I want to rotate a UIImageView
by roughly 10 degrees left/right but have a smooth animation, rather than a sudden turn which I see using:
player.transform = CGAffineTransformMakeRotation(angle)
Any help appreciated, thanks.
I want to rotate a UIImageView
by roughly 10 degrees left/right but have a smooth animation, rather than a sudden turn which I see using:
player.transform = CGAffineTransformMakeRotation(angle)
Any help appreciated, thanks.
I use some code like this to achieve a similar effect (though I rotate it by 360 degrees):
CABasicAnimation *rotate;
rotate = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
rotate.fromValue = [NSNumber numberWithFloat:0];
rotate.toValue = [NSNumber numberWithFloat:deg2rad(10)];
rotate.duration = 0.25;
rotate.repeatCount = 1;
[self.view.layer addAnimation:rotate forKey:@"10"];
I use code very similar to this to spin an image view.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.25]; // Set how long your animation goes for
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
player.transform = CGAffineTransformMakeRotation(angle); // if angle is in radians
// if you want to use degrees instead of radians add the following above your @implementation
// #define degreesToRadians(x)(x * M_PI / 180)
// and change the above code to: player.transform = CGAffineTransformMakeRotation(degreesToRadians(angle));
[UIView commitAnimations];
// The rotation code above will rotate your object to the angle and not rotate beyond that.
// If you want to rotate the object again but continue from the current angle, use this instead:
// player.transform = CGAffineTransformRotate(player.transform, degreesToRadians(angle));
i have some code rotate 360 degrees:
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations:(CGFloat)rotations repeat:(float)repeat;
{
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: rotations * 2.0 /* full rotation*/ * rotations * duration ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat;
[view.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];
}
call it: [self runSpinAnimationOnView:imgView duration:0.1 rotations:M_PI_4 repeat:10];
And animation rotate some degrees and again:
- (void)rotateImage:(UIImageView *)image duration:(NSTimeInterval)duration delay:(NSTimeInterval)delay
curve:(int)curve rotations:(CGFloat)rotations
{
[UIView animateWithDuration:duration
delay:delay
options:0
animations:^{
[UIView setAnimationCurve:curve];
image.transform = CGAffineTransformMakeRotation(rotations);
}
completion:^(BOOL finished){
[self rotateImage2:image duration:duration delay:delay curve:curve rotations:rotations];
;
}];
[UIView commitAnimations];
}
- (void)rotateImage2:(UIImageView *)image duration:(NSTimeInterval)duration delay:(NSTimeInterval)delay
curve:(int)curve rotations:(CGFloat)rotations
{
[UIView animateWithDuration:duration
delay:delay
options:0
animations:^{
[UIView setAnimationCurve:curve];
image.transform = CGAffineTransformMakeRotation(-rotations);
}
completion:^(BOOL finished){
[self rotateImage:image duration:duration delay:delay curve:curve rotations:rotations];
;
}];
[UIView commitAnimations];
}
If you want to rotate a uiimageview by roughly 10 degrees left/right
call : [self rotateImage:imgView duration:0.7 delay:0.0 curve:UIViewAnimationCurveEaseIn rotations:(M_PI/18)];
similar, some degress
Converted for Swift 3/4:
let animation = CABasicAnimation(keyPath: "transform.rotation")
animation.fromValue = 0
animation.toValue = Double.pi * 2.0
animation.duration = 2
animation.repeatCount = .infinity
animation.isRemovedOnCompletion = false
imageView.layer.add(animation, forKey: "spin")
A modern Swift
solution, using NSTimer
and CGAffineTransformMakeRotation
:
class Rotation: UIViewController {
var timer = NSTimer()
var rotAngle: CGFloat = 0.0
@IBOutlet weak var rotationImage: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
activateTimer()
}
func activateTimer() {
//(1)
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target:self, selector:#selector(Rotation.updateCounter), userInfo: nil, repeats: true)
}
func updateCounter() {
//(2)
var rotateLeft: Bool = true
if rotateLeft {
rotAngle -= 30.0
} else {
rotAngle += 30.0
}
//(3)
UIView.animateWithDuration(2.0, animations: {
self.rotationImage.transform = CGAffineTransformMakeRotation((self.rotAngle * CGFloat(M_PI)) / 180.0)
})
}
}
Things to notice:
Connect the outlet the the UIImageView
Play with the (1)timer pace, (2)animation pace and (3)rotation angle to get the desired results. This set of variables worked for me.