meter.layer addAnimation:fullRotation forKey:#"330"];
[self performSelector:#selector(stopRotate:) withObject:self.meter afterDelay:2.0];
}];
//Add This in header prefix
#define MAXFLOAT 0x1.fffffep+127f
// add For rotation
[UIView animateWithDuration:1.5 animations:^{
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
fullRotation.toValue = [NSNumber numberWithFloat:(2*M_PI))];
fullRotation.duration =1.0f;
fullRotation.repeatCount = MAXFLOAT;
// add animation in your view
[yourView.layer addAnimation:fullRotation forKey:#"360"];
[self performSelector:#selector(stopRotate:) withObject:yourView afterDelay:1.0];
}];
And Add this code to stop rotation From view
-(void)stopRotate :(UIView *)yourView
{
[yourView.layer removeAnimationForKey:#"360"];
}
Try this, just change the basic properties to match your requirements:
CATransform3D rotationTransform = CATransform3DMakeRotation(((4) * (180.0 / M_PI)), 0, 0, 1.0);
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform"];
rotationAnimation.toValue = [NSValue valueWithCATransform3D:rotationTransform];
rotationAnimation.duration = 0.6f;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = 1;
//Add this two lines
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.removedOnCompletion = NO;
[self.meter.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
Let me know is it works for you.
You need to convert the radian to degree using the following macro:
#define RADIANS_TO_DEGREES(radians) ((radians) * (180.0 / M_PI))
and pass the value to the function:
-(UIImage*)rotateImage:(UIImage*)img forAngle:(CGFloat)degree {
UIView *rotatedViewBox = [[UIView alloc]initWithFrame:CGRectMake(0, 0, img.size.width, img.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(degree);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, rotatedSize.width, rotatedSize.height);
CGContextRotateCTM(context, radian);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(-img.size.width, -img.size.height, img.size.width, img.size.height), img.CGImage);
UIImage *returnImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return returnImg;
}
Trying to animatie an ellipse masked on a UIView to be scale transformed remaining in the center position.
I have found CALayer - CABasicAnimation not scaling around center/anchorPoint, and followed by adding a bounds property to the maskLayer CAShapeLayer however, this ends with the mask being positioned in the left corner with only 1/4 of it showing. I would like the mask to remain within the center of the screen.
#synthesize maskedView;
- (void)viewDidLoad
{
[super viewDidLoad];
UIViewController *vc = [self.storyboard instantiateViewControllerWithIdentifier:#"Next"];
vc.view.frame = CGRectMake(0,0, self.view.frame.size.width, self.view.frame.size.height);
vc.view.layer.bounds = self.view.layer.bounds;
CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init];
CGRect maskRect = CGRectMake((self.view.frame.size.width/2)-50, (self.view.frame.size.height/2)-50, 100, 100);
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddEllipseInRect(path, nil, maskRect);
[maskLayer setPath:path];
CGPathRelease(path);
vc.view.layer.mask = maskLayer;
[self.view addSubview:vc.view];
maskedView = vc.view;
[self startAnimation];
}
Animation...
-(void)startAnimation
{
maskedView.layer.mask.bounds = CGRectMake((self.view.frame.size.width/2)-50, (self.view.frame.size.height/2)-50, 100, 100);
maskedView.layer.mask.anchorPoint = CGPointMake(.5,.5);
maskedView.layer.mask.contentsGravity = #"center";
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
animation.duration = 1.0f;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.fromValue = [NSNumber numberWithFloat:1.0f];
animation.toValue = [NSNumber numberWithFloat:5.0f];
[maskedView.layer.mask addAnimation:animation forKey:#"animateMask"];
}
Update
I seem to have fixed this with a second animation on the position key. Is this correct or is there a better way of doing this?
CABasicAnimation *animation2 = [CABasicAnimation animationWithKeyPath:#"position"];
animation2.duration = 1.0f;
animation2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation2.fromValue = [NSValue valueWithCGPoint:CGPointMake((self.view.frame.size.width/2), (self.view.frame.size.height/2))];
animation2.toValue = [NSValue valueWithCGPoint:CGPointMake((self.view.frame.size.width/2), (self.view.frame.size.height/2))];
[toBeMask.layer.mask addAnimation:animation2 forKey:#"animateMask2"];
You can create a scale around the center of the object instead of (0, 0) like this:
CABasicAnimation *scale = [CABasicAnimation animationWithKeyPath:#"transform"];
CATransform3D tr = CATransform3DIdentity;
tr = CATransform3DTranslate(tr, self.bounds.size.width/2, self.bounds.size.height/2, 0);
tr = CATransform3DScale(tr, 3, 3, 1);
tr = CATransform3DTranslate(tr, -self.bounds.size.width/2, -self.bounds.size.height/2, 0);
scale.toValue = [NSValue valueWithCATransform3D:tr];
So we start out with the "identity" transform (which means 'no transform'). Then we translate (move) to the center of the object. Then we scale. Then we move back to origo so we're back where we started (we only wanted to affect the scale operation).
I seem to have fixed this with a second animation on the position key. Is this correct or is there a better way of doing this?
CABasicAnimation *animation2 = [CABasicAnimation animationWithKeyPath:#"position"];
animation2.duration = 1.0f;
animation2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation2.fromValue = [NSValue valueWithCGPoint:CGPointMake((self.view.frame.size.width/2), (self.view.frame.size.height/2))];
animation2.toValue = [NSValue valueWithCGPoint:CGPointMake((self.view.frame.size.width/2), (self.view.frame.size.height/2))];
[toBeMask.layer.mask addAnimation:animation2 forKey:#"animateMask2"];
I am not sure why, but CAShapeLayer does not set the bounds property to the layer. In my case, that's was the problem.
