Objective-C Transform to X and Y - ios

I have been researching CGAffineTransforms and was wondering if there was a way to take your view and zoom in on an x,y coordinate. I have the scaling portion down with the function:
CGAffineTransformMakeScale(4.00 ,4.00);
However I am uncertain how to tie the scaling with a possible x,y coordinate. Has anyone ever done something like this? Am I incorrect in the use of these function possibly?
-(void)buttonSelected:(id)sender
{
UIButton *b = sender;
CGPoint location = b.frame.origin;
[UIView animateWithDuration:1.3f delay:0.0f options:UIViewAnimationCurveEaseIn animations:^{
CGAffineTransform totalTransform =
CGAffineTransformMakeTranslation(-location.x , -location.y );
totalTransform = CGAffineTransformScale(totalTransform, 4.0f, 4.0f);
totalTransform = CGAffineTransformTranslate(totalTransform, location.x , location.y );
[self.view setTransform:totalTransform];
}completion:^(BOOL finished) {
}];
}

You would either construct a transform that performed the three steps:
move point you want to scale around to the centre of the layer;
scale;
move the object back so that the original centre is back in the centre.
So, e.g.
// to use a point that is (109, 63) from the centre as the point to scale around
CGAffineTransform totalTransform =
CGAffineTransformMakeTranslation(-109.0f, -63.0f);
totalTransform = CGAffineTransformScale(totalTransform, 4.0f, 4.0f);
totalTransform = CGAffineTransformTranslate(totalTransform, 109.0f, 63.0f);
Or, arguably more simply adjust the view.layer's anchorPoint. The gotcha with the second idea is that when you first adjust the anchor point you'll get an immediate transform because all other positioning is in terms of the centre.

Related

Animation moves image

I am trying to create my first iPhone application. The application is simply a arrow pointing at north.
I have so far added a image of a arrow, and created a animation via the following code:
- (void)setDirection:(float)degree {
float rad = M_PI * (float)degree / 180.0;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:10];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
//[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
DirectionArrow.transform = CGAffineTransformMakeRotation(rad);
[UIView commitAnimations];
}
My problem is that the arrow "moves" before it rotates, each time I call the method. I have tried varius things to center the rotation angle, but without any luck.
I want the arrow (image) to rotate around its own axis.
This is because your view is rotating around (0, 0), which is the top-left corner of your view. You'd want to rotate around the center of the arrow instead.
To do so, you'll have to build a transform that does the following:
Translates the arrow such that it's center is at (0, 0).
Rotates the view in rad degrees.
Translates the arrow back (the inverse transform of (1)).
It should be something like (up to flip of t1 and t3):
CGFloat h = view.bounds.size.height;
CGFloat w = view.bounds.size.width;
CGAffineTransform t1 = CGAffineTransformMakeTranslation(-w/2, -h/2);
CGAffineTransform t2 = CGAffineTransformMakeRotation(rad);
CGAffineTransform t3 = CGAffineTransformMakeTranslation(w/2, h/2);
CGAffineTransform t = CGAffineTransformConcat(CGAffineTransformConcat(t3, t2), t1);
DirectionArrow.transform = t;

