I have try to rotate the image by using CGAffineTransformMakeRotation and CGAffineTransformRotate. I want to rotate the image from it's original and clockwise to the original again(like degree 0 to 360). I need to rotate image like a CD on the player. I did something like this:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.1];
CGAffineTransform transform = CGAffineTransformMakeRotation(1.0);
transform = CGAffineTransformRotate(transform, -180);
ImageView.transform = transform;
[UIView commitAnimations];
it just spin to the degree 180, and if I change it to -300 it will rotate counterclockwise (that not what I need).
the angle of rotation is given better by atan2() suppose A and B are two points on the centerline to which your image is to be rotated then the angle of rotation is
0-atan2((b.x - a.x) ,(b.y -a.y))
Hope this helps
Try this:
-(void)startAnimationWithRevolutions:(float)revPerSecond forTime:(float)time
{
spinWheel.userInteractionEnabled = FALSE;
float totalRevolutions = revPerSecond * time;
[CATransaction begin];
[CATransaction setValue:[NSNumber numberWithFloat:time] forKey:kCATransactionAnimationDuration];
CABasicAnimation* spinAnimation = [CABasicAnimation
animationWithKeyPath:#"transform.rotation"];
CGAffineTransform transform = spinWheel.transform;
float fromAngle = atan2(transform.b, transform.a);
float toAngle = fromAngle + (totalRevolutions*4*M_PI);
spinAnimation.fromValue = [NSNumber numberWithFloat:fromAngle];
spinAnimation.toValue = [NSNumber numberWithFloat:toAngle];
spinAnimation.repeatCount = 0;
spinAnimation.removedOnCompletion = NO;
spinAnimation.delegate = self;
spinAnimation.timingFunction = [CAMediaTimingFunction functionWithName:
kCAMediaTimingFunctionEaseOut];
[spinWheel.layer addAnimation:spinAnimation forKey:#"spinAnimation"];
[CATransaction commit];
}
Use this:
[UIView animateWithDuration:0.1 animations:^{
CGAffineTransform transform = CGAffineTransformMakeRotation(1.0);
transform = CGAffineTransformRotate(transform, -180);
ImageView.transform = transform;
} completion:^(BOOL finished) {
CGAffineTransform transform = CGAffineTransformMakeRotation(0);
transform = CGAffineTransformRotate(transform,0);
ImageView.transform = transform;
}];
Related
I have two UIImages one over another, with the same size (40 by 40) it's a simple dot on the whole UIImage and I want to animate rotating as a 3D. When the first UIImage "colapse" and it is not visible, change the property HIDDEN to YES, and immediately the UIImage under the first begin to appears, and when the user press the button again everything turn back at the first state. But i works only the first time, after that, just appears and disappears the images.
Heres is my code:
#interface ViewController ()
{
BOOL myFlag;
}
#end
- (void)viewDidLoad {
[super viewDidLoad];
self.C002.image = [Test imageOfCircle002];
self.C005.image = [Test imageOfCircle005];
self.C005.hidden = YES;
myFlag = YES;
}
- (IBAction)animationButton:(id)sender
{
if (myFlag)
{
//First state of the UIImages,
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C002
CABasicAnimation* animation;
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation.fromValue = #(0);
animation.toValue = #(0.5 * M_PI);
animation.repeatCount = 1;
animation.duration = 1.0;
[self.C002.layer addAnimation:animation forKey:#"rotation"];
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / 500.0;
self.C002.layer.transform = transform;
} completion:^(BOOL finished) {
self.C002.hidden = YES; //Hide the first image
self.C005.hidden = NO; //Show the second and animate
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C005
CABasicAnimation* animation2 = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation2.fromValue = #(0.5 * M_PI); //begin where the first UIImage ends
animation2.toValue = #(1.0 * M_PI);
animation2.repeatCount = 1;
animation2.duration = 1.0;
[self.C005.layer addAnimation:animation2 forKey:#"rotation"];
CATransform3D transform2 = CATransform3DIdentity;
transform2.m34 = 1.0 / 500.0;
self.C005.layer.transform = transform2;
} completion:^(BOOL finished) {
[self.C002.layer removeAnimationForKey:#"rotation"];
[self.C005.layer removeAnimationForKey:#"rotation"];
}];
}];
myFlag = NO; // Set the flag to other state.
}
else
{ //Heres try to turn everything back, but... not working.
