Working with CAReplicatorLayer - iphone

I've been trying to create a cool text effect with the CAReplicatorlayer, CATextLayer and very basic animations. I'm trying to make the letters look like they are being droped from the top of the screen followed by cool replicators which will become less and less visible. I've managed to do this effect but not completely.
So far this is what I've got:
CATextLayer *messageLayer = [CATextLayer layer];
[messageLayer setForegroundColor:[[UIColor blackColor] CGColor]];
[messageLayer setContentsScale:[[UIScreen mainScreen] scale]];
[messageLayer setFrame:CGRectMake(0, 0, 40, 40)];
[messageLayer setString:#"A"];
CAReplicatorLayer *replicatorX = [CAReplicatorLayer layer];
//Set the replicator's attributes
replicatorX.frame = CGRectMake(0, 0, 40, 40);
replicatorX.anchorPoint = CGPointMake(0,0);
replicatorX.position = CGPointMake(0, 0);
replicatorX.instanceCount = 9;
replicatorX.instanceDelay = 0.15;
replicatorX.instanceAlphaOffset = -0.1;
replicatorX.zPosition = 200;
replicatorX.anchorPointZ = -160;
[replicatorX addSublayer:messageLayer];
[self.view.layer addSublayer:replicatorX];
messageLayer.position = CGPointMake(40, 400);
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position.y"];
animation.fromValue = [NSNumber numberWithInt:0];;
animation.toValue = [NSNumber numberWithInt:400];
animation.duration = 3;
[messageLayer addAnimation:animation forKey:#"s"];
I have two problems:
The replicated layers are starting in the End point.
When the main layer reach his last animated point the animation stops and the replicated layers can't finish their animation.

Setting the correct values to the animation object's fillMode and removedOnCompletion properties will hopefully solve your problems:
"The replicated layers are starting in the End point."
This is caused by the value assigned to instanceDelay property, which delays the animation with 0.15s in your example. To present the animation from the fromValue, you need to account for this delay by setting the animation's fillMode to kCAFillModeBackwards .
animation.fillMode = kCAFillModeBackwards;
"When the main layer reach his last animated point the animation stops
and the replicated layers could not finish their animation."
This happens because by default "the animation is removed from the target layer's animations upon completion."1. You can override this default behavior by setting the animation attribute removedOnCompletion to NO.
animation.removedOnCompletion = NO;
Hope this helps. :)

Related

crossfade animation between two UIImages in objective-c doesn't fade out the first UIImage

