I am struggling with an issue regarding CGAffineTransform scale and translation where when I set a transform in an animation block on a view that already has a transform the vie
Looks like Apple UIView animation internal bug. When Apple interpolates CGAffineTransform
changes between two values to create animation it should do following steps:
CGAffineTransform
for each interpolation stepAssembling should be in following order:
But looks like Apple make translation after scaling and rotation. This bug should be fixed by Apple.
The source of the issue is the lack of perspective information to the transform.
You can add perspective information modifying the m34
property of your 3d transform
var transform = CATransform3DIdentity
transform.m34 = 1.0 / 200 //your own perspective value here
transform = CATransform3DScale(transform, 1.1, 1.1, 1.0)
transform = CATransform3DTranslate(transform, 10, 10, 0)
view.layer.transform = transform
I ran into the same issue, but couldn't find the exact source of the problem. The jump seems to appear only in very specific conditions: If the view animates from a transform t1
to a transform t2
and both transforms are a combination of a scale and a translation (that's exactly your case). Given the following workaround, which doesn't make sense to me, I assume it's a bug in Core Animation.
First, I tried using CATransform3D
instead of CGAffineTransform
.
Old code:
var transform = CGAffineTransformIdentity
transform = CGAffineTransformScale(transform, 1.1, 1.1)
transform = CGAffineTransformTranslate(transform, 10, 10)
view.layer.setAffineTransform(transform)
New code:
var transform = CATransform3DIdentity
transform = CATransform3DScale(transform, 1.1, 1.1, 1.0)
transform = CATransform3DTranslate(transform, 10, 10, 0)
view.layer.transform = transform
The new code should be equivalent to the old one (the fourth parameter is set to 1.0
or 0
so that there is no scaling/translation in z
direction), and in fact it shows the same jumping. However, here comes the black magic: In the scale transformation, change the z
parameter to anything different from 1.0
, like this:
transform = CATransform3DScale(transform, 1.1, 1.1, 1.01)
This parameter should have no effect, but now the jump is gone.
Instead of CGAffineTransformMakeScale() and CGAffineTransformMakeTranslation(), which create a transform based off of CGAffineTransformIdentity (basically no transform), you want to scale and translate based on the view's current transform using CGAffineTransformScale() and CGAffineTransformTranslate(), which start with the existing transform.
I dont know why, but this code can work
update:
I successfully combine scale, translate, and rotation together, from any transform state to any new transform state.
I think the transform is reinterpreted at the start of the animation.
the anchor of start transform is considered in new transform, and then we convert it to old transform.
self.v = UIView(frame: CGRect(x: 50, y: 50, width: 50, height: 50))
self.v?.backgroundColor = .blue
self.view.addSubview(v!)
func buttonPressed() {
let view = self.v!
let m1 = view.transform
let tempScale = CGFloat(arc4random()%10)/10 + 1.0
let tempRotae:CGFloat = 1
let m2 = m1.translatedBy(x: CGFloat(arc4random()%30), y: CGFloat(arc4random()%30)).scaledBy(x: tempScale, y: tempScale).rotated(by:tempRotae)
self.animationViewToNewTransform(view: view, newTranform: m2)
}
func animationViewToNewTransform(view: UIView, newTranform: CGAffineTransform) {
// 1. pointInView.apply(view.transform) is not correct point.
// the real matrix is mAnchorToOrigin.inverted().concatenating(m1).concatenating(mAnchorToOrigin)
// 2. animation begin trasform is relative to final transform in final transform coordinate
// anchor and mAnchor
let normalizedAnchor0 = view.layer.anchorPoint
let anchor0 = CGPoint(x: normalizedAnchor0.x * view.bounds.width, y: normalizedAnchor0.y * view.bounds.height)
let mAnchor0 = CGAffineTransform.identity.translatedBy(x: anchor0.x, y: anchor0.y)
// 0->1->2
//let origin = CGPoint(x: 0, y: 0)
//let m0 = CGAffineTransform.identity
let m1 = view.transform
let m2 = newTranform
// rotate and scale relative to anchor, not to origin
let matrix1 = mAnchor0.inverted().concatenating(m1).concatenating(mAnchor0)
let matrix2 = mAnchor0.inverted().concatenating(m2).concatenating(mAnchor0)
let anchor1 = anchor0.applying(matrix1)
let mAnchor1 = CGAffineTransform.identity.translatedBy(x: anchor1.x, y: anchor1.y)
let anchor2 = anchor0.applying(matrix2)
let txty2 = CGPoint(x: anchor2.x - anchor0.x, y: anchor2.y - anchor0.y)
let txty2plusAnchor2 = CGPoint(x: txty2.x + anchor2.x, y: txty2.y + anchor2.y)
let anchor1InM2System = anchor1.applying(matrix2.inverted()).applying(mAnchor0.inverted())
let txty2ToM0System = txty2plusAnchor2.applying(matrix2.inverted()).applying(mAnchor0.inverted())
let txty2ToM1System = txty2ToM0System.applying(mAnchor0).applying(matrix1).applying(mAnchor1.inverted())
var m1New = m1
m1New.tx = txty2ToM1System.x + anchor1InM2System.x
m1New.ty = txty2ToM1System.y + anchor1InM2System.y
view.transform = m1New
UIView.animate(withDuration: 1.4) {
view.transform = m2
}
}
I also try the zScale solution, it seems also work if set zScale non-1 at the first transform or at every transform
let oldTransform = view.layer.transform
let tempScale = CGFloat(arc4random()%10)/10 + 1.0
var newTransform = CATransform3DScale(oldTransform, tempScale, tempScale, 1.01)
newTransform = CATransform3DTranslate(newTransform, CGFloat(arc4random()%30), CGFloat(arc4random()%30), 0)
newTransform = CATransform3DRotate(newTransform, 1, 0, 0, 1)
UIView.animate(withDuration: 1.4) {
view.layer.transform = newTransform
}