Smooth horizontal flip using CATransform3DMakeRotation

I have set up the following animation to rotate between views of different sizes. The midpoint of the animation seems to have a flicker as the new, taller view comes into view. Is there anything I can do to smoothen the transition.
newView.layer.transform = CATransform3DMakeRotation(M_PI_2, 0.0, 1.0, 0.0);
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{oldView.layer.transform = CATransform3DMakeRotation(M_PI_2, 0.0, -1.0, 0.0);}
completion:^(BOOL finished) {
[oldView removeFromSuperview];
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{newView.layer.transform = CATransform3DMakeRotation(M_PI_2, 0.0, 0.0, 0.0);}
completion:nil];
}];
Got this working thanks to this thread, so I thought I'd share my to-from 3D transform using the m34 matrix.
UIView *toView = // show this
UIView *fromView = // hide this one
// set up from
CATransform3D fromViewRotationPerspectiveTrans = CATransform3DIdentity;
fromViewRotationPerspectiveTrans.m34 = -0.003; // 3D ish effect
fromViewRotationPerspectiveTrans = CATransform3DRotate(fromViewRotationPerspectiveTrans, M_PI_2, 0.0f, -1.0f, 0.0f);
// set up to
CATransform3D toViewRotationPerspectiveTrans = CATransform3DIdentity;
toViewRotationPerspectiveTrans.m34 = -0.003;
toViewRotationPerspectiveTrans = CATransform3DRotate(toViewRotationPerspectiveTrans, M_PI_2, 0.0f, 1.0f, 0.0f);
toView.layer.transform = toViewRotationPerspectiveTrans;
[UIView animateWithDuration:1.0
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{fromView.layer.transform = fromViewRotationPerspectiveTrans; }
completion:^(BOOL finished) {
[fromView removeFromSuperview];
[UIView animateWithDuration:1.0
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{toView.layer.transform = CATransform3DMakeRotation(M_PI_2, 0.0, 0.0, 0.0);}
completion:nil];
}];
I was halfway there, but the missing piece, setting the m34 cell value of the transformation matrix, did the trick.
As David pointed out, your code doesn't make sense as written. You're setting the final rotation of your newView to a rotation around nothing, which will PROBABLY be equivalent to the identity matrix, but I'm not sure.
Here's what I would try (I'm tired, so let's see if I can explain this coherently...)
Animate the oldView from 0 to pi/2 as animation step 1. Set the newView to -pi/2 before beginning the second animation (rotated 90 degrees the other way.)
In the completion method, remove the old view and start an animation to set the new view's rotation back to zero. That will cause the new view to look like it's continuing to flip around in a 180 degree flip.
Here's the tricky part. Calculate the difference in size (horizontal and vertical) between the old and new views. Add (concatenate) a scale transform along with the rotation, so that when the first part of the rotation is finished, it is scaled to the average of the old and new size. Pseudocode might look like this:
//Scale to apply to oldView for the first part of the animation:
scale height = ((oldView.size.height+newView.size.height)/2) / oldView.size.height
scale width = ((oldView.size.width+newView.size.width)/2) / oldView.size.width
/*
Before beginning the second part of the animation, rotate newView to -pi/2,
and scale it by an amount that makes it the same size that oldView will be
at the end of the first animation (the average of the sizes of both views)
*/
newView scale height = ((oldView.size.height+newView.size.height)/2) /
newView.size.height
newView scale width = ((oldView.size.width+newView.size.width)/2) /
newView.size.width
in the completion block, remove oldView from it's superview,
and animate newView back to the identity transform.
If my approach is right, at the end of the first animation, oldView should be scaled to a size halfway between the sizes of oldView and newView.
The second animation, triggered in the completion block of the first, will start out with newView being the same size that oldView was scaled to at the end of the first animation. The second animation will end with the new view rotating into place and scaling back to it's original size.

affine translation prevents CGPoint relocation

I expanded and moved a label (instructionLabel), then returned it to its original size but left it in the new position.
[UIView animateWithDuration:0.5
animations:^{
CGAffineTransform scale = CGAffineTransformMakeScale(2.0, 2.0);
CGAffineTransform translate = CGAffineTransformMakeTranslation(0.0, -70.0); // up 70
self.instructionsLabel.transform = CGAffineTransformConcat(scale,translate);
}
completion:^(BOOL finished) {
[UIView animateWithDuration:0.25
animations:^{
CGAffineTransform scale = CGAffineTransformMakeScale(1.0,1.0);
CGAffineTransform translate = CGAffineTransformMakeTranslation(0,-70.0); //left in place up 70
self.instructionsLabel.transform = CGAffineTransformConcat(scale, translate);
}
completion:^(BOOL finished) {}
];
Later, I explicitly use CGPointMake to put the label back in its original spot, but it remains in the translated position (70 pts up from its original place).
instructionsLabel.frame = CGRectMake(384, 601, 655, 40);
//Adding this doesn't make any difference, in or out.
instructionsLabel.center=CGPointMake(384, 601);
I have verified by Breaks and NSLog that the CGPointMake and CGRectMake statements are reached...they just don't work after that affine transformation. Does anyone know why?
(I don't want to move the label back immediately after the translation routine, but I might have to if I can't figure out why the CGPointMake routine doesn't do it.)
Thanks for any suggestions.
-Rob
Unless Im mistaken one of the major reason for using affine transform to scale, move etc views is that, that you can later set transform to CGAffineTransformIdentity this will cancel out any transforms you have applied. I believe that your problem here is that you are setting center to what ever position it of before you applied translate transform. View indeed moves to that point + whatever transform is applied to that view. So just set transform identity.