I want to crossfade between two different UIImages but for a reason i cannot figure out my first UIImage stays when the second one fades in.
Here is the sourcecode of my animation (it does a lot more than just crossfading, but the crossfading is my only problem right now).
I need all of the three animations listed below to be executed at the same time.
CGMutablePathRef thePath = CGPathCreateMutable();
CGPathMoveToPoint(thePath,NULL,startPoint.x, startPoint.y);
CGPathAddLineToPoint(thePath, NULL, endPoint.x, endPoint.y);
CAKeyframeAnimation *positionAnimation =[CAKeyframeAnimation animationWithKeyPath:#"position"];
positionAnimation.path=thePath;
positionAnimation.duration=ti_duration;
positionAnimation.repeatCount=0;
positionAnimation.delegate = self;
positionAnimation.autoreverses=NO;
positionAnimation.fillMode=kCAFillModeForwards;
positionAnimation.removedOnCompletion = NO;
[self.layer addAnimation:positionAnimation forKey:s_direction];
CABasicAnimation *crossFade = [CABasicAnimation animationWithKeyPath:#"contents"];
crossFade.duration = ti_duration;
crossFade.fromValue = (id)img_startImage.CGImage;
crossFade.toValue = (id)img_transferImage.CGImage;
[self.iv_image.layer addAnimation:crossFade forKey:#"animateContentsToTransferState"];
[self.iv_image setImage:img_transferImage];
CAAnimationGroup *theGroup = [CAAnimationGroup animation];
theGroup.duration = ti_duration;
theGroup.repeatCount = 0;
theGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
theGroup.animations = [NSArray arrayWithObjects:/*positionAnimation,*/ crossFade, nil]; // you can add more
[self.layer addAnimation:theGroup forKey:#"move"];
[UIView beginAnimations:#"changeSize" context:nil];
[UIView setAnimationDuration:duration];
self.bounds = CGRectMake(self.bounds.origin.x, self.bounds.origin.y, self.transferSize.width, self.transferSize.height);
[UIView commitAnimations];
The animation method containing this sourcecode is in a subclass of UIView. This subclass contains several UIImages and one UIImageView where the image to be displayed is contained in.
Have i forgotten some essential thing or why is my first image not fading away?
Can it be because it is animated from some other animation at the same time?
I hope someone can help me with this.
Greets
Maverick
Think of CAAnimations as operations applied to the CALayer. The animations current state do not change the layers original contents.
When the original state seems to snap back at the end of the animation it is actually just the animations operation being removed, and the real layers state is being revealed again.
What you need to do is to register a delegate for your animation, and change the actual self.layer.contents when the animation ends.
First:
crossFade.delegate = self;
Then implement:
- (void)animationDidStop:(CABasicAnimation *)animation finished:(BOOL)flag {
self.layer.contents = animation.toValue;
}
Try this code...It worked for me.
-(void)crossFadeImage{
CABasicAnimation *crossFade = [CABasicAnimation animationWithKeyPath:#"contents"];
crossFade.duration = 2.0;
crossFade.fromValue = img1.CGImage;
crossFade.toValue = img2.CGImage;
[self.background.layer addAnimation:crossFade forKey:#"animateContents"];
self.background.image = img2;
}

UIView animation to slide down

I'm trying to slide down an image in an UIImageView, but I don't know which combination of UIContentMode and animation property is the right one to make that happen.
The image should always have the same size and should not be streched... all I want is, that nothing is visible first and then the frame extends and reveals the image.
Maybe it's easier if you see what I mean:
So, it sounds rather easy, but what UIContentMode should I use for the UIImageView and what property should I animate? Thank you!
I took your lead and made a screencast as well. Was this what you had in mind?
I put the animation repeating indefinitely so it would be easier to capture with a video, but it can be started at the press of a button, as well as frozen in place, showing the popover and its contents, until reversed to be hidden again.
I used Core Animation for that, instead of animating a UIView, since I wanted to use the mask property of CALayer to hide the popover and reveal it with a sliding animation.
Here is the code I used (same as in the video):
- (void)viewDidLoad
{
// Declaring the popover layer
CALayer *popover = [CALayer layer];
CGFloat popoverHeight = 64.0f;
CGFloat popoverWidth = 200.0f;
popover.frame = CGRectMake(50.0f, 100.0f, popoverWidth, popoverHeight);
popover.contents = (id) [UIImage imageNamed:#"popover.png"].CGImage;
// Declaring the mask layer
CALayer *maskLayer = [CALayer layer];
maskLayer.frame = CGRectMake(0, - popoverHeight, popoverWidth, popoverHeight);
maskLayer.backgroundColor = [UIColor colorWithRed:1.0f green:1.0f blue:1.0f alpha:1.0f].CGColor;
// Setting the animation (animates the mask layer)
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position.y"];
animation.byValue = [NSNumber numberWithFloat:popoverHeight];
animation.repeatCount = HUGE_VALF;
animation.duration = 2.0f;
[maskLayer addAnimation:animation forKey:#"position.y"];
//Assigning the animated maskLayer to the mask property of your popover
popover.mask = maskLayer;
[self.view.layer addSublayer:popover];
[super viewDidLoad];
}
NOTE: You have to import the QuartzCore framework into your project and write this line in your header file: #import <QuartzCore/QuartzCore.h>.
Tells if this works for you or if you need any more help setting this up.
Try this code.
Consider the UIImageView as imageView.
imageView.contentMode = UIViewContentModeScaleAspectFill;
CGRect imageRect = imageView.frame;
CGRect origImgRect = imageRect;
imageRect.size.height = 5;
imageView.frame = imageRect;
[UIView animateWithDuration:2.0
animations:^{imageView.rect = origImgRect;}
completion:^(BOOL finished){ }];

