How can i get rotate UIImageView with changable angle? - iphone

I have created one UIImageView
Here's code
capView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:kARROW_CAP_NAME]];
capView.frame = CGRectMake(0, 0, kARROW_H, kARROW_H);
[self addSubview:capView];
Now I have two points which I need to move around View, So, they are Updating..
PointA, PointB
I got the angle between them:
CGFloat angleBetweenPoints(CGPoint first, CGPoint second)
{
CGFloat height = second.y - first.y;
CGFloat width = first.x - second.x;
CGFloat rads = atan(height/width);
return RADIANS_TO_DEGREES(rads);
}
When I apply this angle to my UIImageView, it continuously change,
My used code here:
capView.transform = CGAffineTransformMakeRotation(arrowAngle);
or
capView.transform = CGAffineTransformRotate(self.transform, arrowAngle);
Arrow Angle is the value of above function which i write above..
Please take a look and help me.

Got the answer, So simple..
But still no one give me answer..
capView.transform = CGAffineTransformMakeRotation(RADIANS(M_PI_2 - arrowAngle))
And RADINAS is macro define here,
#define RADIANS(degrees) ((degrees * M_PI) / 180.0)
Thanks to all who be a part of it..

Related

Find Frame Coordinates After UIView Transform is Applied (CGAffineTransform)