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C005
CABasicAnimation* animation;
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation.fromValue = #(1.0 * M_PI); //begin where is in the last animation
animation.toValue = #(0.5 * M_PI);
animation.repeatCount = 1;
animation.duration = 1.0;
[self.C005.layer addAnimation:animation forKey:#"rotation"];
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / 500.0;
self.C005.layer.transform = transform;
} completion:^(BOOL finished) {
self.C005.hidden = YES;
self.C002.hidden = NO;
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C002
CABasicAnimation* animation2 = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation2.fromValue = #(0.5 * M_PI);
animation2.toValue = #(0 * M_PI);
animation2.repeatCount = 1;
animation2.duration = 1.0;
[self.C002.layer addAnimation:animation2 forKey:#"rotation"];
CATransform3D transform2 = CATransform3DIdentity;
transform2.m34 = 1.0 / 500.0;
self.C002.layer.transform = transform2;
} completion:^(BOOL finished) {
[self.C002.layer removeAnimationForKey:#"rotation"];
[self.C005.layer removeAnimationForKey:#"rotation"];
}];
}];
myFlag = YES;
}
}
Hope guys, you can help me.
I want to rotate control over 360 degrees. I do it like that right now
#define degreesToRadians(x) (M_PI * x / 180.0)
[UIView animateWithDuration:0.25 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.crossButton setTransform:CGAffineTransformRotate(self.crossButton.transform, degreesToRadians(360))];
} completion:nil];
But nothings happens. Do you know what I'm doing wrong?
A rotation transformation by 360 degrees is the identity transformation, therefore the
object is not animated at all.
You can achieve the desired effect with a "basic property animation":
[CATransaction begin];
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = #(2 * M_PI); // 360 degrees
rotationAnimation.duration = 0.25;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
[self.crossButton.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
Update: If the rotation amount is not 360 degrees (so that the final position is not the same
as the initial position) then the following should work:
[CATransaction begin];
CGFloat angle = 45.0 * M_PI/180.0;
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = #(angle);
rotationAnimation.duration = 0.25;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
rotationAnimation.removedOnCompletion = YES;
[CATransaction setCompletionBlock:^{
self.crossButton.transform = CGAffineTransformRotate(self.button.transform, angle);
}];
[self.crossButton.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
If you are rotating for 360 degree, you are putting the object back into same position. If you want to see animation, increase the delay and check. You will find entire object to move for a perfect circle.
Try below code.
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.crossButton.transform = CGAffineTransformMakeRotation(M_PI);
} completion:nil];
Swift 3:
Using CABasicAnimation
var rotationAnimation = CABasicAnimation()
rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.toValue = NSNumber(value: (Double.pi * 2.0))
rotationAnimation.duration = 1.0
rotationAnimation.isCumulative = true
rotationAnimation.repeatCount = 100.0
view.layer.add(rotationAnimation, forKey: "rotationAnimation")
Here is an extension functions for UIView that handles start & stop rotation operations:
extension UIView {
func startRotation() {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.fromValue = 0
rotation.toValue = NSNumber(value: Double.pi * 2.0)
rotation.duration = 1.0
rotation.isCumulative = true
rotation.repeatCount = FLT_MAX
self.layer.add(rotation, forKey: "rotationAnimation")
}
func stopRotation() {
self.layer.removeAnimation(forKey: "rotationAnimation")
}
}
Now using, UIView.animation closure:
UIView.animate(withDuration: 0.5, animations: {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi))
}) { (isHalfAnimationComplete) in
UIView.animate(withDuration: 0.5) {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi * 2))
}
}
How to move continuously spinning UIView with animation blocks? Eg., I have this code for spinning:
- (void)spinView:(UIView *)view {
[UIView animateWithDuration:0.2f
delay:0.0f
options:UIViewAnimationOptionCurveLinear
animations:^{
view.transform = CGAffineTransformRotate(view.transform, M_PI_2);
}
completion:^(BOOL finished) {
if (finished) {
[self spinView:view];
}
}];
}
How to combine it with animation like this:
[UIView animateWithDuration:4.0f animations:^{
myView.transform = CGAffineTransformTranslate(myView.transform, 400, 0);
}];
I've tried with CGAffineTransformConcat(), UIViewAnimationOptionBeginFromCurrentState, but without success.