The serrated(shake) image will be shown when rotating the image if i use CATransform3DMakeRotation

I have a problem with the image rotated.
The serrated(shake) image will be shown when rotating the image if i use CATransform3DMakeRotation(M_PI, 0, 0, -1.0) to make a animation with layer.
The backgroundView is added into another animation view (same as the backgroundView, but the direction is reverse).
The code is:
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(M_PI , 0, 0, -1.0)];
animation.duration = 30;
animation.cumulative = YES;
animation.repeatCount = INT_MAX;
[backgroundView.layer addAnimation:animation forKey:#"animationOne"];
Thank you for your time.
The problem is fixed , to use the function can remove the serrate of image when rotating.
[self.layer setShouldRasterize:YES];

Failed Attempt to use Perspective Transformations in Core Animation

I'm trying to create a simple iPhone app that displays a picture with a reflection beneath, and I want to rotate the picture around the X axis, using Core Animation.
I've started by creating a new iPhone app using the "View-based Application" template. I added a "Picture.jpg" image file, and then I added this to the view controller:
- (void)awakeFromNib {
CGFloat zDistance = 1500.0f;
// Create perspective transformation
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0f / -zDistance;
// Create perspective transform for reflected layer
CATransform3D reflectedTransform = CATransform3DMakeRotation(M_PI, 1.0f, 0.0f, 0.0f);
reflectedTransform.m34 = 1.0f / -zDistance;
// Create spinning picture
CALayer *spinningLayer = [CALayer layer];
spinningLayer.frame = CGRectMake(60.0f, 60.0f, 200.0f, 300.0f);
spinningLayer.contents = (id)[UIImage imageNamed:#"Picture.jpg"].CGImage;
spinningLayer.transform = transform;
// Create reflection of spinning picture
CALayer *reflectionLayer = [CALayer layer];
reflectionLayer.frame = CGRectMake(60.0f, 360.0f, 200.0f, 300.0f);
reflectionLayer.contents = (id)[UIImage imageNamed:#"Picture.jpg"].CGImage;
reflectionLayer.opacity = 0.4f;
reflectionLayer.transform = reflectedTransform;
// Add layers to the root layer
[self.view.layer addSublayer:spinningLayer];
[self.view.layer insertSublayer:reflectionLayer below:spinningLayer];
// Spin the layers
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
anim.fromValue = [NSNumber numberWithFloat:0.0f];
anim.toValue = [NSNumber numberWithFloat:(2 * M_PI)];
anim.duration = 3.0f;
anim.repeatCount = 1e100f;
[spinningLayer addAnimation:anim forKey:#"anim"];
[reflectionLayer addAnimation:anim forKey:#"anim"];
}
This almost works. The problem is that the spinning of the main picture and of the reflection are not perfectly synchronized. It's very close to perfect, but the edges of the bottom of the picture and of top of the reflection are a few pixels apart. They appear to differ by a few degrees.
On the left side of the screen, the reflection seems to be "ahead" of the picture, and on the right side, the reflection is behind the picture. In other words, it looks like the bottom corners of the top image are pushed toward the screen, while the top corners of the reflection are pulled toward the viewer. This is true both when looking at the front and at the back of the images as they spin.
If I increase zDistance, the effect is less noticeable. If I eliminate the perspective transformations altogether by leaving transform.m34 equal to zero for both layers, then the picture and reflection look to be perfectly synchronized. So I don't think the problem is related to time-synchronization issues.
I suspect my perspective transformations are missing something, but I'm not sure how to determine what's wrong. I think I'm basically doing the same transformation described in this related Stack Overflow question.
Can someone help?
I think I may have found an answer to my question. In my original code, I created the reflection by placing it underneath the picture, and applying the flip and perspective. The right way to do it seems to be to place the reflection at the same position as the picture, apply translation and rotation transforms to get it to the right place, and then apply the perspective transformation.
When animating the spin, it is necessary to spin the reflection in the opposite direction of the picture's animation.
So, here's code that works:
- (void)awakeFromNib {
CGFloat zDistance = 1500.0f;
// Create perspective transformation
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0f / -zDistance;
// Create perspective transform for reflected layer
CATransform3D reflectedTransform = CATransform3DMakeTranslation(0.0f, 300.0f, 0.0f);
reflectedTransform = CATransform3DRotate(reflectedTransform, M_PI, 1.0f, 0.0f, 0.0f);
reflectedTransform.m34 = 1.0f / -zDistance;
// Create spinning picture
CALayer *spinningLayer = [CALayer layer];
spinningLayer.frame = CGRectMake(60.0f, 60.0f, 200.0f, 300.0f);
spinningLayer.contents = (id)[UIImage imageNamed:#"Picture.jpg"].CGImage;
spinningLayer.transform = transform;
// Create reflection of spinning picture
CALayer *reflectionLayer = [CALayer layer];
reflectionLayer.frame = CGRectMake(60.0f, 60.0f, 200.0f, 300.0f);
reflectionLayer.contents = (id)[UIImage imageNamed:#"Picture.jpg"].CGImage;
reflectionLayer.opacity = 0.4f;
reflectionLayer.transform = reflectedTransform;
// Add layers to the root layer
[self.view.layer addSublayer:spinningLayer];
[self.view.layer insertSublayer:reflectionLayer below:spinningLayer];
// Spin the layers
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
anim.fromValue = [NSNumber numberWithFloat:0.0f];
anim.toValue = [NSNumber numberWithFloat:(2 * M_PI)];
anim.duration = 3.0f;
anim.repeatCount = 1e100f;
[spinningLayer addAnimation:anim forKey:#"anim"];
CABasicAnimation *reflectAnim = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
reflectAnim.fromValue = [NSNumber numberWithFloat:0.0f];
reflectAnim.toValue = [NSNumber numberWithFloat:(-2 * M_PI)];
reflectAnim.duration = 3.0f;
reflectAnim.repeatCount = 1e100f;
[reflectionLayer addAnimation:reflectAnim forKey:#"reflectAnim"];
}
I'm not sure exactly why this works. It makes intuitive sense to me that placing the reflection at the same position as the original and then transforming it somehow puts the two images into the same "transformation space", but I'd appreciate it if someone could explain the mathematics behind this.
The full project is available at GitHub: https://github.com/kristopherjohnson/perspectivetest
You can use a CAAnimationGroup object to run two animations on the same time space. That should take care of any synchronization issues.
EDIT: removed silly code.