I rotate my view with CGAffineTransform
[view setTransform:newTransform];
The frame values remain the same after transform is applied but how do I find "rotated" or transformed values of this frame?
(source: informit.com)
I want the exact coordinates of rotated frame edges, that is a, b, c, d points.
One thing to keep in mind is that the transform changes the coordinate system, so you will need to be able to convert between the parent 'view' and the child (transformed) view. Also, transforms preserve the center of the transformed object but not any of the other coordinates. So you need to calculate things in terms of the center. And there are several helpers you will need. (I got most of the following approach from Erica Sadun's book Core iOS Developer's Cookbook).
I usually add these as a category on UIView.
In order to transform the child's coordinates to those of the parent you need something like:
// helper to get pre transform frame
-(CGRect)originalFrame {
CGAffineTransform currentTransform = self.transform;
self.transform = CGAffineTransformIdentity;
CGRect originalFrame = self.frame;
self.transform = currentTransform;
return originalFrame;
}
// helper to get point offset from center
-(CGPoint)centerOffset:(CGPoint)thePoint {
return CGPointMake(thePoint.x - self.center.x, thePoint.y - self.center.y);
}
// helper to get point back relative to center
-(CGPoint)pointRelativeToCenter:(CGPoint)thePoint {
return CGPointMake(thePoint.x + self.center.x, thePoint.y + self.center.y);
}
// helper to get point relative to transformed coords
-(CGPoint)newPointInView:(CGPoint)thePoint {
// get offset from center
CGPoint offset = [self centerOffset:thePoint];
// get transformed point
CGPoint transformedPoint = CGPointApplyAffineTransform(offset, self.transform);
// make relative to center
return [self pointRelativeToCenter:transformedPoint];
}
// now get your corners
-(CGPoint)newTopLeft {
CGRect frame = [self originalFrame];
return [self newPointInView:frame.origin];
}
-(CGPoint)newTopRight {
CGRect frame = [self originalFrame];
CGPoint point = frame.origin;
point.x += frame.size.width;
return [self newPointInView:point];
}
-(CGPoint)newBottomLeft {
CGRect frame = [self originalFrame];
CGPoint point = frame.origin;
point.y += frame.size.height;
return [self newPointInView:point];
}
-(CGPoint)newBottomRight {
CGRect frame = [self originalFrame];
CGPoint point = frame.origin;
point.x += frame.size.width;
point.y += frame.size.height;
return [self newPointInView:point];
}
Swift 4
extension UIView {
/// Helper to get pre transform frame
var originalFrame: CGRect {
let currentTransform = transform
transform = .identity
let originalFrame = frame
transform = currentTransform
return originalFrame
}
/// Helper to get point offset from center
func centerOffset(_ point: CGPoint) -> CGPoint {
return CGPoint(x: point.x - center.x, y: point.y - center.y)
}
/// Helper to get point back relative to center
func pointRelativeToCenter(_ point: CGPoint) -> CGPoint {
return CGPoint(x: point.x + center.x, y: point.y + center.y)
}
/// Helper to get point relative to transformed coords
func newPointInView(_ point: CGPoint) -> CGPoint {
// get offset from center
let offset = centerOffset(point)
// get transformed point
let transformedPoint = offset.applying(transform)
// make relative to center
return pointRelativeToCenter(transformedPoint)
}
var newTopLeft: CGPoint {
return newPointInView(originalFrame.origin)
}
var newTopRight: CGPoint {
var point = originalFrame.origin
point.x += originalFrame.width
return newPointInView(point)
}
var newBottomLeft: CGPoint {
var point = originalFrame.origin
point.y += originalFrame.height
return newPointInView(point)
}
var newBottomRight: CGPoint {
var point = originalFrame.origin
point.x += originalFrame.width
point.y += originalFrame.height
return newPointInView(point)
}
}
You can find out the coordinates of the rotated view by using basic trigonometry. Here is how you can do it:
The first step is to know your view's width and height. Divide them by 2 and you get your triangle's adjacent and opposite sides (cyan and green respectively). In the example above width = 300 and height = 300. So adjacentSide = 150 and oppositeSice = 150.
Find the hypotenuse (red). For this you use the formula: h^2 = a^2 + b^2. After applying this formula we find the hypotenuse = 212.13
Find theta. This is the angle between the adjacentSide (cyan) and the hypotenuse (red). For this you use the formula cos(theta) = (h^2 + a^2 - o^2)/2*h*o. After applying this formula we find that theta = 0.785 (RADIANS). To convert this to degrees we apply the formula degrees = radians * 180 / PI = 45 (degrees). This is the initial (offset) angle of the hypotenuse. This is very important to realize. IF THE VIEW'S ROTATION OF YOUR VIEW IS ZERO THE HYPOTENUSE HAS AN OFFSET ANGLE OF 45(DEGREES). We're going to need theta shortly.
Now that we know the hypotenuse (red) we need the rotationAngle. In this example I used a UIRotationGestureRecognizer to rotate the square view. This class has a "rotation" property which tells us how much the view has rotated. This value is in RADIANS. In the example above the rotation is 0.3597 RADIANS. To convert it to degrees we use the formula degrees = radians * PI / 180. After applying the formula we find the rotation angle to be 20.61 degrees.
We can finally find the offset width (orange) and height (purple). For width we use the formula width = cos(rotationAngle - theta) * hypotenuse and for height we use the formula height = sen(rotationAngle - theta). WE HAVE TO SUBTRACT THETA (IN RADIANS!) FROM THE ROTATION ANGLE (IN RADIANS TOO!) BECAUSE THETA WAS THE INITIAL OFFSET. View it this way: the hypotenuse had an angle of 45(degrees) when the rotation angle was zero. After applying the formulas we find that width = 193.20 and height = -87.60
Finally, we can add those values (width and height) to the center of the square to find the coordinates of the blue point.
-Example-
// Get the center point
CGPoint squareCenter = self.squareView.center;
// Get the blue point coordinates
CGPoint bluePointCoordinates = CGPointMake(squareCenter.x + width, squareCenter.y + height);
The blue point coordinates are (963.20, 272.40)
To better understand the formulas please see the following links:
Trigonometry 1
Trigonometry 2
Also, if you want to play around with the test project I created (it's the one in the image) please feel free to download it from the following link.
UPDATE
Here is a condensed method that will calculate the offset top-right point (blue) you're looking for.
/* Params:
/ viewCenter: The center point (in superView coordinates) of your view
/ width: The total width of your view
/ height: The total height of your view
/ angleOfRotation: The rotation angle of your view. Can be either DEGREES or RADIANS
/ degrees: A boolean flag indicating whether 'angleOfRotation' is degrees