rotate UIImageView around an arbitrary point

I have a UIImageView that I rotate around its center:
imageHorizon.layer.anchorPoint = CGPointMake(0.5, 0.5);
imageHorizon.transform = CGAffineTransformRotate(imageHorizon.transform, angleToRotate*(CGFloat)(M_PI/180));
Sometimes I also move this image to the left or right and then rotate again. I would like to keep the rotation center all the time on the same point (which is actually the center of the super view). How can I do that ?
cheers,
self.imgView.layer.anchorPoint = CGPointMake(0.0,1.0);
self.imgView.layer.position = CGPointMake(100,200.0);
CGAffineTransform cgaRotateHr = CGAffineTransformMakeRotation(-(3.141/4));
[self.imgView setTransform:cgaRotateHr];
This is an older question, but the other solutions did not work well for me, so I came up with another solution:
Rotating an image is essentially just a normal rotation with a translation applied, ensuring that the point you want to rotate around is still in the same spot after the rotation. To do this, calculate the position's CGPoint in your image before the rotation, get the position after the rotation, and apply the difference as a translation on the image, "snapping" it into the right position. Here is the code that I've been using:
Keep in mind that the translation should be applied via CGAffineTransform, not moving the .center, because the translation will need to be relative to the rotation, and CGAffineTransformTranslate() takes care of that.
// Note: self is the superview of _imageView
// Get the rotation point
CGPoint rotationPointInSelf = self.center; // or whatever point you want to rotate around
CGPoint rotationPointInImage = [_imageView convertPoint:rotationPointInSelf fromView:self];
// Rotate the image
_imageView.transform = CGAffineTransformRotate(_imageView.transform, angle);
// Get the new location of the rotation point
CGPoint newRotationPointInImage = [_imageView convertPoint:rotationPointInSelf fromView:self];
// Calculate the difference between the point's old position and its new one
CGPoint translation = CGPointMake(rotationPointInImage.x - newRotationPointInImage.x, rotationPointInImage.y - newRotationPointInImage.y);
// Move the image so the point is back in it's old location
_imageView.transform = CGAffineTransformTranslate(_imageView.transform, -translation.x, -translation.y);
You can make the image a subview of another view and then rotate the superview to get that effect. Another approach is to set the anchorPoint property as described in the docs.
I'm using this code to rotate around the point (0,0).
Maybe it help you figure out how to active what you want.
float width = self.view.frame.size.width;
float height = self.view.frame.size.height;
CGRect frame_smallView = CGRectMake(-width, -height, width, height);
UIView *smallView = [[UIView alloc] initWithFrame:frame_smallView];
smallView.backgroundColor = darkGrayColor;
// Select x and y between 0.0-1.0.
// The default is (0.5f,0.5f) that is the center of the layer
// (1.0f,1.0f) is the right bottom corner
smallView.layer.anchorPoint = CGPointMake(1.0f, 1.0f);
// Rotate around this point
smallView.layer.position = CGPointMake(0, 0);
[self.view insertSubview:smallView belowSubview:self.navBar];
[UIView animateWithDuration:1
animations:^{
smallView.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
[self.navigationController popViewControllerAnimated:NO];
}];

How to track successive CGAffineTransforms so as to arrive at a specific point on screen?