Try setting the bounds. That should work.
I did something like this for building the initial circle
self.circle = [CAShapeLayer layer];
CGRect roundedRect = CGRectMake(0, 0, width, width);
self.circle.bounds = roundedRect;
UIBezierPath *start = [UIBezierPath bezierPathWithRoundedRect:roundedRect cornerRadius:width/2];
[self.circle setPath:start.CGPath];
self.circle.position = CGPointMake(whatever suits you);
self.circleView.layer.mask = self.circle;
[self.circleView.layer.mask setValue: #(1) forKeyPath: #"transform.scale"];
And something like this for scaling it
CABasicAnimation *scale = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
scale.fromValue = [self.circleView.layer.mask valueForKeyPath:#"transform.scale"];
scale.toValue = #(100);
scale.duration = 1.0;
scale.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[self.circleView.layer.mask setValue:scale.toValue forKeyPath:scale.keyPath];
[self.circleView.layer.mask addAnimation:scale forKey:scale.keyPath];
PD: AnchorPoint is by default (.5,.5) according to apple documentations...but we all know that does not mean anything right?
Hope it helps!!
I have written following function with many added tweaks and options, could be useful for many others.
func layerScaleAnimation(layer: CALayer, duration: CFTimeInterval, fromValue: CGFloat, toValue: CGFloat) {
let timing = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn)
let scaleAnimation: CABasicAnimation = CABasicAnimation(keyPath: "transform.scale")
CATransaction.begin()
CATransaction.setAnimationTimingFunction(timing)
scaleAnimation.duration = duration
scaleAnimation.fromValue = fromValue
scaleAnimation.toValue = toValue
layer.add(scaleAnimation, forKey: "scale")
CATransaction.commit()
}
Note: Don't forget to update size after animation completion, because CATransaction reverts back to actual size.
I have the following code that rotates a CALayer by -45degrees on the Y axis:
#define D2R(x) (x * (M_PI/180.0))
- (void) swipe:(UISwipeGestureRecognizer *)recognizer
{
CATransform3D transform = CATransform3DMakeRotation(D2R(-45), 0, 1.0, 0);
transform.m34 = -1.0 / 850;
CABasicAnimation *transformAnimation = [CABasicAnimation animationWithKeyPath: #"transform"];
transformAnimation.fillMode = kCAFillModeForwards;
transformAnimation.removedOnCompletion = NO;
transformAnimation.toValue = [NSValue valueWithCATransform3D:transform];
transformAnimation.duration = 0.5;
[self.layer addAnimation:transformAnimation forKey:#"transform"];
}
The animation works, except it ends with no perspective - ignoring my m34 setting if I'm understanding things correctly.
Halfway through:
At the end:
What am I doing wrong?
Animation only affects the appearance of the view during the animation. It doesn't get applied to the view after the animation ends. You need to do this yourself. I'm guessing something like this right after adding the animation will work:
self.layer.transform = transform;
You can do this right away, as the animation will hide it until the animation completes.
Try this :
- (void) swipe:(UISwipeGestureRecognizer *)recognizer
{
CATransform3D transform = CATransform3DIdentity;
transform.m34 = -10 / 850.0;
transform = CATransform3DRotate(transform, D2R(-45), 0, 1.0, 0);
CABasicAnimation *transformAnimation = [CABasicAnimation animationWithKeyPath: #"transform"];
transformAnimation.fillMode = kCAFillModeForwards;
transformAnimation.removedOnCompletion = NO;
transformAnimation.toValue = [NSValue valueWithCATransform3D:transform];
transformAnimation.duration = 0.5;
[self.layer addAnimation:transformAnimation forKey:#"transform"];
}
And end the effect is like this :
I am using a simple transformation animation to an UIIMageView.
[UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionBeginFromCurrentState|UIViewAnimationOptionCurveEaseInOut animations:^{
CGAffineTransform translate = CGAffineTransformMakeTranslation(0, -[self percentFromHeight:20]);
clueImage.transform = translate;
} completion:^(BOOL finished) {
[self.cluWordSelectionView setaWordsObjects:[NSArray arrayWithArray:[self.whiteCard clueWordObjectsForSoundAtIndex:self.index]]];
[self addSubview:cluWordSelectionView];
[clueImage.layer addAnimation:[Animations shakeAnimation] forKey:#"shake"];
}];
As you can see after the completion I am adding an other shake animation to the view:
[clueImage.layer addAnimation:[Animations shakeAnimation] forKey:#"shake"];
Which looks like that:
+(CAAnimation*)shakeAnimation {
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.06f;
NSValue* valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
NSValue* valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
animation.values = [NSArray arrayWithObjects:valLeft, valRight, nil];
animation.beginTime = 3;
animation.autoreverses = YES;
animation.duration = 0.125;
animation.repeatCount = HUGE_VALF;
return animation;
}
The problem is that when the shakeAnimation starts the view "jumps" back to it's original position. How can I prevent that and Why this is happening?
Thanks
shani
The new animation should take the current transform (translation) into account:
CATransform3D leftTransform = CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f);
leftTransform = CATransform3DConcat(layer.transform, leftTransform);
CATransform3D rightTransform = CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f);
rightTransform = CATransform3DConcat(layer.transform, rightTransform);
NSValue* valLeft = [NSValue valueWithCATransform3D:leftTransform];
NSValue* valRight = [NSValue valueWithCATransform3D:rightTransform];
Where layer is the layer that will be animated.