I want to animate a view alongside a path (without CAKeyframeAnimation
) instead with UIViewPropertyAnimator
.
For that I have a path with start- and endpoint and a controlpoint to make a quadcurve.
let path = UIBezierPath()
path.move(to: view.center)
path.addQuadCurve(to: target.center, controlPoint: CGPoint(x: view.center.x-10, y: target.center.y+160))
My animator uses a UIView.animateKeyframes animation to animate the position alongside the path.
let animator = UIViewPropertyAnimator(duration: duration, curve: .easeIn)
animator.addAnimations {
UIView.animateKeyframes(withDuration: duration, delay: 0, options: [.calculationModeLinear], animations: {
let points = 100
for i in 1...points {
let pos = Double(i)/Double(points)
let x = self.quadBezier(pos: pos,
start: Double(view.center.x),
con: Double(view.center.x-10),
end: Double(target.center.x))
let y = self.quadBezier(pos: pos,
start: Double(view.center.y),
con: Double(target.center.y+160),
end: Double(target.center.y))
let duration = 1.0/Double(points)
let startTime = duration * Double(i)
UIView.addKeyframe(withRelativeStartTime: startTime, relativeDuration: duration) {
view.center = CGPoint(x: x, y: y)
}
}
})
}
To calculate the points I use the same function as @rmaddy, think we have the same source here.
func quadBezier(pos: Double, start: Double, con: Double, end: Double) -> Double {
let t_ = (1.0 - pos)
let tt_ = t_ * t_
let tt = pos * pos
return Double(start * tt_) + Double(2.0 * con * t_ * pos) + Double(end * tt)
}
First I thought the calulation is wrong because it felt like the calculated points going through the controlpoint or something:
But after iterating through the same forloop and adding blue points to the calculated x/y positions shows that the positions are correct.
So I wonder why my animation don't follow that path.
I found this question and posted my question as an answer but I guess nobody recognized that.
View.center is changing during animation, make it fixed then there is no problem:
try the following:
let cent = view.center
UIView.animateKeyframes(withDuration: duration, delay: 0, options: [.beginFromCurrentState], animations: {
let points = 100
for i in 1...points {
let pos = Double(i)/Double(points)
let x = self.quadBezier(pos: pos,
start: Double(cent.x), //here
con: Double(cent.x-10), //here
end: Double(square.center.x))
let y = self.quadBezier(pos: pos,
start: Double(cent.y), //here
con: Double(square.center.y+160),
end: Double(square.center.y))
let duration = 1.0 / Double(points)
let startTime = duration * Double(i)
print("Animate: \(Int(x)) : \(Int(y))")
UIView.addKeyframe(withRelativeStartTime: startTime, relativeDuration: duration) {
view.center = CGPoint(x: x, y: y)
}
}
})
}