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 cen
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.
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"];