How do you execute multiple CGAffineTransform operations (in animation blocks) without keeping track of every operation executed?
The translation operation doesn't take x,y coordinates but instead values to shift by. So unless you know where you are currently translated to, say at "location 2," how do you know what values to shift by to get to "location 3?"
For example:
A UIView's frame is at (0, 0) - Position 1. I set the transform to translate to (768, 0) and rotate -90 degrees - Position 2. Some time passes and now I want to move to (768, 1024) and rotate another -90 degrees - Position 3.
How do I know what to translate by to move from Position 2 to Position 3?
In context, I'm trying to achieve an iPad view like the following:
a UIView that takes up the entire screen
a UIToolbar that takes up the top edge and is on top of the UIView
when the iPad rotates, the UIView stays with the device, but the toolbar will rotate so that it is always on the top edge of the screen.
I am using CGAffineTransform translate and rotate to move the toolbar. Works great, except when I rotate the iPad multiple times. The first translate/rotate will work perfect. The following transforms will be off because I don't know the correct values to shift by.
UPDATE:
It looks like if I take the current translation (tx, ty) values in the UIView.transform struct and use the difference between them and the new location, it works. However, if the view has been rotated, this does not work. The tx and ty values can be flipped because of the previous rotation. I'm not sure how to handle that.
UPDATE 2:
Doing some research, I've found that I can get the original, unrotated points from tx, ty by getting the abs value of the points and possibly swapping x and y if the UIView is perpendicular. Now I am stuck figuring out how to correctly apply the next set of transforms in the right order. It seems no matter how I concat them, the UIView ends up in the wrong place. It just seems like this is all too complicated and there must be an easier way.
The answer is, apparently, you don't track the transforms.
So the way to rotate the toolbar around the screen is by not concatenating a rotate and translate transform. Instead, create a rotate transform and set the frame in the animation block. Further, based on the new UIInterfaceOrientation, set the degrees to rotate based on the compass values of 0, -90, -180, -270. Also, set the frame size base on the same locations.
So:
CGPoint portrait = CGPointMake(0, 0);
CGPoint landscapeLeft = CGPointMake(768 - 44, 0);
CGPoint landscapeRight = CGPointMake(0, 0);
CGPoint upsideDown = CGPointMake(0, 1024 - 44);
CGSize portraitSize = CGSizeMake(768, 44);
CGSize landscapeLeftSize = CGSizeMake(44, 1024);
CGSize landscapeRightSize = CGSizeMake(44, 1024);
CGSize upsideDownSize = CGSizeMake(768, 44);
CGFloat rotation;
CGRect newLocation;
switch(orientation) {
case UIDeviceOrientationPortrait:
NSLog(#"Changing to Portrait");
newLocation.origin = portrait;
newLocation.size = portraitSize;
rotation = 0.0;
break;
case UIDeviceOrientationLandscapeRight:
NSLog(#"Changing to Landscape Right");
newLocation.origin = landscapeRight;
newLocation.size = landscapeRightSize;
rotation = -90.0;
break;
case UIDeviceOrientationLandscapeLeft:
NSLog(#"Changing to Landscape Left");
newLocation.origin = landscapeLeft;
newLocation.size = landscapeLeftSize;
rotation = -270.0;
break;
case UIDeviceOrientationPortraitUpsideDown:
NSLog(#"Changing to Upside Down");
newLocation.origin = upsideDown;
newLocation.size = upsideDownSize;
rotation = -180.0;
break;
default:
NSLog(#"Unknown orientation: %d", orientation);
newLocation.origin = portrait;
newLocation.size = portraitSize;
rotation = 0.0;
break;
}
CGRect frame = newLocation;
CGAffineTransform transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(rotation));
if(lastOrientation) {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.3];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationBeginsFromCurrentState:YES];
}
toolbar.transform = transform;
toolbar.frame = frame;
// Commit the changes
if(lastOrientation) {
[UIView commitAnimations];
}
lastOrientation = orientation;
This works beautifully. However, an unexpected problem is that UI elements that iOS shows on your behalf are not oriented correctly. I.e., modal windows and popovers all keep the same orientation as the underlying UIView. That problem renders this whole thing moot.

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