Layer.frame not updated after CAKeyframeAnimation?

I'm trying to animate a layer's position. It animates, but it's frame property is not updated at the end of the animation, it seems only its presentationLayer is. Here's what I'm doing:
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint (path, NULL, layer.frame.origin.x, layer.frame.origin.y);
CGPathAddLineToPoint(path, NULL, 20, 20);
CGPathAddLineToPoint(path, NULL, 20, 460);
CGPathAddLineToPoint(path, NULL, 300, 460);
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
animation.path = path;
animation.calculationMode = kCAAnimationPaced;
animation.repeatCount = 0;
animation.autoreverses = NO;
CAAnimationGroup *theGroup = [CAAnimationGroup animation];
theGroup.animations = [NSArray arrayWithObject:animation];
theGroup.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
theGroup.duration = 2;
theGroup.removedOnCompletion = NO;
theGroup.fillMode = kCAFillModeForwards;
CFRelease(path);
[layer addAnimation:theGroup forKey:#"animatePosition"];
After the animation completes, the layer is sitting at its correct destination, but when I query its frame value, it says it's still at its original location! When/where/how are we supposed to bring the frame property in sync with the presentationLayer frame property of the layer?
Thanks
Animation doesn't actually change any values on the underlying layer. To update the actual frame value, immediately after your last line, just set the frame to the new value. Then you can probably get rid of the removedOnCompletion = NO;
As long as the animation isn't additive, the animation will run based on the data you entered, and setting the actual frame will have no effect on the display until the animation completes.