Have you try something like,
[UIView animateWithDuration:2.0f animations:^{
vw.transform = CGAffineTransformTranslate(vw.transform, 400, 0);
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: 2*M_PI];
animation.duration = 5.0f;
animation.repeatCount = 1;
[vw.layer addAnimation:animation forKey:#"SpinAnimation"];
}];
vw is your view to move. set frame according to your wish.
im looking to Rotate a UIImageView, and i found some helpfull code
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations: (CGFloat)rotations repeat:(float)repeat;
{
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 /* full rotation*/ * rotations * duration ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
The issue is that the image flips back when the animation finishes, im looking to rotate it and keep it there. Would i need to flip the actual image or can i flip the ImageView. And how would i do that`?
Why not use a standard UIView animation?
If you really need the repeatCount, then I suggest you use the old style:
[UIView beginAnimations]
[UIView setAnimationRepeatCount:repeatCount];
[UIView setAnimationDuration:duration];
yourView.transform = CGAffineTransformMakeRotation(degrees * M_PI);
[UIView commitAnimations];
Otherwise, you can use the much preferred new style:
[UIView animateWithDuration:duration animations:^{
yourView.transform = CGAffineTransformMakeRotation(angle);
} completion:^(BOOL finished) {
// your completion code here
}]
If you need other options like autoreverse, allow user interaction or repeating use [UIView animateWithDuration:delay:options:animations:completion:];
I prefer to cover all my bases with CoreAnimation. Set the final value before the animation, set the fill mode, and set do not remove.
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations: (CGFloat)rotations repeat:(float)repeat;
{
NSString * animationKeyPath = #"transform.rotation.z";
CGFloat finalRotation = M_PI * 2.0f * rotations;
[view.layer setValue:#(finalRotation) forKey:animationKeyPath];
CABasicAnimation* rotationAnimation = [CABasicAnimation animationWithKeyPath:animationKeyPath];
rotationAnimation.fromValue = #0.0f;
rotationAnimation.toValue = #(finalRotation);
rotationAnimation.fillMode = kCAFillModeBoth;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
I am using Slider to Resize and Rotate-
For the Rotate -
CGAffineTransform transform = editingView.transform;
transform = CGAffineTransformMakeRotation(sliderVal * 2*M_PI / 30);
editingView.transform = transform;
For the Resize-
CGAffineTransform t = CGAffineTransformMakeScale(sliderVal/30, sliderVal/30);
CGPoint center = editingView.center;
[UIView animateWithDuration:0.5
animations:^{
editingView.transform = t;
editingView.center = center;
}
completion:^(BOOL finished) {
}];
Using the above code,Both working fine separately.
But I have to resize the rotated view,Or rotate the resized view.
I saw many suggestions coming separate behavior because i am using CGAffineTransformMakeRotation,CGAffineTransformMakeScale,If i use the CGAffineTransformScale,CGAffineTransformRotation then my problem will be solve.
The problem is when I am using CGAffineTransform then scaling is not proper,View disappears from the screen.
You're setting transformation matrix of the view with editingView.transform line.
You should change your code for rotate:
CGAffineTransform transform = editingView.transform;
transform = CGAffineTransformMakeRotation(sliderVal * 2*M_PI / 30);
editingView.transform = CGAffineTransformConcat(editingView.transform, transform);
and for resize:
CGAffineTransform t = CGAffineTransformMakeScale(sliderVal/30, sliderVal/30);
CGPoint center = editingView.center;
[UIView animateWithDuration:0.5
animations:^{
editingView.transform = CGAffineTransformConcat(editingView.transform,t);
editingView.center = center;
}
completion:^(BOOL finished) {
}];
With CGAffineTransformConcat you add 2 transform matrixes together so you won't lose older transforms. You can use CGAffineTransformIdentity to reset the transform.
CGAffineTransform translate = CGAffineTransformMakeTranslation(self.webView.frame.origin.x,self.webView.frame.origin.y - self.webView.frame.size.height * 0.25);
CGAffineTransform scale = CGAffineTransformMakeScale(0.6, 0.6);
CGAffineTransform transform = CGAffineTransformConcat(translate, scale);
transform = CGAffineTransformRotate(transform, degreesToRadians(-10));
[UIView beginAnimations:#"MoveAndRotateAnimation" context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:2.0];
editingView.transform = transform;
[UIView commitAnimations];
Try like this...