/ or radians. E.g.: If 'angleOfRotation' is expressed in degrees
/ this parameter must be 'YES'
*/
-(CGPoint)calculateTopRightCoordinatesFromViewCenter:(CGPoint)viewCenter viewWidth:(CGFloat)viewWidth viewHeight:(CGFloat)viewHeight angleOfRotation:(CGFloat)angleOfRotation degrees:(BOOL)degrees {
CGFloat adjacent = viewWidth/2.0;
CGFloat opposite = viewHeight/2.0;
CGFloat hipotenuse = sqrtf(powf(adjacent, 2.0) + pow(opposite, 2.0));
CGFloat thetaRad = acosf((powf(hipotenuse, 2.0) + powf(adjacent, 2.0) - pow(opposite, 2.0)) / (2 * hipotenuse * adjacent));
CGFloat angleRad = 0.0;
if (degrees) {
angleRad = angleOfRotation*M_PI/180.0;
} else {
angleRad = angleOfRotation;
}
CGFloat widthOffset = cosf(angleRad - thetaRad) * hipotenuse;
CGFloat heightOffset = sinf(angleRad - thetaRad) * hipotenuse;
CGPoint offsetPoint = CGPointMake(viewCenter.x + widthOffset, viewCenter.y + heightOffset);
return offsetPoint;
}
Hope this helps!
You should use:
CGPoint CGPointApplyAffineTransform (
CGPoint point,
CGAffineTransform t
);
To get a specific point, use the view's bounds and center, and then apply the view's transform to get a new point after transform. This is better than adding code specifically for rotation transform, as it can support any transform as well as chaining.
All of these answers are nuts, this is so simple...
CGPoint topLeft = [rotatedView convertPoint:CGPointMake(0, 0) toView:rotatedView.superview];
CGPoint topRight = [rotatedView convertPoint:CGPointMake(rotatedView.bounds.size.width, 0) toView:rotatedView.superview];
CGPoint bottomLeft = [rotatedView convertPoint:CGPointMake(0, rotatedView.bounds.size.height) toView:rotatedView.superview];
CGPoint bottomRight = [rotatedView convertPoint:CGPointMake(rotatedView.bounds.size.width, rotatedView.bounds.size.height) toView:rotatedView.superview];
Try this code
CGPoint localBeforeTransform = CGPointMake( view.bounds.size.width/2.0f, view.bounds.size.height/2.0f ); // lower left corner
CGPoint localAfterTransform = CGPointApplyAffineTransform(localBeforeTransform, transform);
CGPoint globalAfterTransform = CGPointMake(localAfterTransform.x + view.center.x, localAfterTransform.y + view.center.y);
Why the mess and fuss? Keep it simple? Where x was before the transform, it'll be q rads/degrees further just as every other point around the anchor is.
was going to explain it all, but this chap in this post explained it in even shorter context:
Get the current angle/rotation/radian for a UIview?
CGFloat radians = atan2f(yourView.transform.b, yourView.transform.a);
CGFloat degrees = radians * (180 / M_PI);
I wrote this class that can help us:
TransformedViewFrameCalculator.h
#import <Foundation/Foundation.h>
#interface TransformedViewFrameCalculator : NSObject
#property (nonatomic, strong) UIView *viewToProcess;
- (void)calculateTransformedCornersWithTranslation:(CGPoint)translation
scale:(CGFloat)scale
rotation:(CGFloat)rotation;
#property (nonatomic, readonly) CGPoint transformedTopLeftCorner;
#property (nonatomic, readonly) CGPoint transformedTopRightCorner;
#property (nonatomic, readonly) CGPoint transformedBottomLeftCorner;
#property (nonatomic, readonly) CGPoint transformedBottomRightCorner;
#end
TransformedViewFrameCalculator.m:
#import "TransformedViewFrameCalculator.h"
#interface TransformedViewFrameCalculator ()
#property (nonatomic, assign) CGRect viewToProcessNotTransformedFrame;
#property (nonatomic, assign) CGPoint viewToProcessNotTransformedCenter;
#end
#implementation TransformedViewFrameCalculator
- (void)setViewToProcess:(UIView *)viewToProcess {
_viewToProcess = viewToProcess;
CGAffineTransform t = _viewToProcess.transform;
_viewToProcess.transform = CGAffineTransformIdentity;
_viewToProcessNotTransformedFrame = _viewToProcess.frame;
_viewToProcessNotTransformedCenter = _viewToProcess.center;
_viewToProcess.transform = t;
}
- (void)calculateTransformedCornersWithTranslation:(CGPoint)translation
scale:(CGFloat)scale
rotation:(CGFloat)rotation {
double viewWidth = _viewToProcessNotTransformedFrame.size.width * scale;
double viewHeight = _viewToProcessNotTransformedFrame.size.height * scale;
CGPoint viewCenter = CGPointMake(_viewToProcessNotTransformedCenter.x + translation.x,
_viewToProcessNotTransformedCenter.y + translation.y);
_transformedTopLeftCorner = [self calculateCoordinatesForViewPoint:CGPointMake(0, 0)
fromViewCenter:viewCenter
viewWidth:viewWidth
viewHeight:viewHeight
angleOfRotation:rotation];
_transformedTopRightCorner = [self calculateCoordinatesForViewPoint:CGPointMake(0, viewHeight)
fromViewCenter:viewCenter
viewWidth:viewWidth
viewHeight:viewHeight
angleOfRotation:rotation];
_transformedBottomLeftCorner = [self calculateCoordinatesForViewPoint:CGPointMake(viewWidth, 0)
fromViewCenter:viewCenter
viewWidth:viewWidth
viewHeight:viewHeight
angleOfRotation:rotation];
_transformedBottomRightCorner = [self calculateCoordinatesForViewPoint:CGPointMake(viewWidth, viewHeight)
fromViewCenter:viewCenter
viewWidth:viewWidth
viewHeight:viewHeight
angleOfRotation:rotation];
}
- (CGPoint)calculateCoordinatesForViewPoint:(CGPoint)viewPoint
fromViewCenter:(CGPoint)viewCenter
viewWidth:(CGFloat)viewWidth
viewHeight:(CGFloat)viewHeight
angleOfRotation:(CGFloat)angleOfRotation {
CGPoint centeredViewPoint = CGPointMake(viewPoint.x - viewWidth/2.0, viewPoint.y - viewHeight/2.0);
CGPoint rotatedCenteredViewPoint = CGPointApplyAffineTransform(centeredViewPoint, CGAffineTransformMakeRotation(angleOfRotation));
CGPoint rotatedViewPoint = CGPointMake(rotatedCenteredViewPoint.x + viewCenter.x, rotatedCenteredViewPoint.y + viewCenter.y);
return rotatedViewPoint;
}
For example, I use it to restrict the move/scale/rotation of a sticker inside a container view in the following way:
#property (nonatomic, strong) TransformedViewFrameCalculator *transformedFrameCalculator;
...
self.transformedFrameCalculator = [TransformedViewFrameCalculator new];
self.transformedFrameCalculator.viewToProcess = someView;
...
- (BOOL)transformedView:(UIView *)view
withTranslation:(CGPoint)translation
scale:(double)scale
rotation:(double)rotation
isFullyInsideValidFrame:(CGRect)validFrame {
[self.transformedFrameCalculator calculateTransformedCornersWithTranslation:translation
scale:scale
BOOL topRightIsInsideValidFrame = CGRectContainsPoint(validFrame, self.transformedFrameCalculator.transformedTopRightCorner);
BOOL topLeftIsInsideValidFrame = CGRectContainsPoint(validFrame, self.transformedFrameCalculator.transformedTopLeftCorner);
BOOL bottomRightIsInsideValidFrame = CGRectContainsPoint(validFrame, self.transformedFrameCalculator.transformedBottomRightCorner);
BOOL bottomLeftIsInsideValidFrame = CGRectContainsPoint(validFrame, self.transformedFrameCalculator.transformedBottomLeftCorner);
return topRightIsInsideValidFrame && topLeftIsInsideValidFrame && bottomRightIsInsideValidFrame && bottomLeftIsInsideValidFrame;
}

