I'm trying to use CGAffineTransformMakeRotation, and I refer Apple document which says
The angle, in radians, by which this matrix rotates the coordinate system axes. In iOS, a positive value specifies counterclockwise rotation and a negative value specifies clockwise rotation. In OS X, a positive value specifies clockwise rotation and a negative value specifies counterclockwise rotation.
So, I pass parameter 90 degree, it should counterclockwise rotation.
self.myView is gray background color view, and red square view is just for see rotation direction
#define DEGREES_TO_RADIANS(x) (x * M_PI/180.0)
CGAffineTransform rotation = CGAffineTransformMakeRotation( DEGREES_TO_RADIANS(90) );
[self.myView setTransform:rotation];
But why it clockwise rotation?
I'm trying use in simulator and device both have the same result, clockwise rotation
And then tring to use animation:
#define DEGREES_TO_RADIANS(x) (x * M_PI/180.0)
CGAffineTransform rotation = CGAffineTransformMakeRotation( DEGREES_TO_RADIANS(90) );
[UIView animateWithDuration:0.5
animations:^{
self.myView.transform = rotation;
}
completion:^(BOOL finished) {
NSLog(@"%@", NSStringFromCGAffineTransform(self.myView.transform));
}];
It has the same result, clockwise rotation.
Can somebody explain why, Thanks for the reply.
Don't get confuse. Its wrong in apple documentation.
CGAffineTransformMakeRotation(-angle) // for anti-clockwise rotation CGAffineTransformMakeRotation(angle) // for clockwise rotation
This is actually correct behavior, and the documentation describes it correctly.
You're dealing with two different coordinate systems here. Core Graphics' coordinate system has (0, 0) on the bottom left, but UIKit's coordinate system has (0, 0) on the top left. Both coordinate systems have an X-axis with 0 on the left. In other words, UIKit's coordinate system is the Core Graphics coordinate system flipped vertically. The following image demonstrates the difference:
Now, let's look at your quote:
At first glance that seems wrong, but you've missed something. This is a quote from the CGAffineTransformMakeRotation reference. This is part of the Core Graphics reference, not the UIKit reference. It's referring to the rotation as counterclockwise in Core Graphics' coordinate system.
You can picture this rotation in your head by flipping what you're seeing on screen vertically and imagining what the rotation would look like.
In fact, the CGAffineTransformMakeRotation reference has a discussion item which goes on to document this:
The discussion item on CGContext's rotate(by:) method reference describes this behavior a little better:
This is an error in documentation.
Here they describe matrix and provide equations which they use to do the transform:
If you do the math, you'll see that for positive angles, it gives rotation counterclockwise when Y axis direction is upwards as in OS X and clockwise when Y axis directed downwards as in iOS
For example you may try to transform point (5,0) with 90 degrees, you will get (0,5), which means clockwise for iOS and counterclockwise for OS X.
The same piece of documentation still have the (false) part you quoted:
Which is clearly wrong, because the equations (which are the part of the same document and are pretty standard rotation equations) say the opposite.
To get anti-clockwise rotation.. make ur angle in -ve eg:
*
*
I have a simple code to rotate image in diffrent direction.