Rotating UIImageView is not working properly

I want to rotate UIImageView and below is my Code.
_imageView1.center = CGPointMake(84, 240);
_imageView1.transform = CGAffineTransformMakeRotation(0.86);
But nothing is happen
Use below code :
float degrees = 20; //the value in degrees
imageView.transform = CGAffineTransformMakeRotation(degrees * M_PI/180);
OR Check this link

CGPoint rotation changes distance from origin

I want to rotate a CGPoint(red rect) around another CGPoint(blue rect) but it changes distance from the origin(blue rect)...when i give 270 in angle it creates the point right above the origin but when i give 90 as angle value it comes down the origin BUT CHANGES THE DISTANCE ALSO almost three times more....I want to keep the distance same and want to rotate CGPoint around another. Please guide any approach for rotation of cgpoints...
distance = 100;
angle = 270*M_PI/180;
rotatedPoint.x = initialPoint.x+distance*cos(angle);
rotatedPoint.y = initialPoint.y+distance*sin(angle);
//rotatedPoint.x = initialPoint.x+tan(angle);
[test setCenter:rotatedPoint];
[test setBackgroundColor:[UIColor redColor]];
Thanks
CGAffineTransform is a handy tool when it comes to rotation, translation, and scaling. To make sure a point is rotated properly, you must translate it to the origin, rotate it, and then translate it back.
To complete your transformation, something like the following should do the trick:
CGPoint pointToRotate = CGPointMake(30, 30);
float angleInRadians = DEGREES_TO_RADIANS(90);
CGPoint distanceFromOrigin = CGPointMake(0 - pointToRotate.x, 0 - pointToRotate.y);
CGAffineTransform translateToOrigin = CGAffineTransformMakeTranslation(distanceFromOrigin.x, distanceFromOrigin.y);
CGAffineTransform rotationTransform = CGAffineTransformMakeRotation(angleInRadians);
CGAffineTransform translateBackFromOrigin = CGAffineTransformInvert(translateToOrigin);
CGAffineTransform totalTransform = CGAffineTransformConcat(translateToOrigin, rotationTransform);
totalTransform = CGAffineTransformConcat(totalTransform, translateBackFromOrigin);
pointToRotate = CGPointApplyAffineTransform(pointToRotate, totalTransform);
And here is the documentation on CGAffineTransform, if you'd like to review it further: http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Reference/CGAffineTransform/Reference/reference.html
Please let me know if you need anything else if this doesn't solve your problem!

Objective C: Using UIImage for Stroking

I am trying to apply a texture for my brush but i'm really having a hard time figuring how it is done.
Here's the image of my output.
I used an UIImage that just follows the touch on the screen but when i swipe it faster the result is on the right side "W", and on the left side that's the result when i swipe it slow.
i tried using the CGContextMoveToPoint and CGContextAddLineToPoint i don't know how apply the texture.
Is it possible to use UIImage for the stroke texture?
Here's my code
UIImage * brushImageTexture = [UIImage imageNamed:#"brushImage.png"];
[brushImagetexture drawAtPoint:CGPointMake(touchCurrentPosition.x, touchVurrentPosition.y) blendMode:blendMode alpha:1.0f];
You need to manually draw the image at each point along the line from the previous point to the current point.
CGPoint vector = CGPointMake(currentPosition.x - lastPosition.x, currentPosition.y - lastPosition.y);
CGFloat distance = hypotf(vector.x, vector.y);
vector.x /= distance;
vector.y /= distance;
for (CGFloat i = 0; i < distance; i += 1.0f) {
CGPoint p = CGPointMake(lastPosition.x + i * vector.x, lastPosition.y + i * vector.y);
[brushImageTexture drawAtPoint:p blendMode:blendMode alpha:1.0f];
}

How can I draw a rotated UIView with a shadow but without the shadow being rotated as well

I'd like the shadow applied correctly after rotation. This is my code:
myButton.transform = CGAffineTransformMakeRotation(M_PI / 180.0 * 90.0);
myButton.layer.shadowOffset = CGSizeMake(12.0, 12.0);
myButton.layer.shadowRadius = 2.0;
myButton.layer.shadowOpacity = 0.8;
myButton.layer.shadowColor = [UIColor blackColor].CGColor;
Without rotation the shadow looks fine:
But after rorating it by 90° the shadow is rotated as well:
Is there anything I can do about it without overriding the drawRect method and do low level drawing? Or maybe some method which corrects the shadowOffset with a given rotation angle? It's easy to correct the offset by hand for 90° so this is no option ;)
It should look like this:
Thanks in advance!
With help of Bartosz Ciechanowski this works now!
float angleInRadians = M_PI / 180.0 * -35.0;
myButton.transform = CGAffineTransformMakeRotation(angleInRadians);
myButton.layer.shadowOffset = [self correctedShadowOffsetForRotatedViewWithAngle:(angleInRadians)
andInitialShadowOffset:CGSizeMake(12.0, 12.0)];
myButton.layer.shadowRadius = 2.0;
myButton.layer.shadowOpacity = 0.8;
myButton.layer.shadowColor = [UIColor blackColor].CGColor;
This results in:
instead of
Assuming anAngle is in radians:
- (CGSize)correctedShadowOffsetForRotatedViewWithAngle:(CGFloat)anAngle
andInitialShadowOffset:(CGSize)anOffset
{
CGFloat x = anOffset.height*sinf(anAngle) + anOffset.width*cosf(anAngle);
CGFloat y = anOffset.height*cosf(anAngle) - anOffset.width*sinf(anAngle);
return CGSizeMake(x, y);
}
I think you could try using
myButton.layer.shadowOffset = CGSizeMake(-12.0, -12.0);
to
myButton.layer.shadowOffset = CGSizeMake(12.0, 12.0);
Just try using this, if it works.Either you need to set the shadow with Trial & Error method.
This is just a suggestion or a trick if could solve your problem.