CGAffineTransform scale and translation - jump before animation CGAffineTransform scale and translation - jump before animation ios ios

CGAffineTransform scale and translation - jump before animation


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 = CGAffineTransformIdentitytransform = CGAffineTransformScale(transform, 1.1, 1.1)transform = CGAffineTransformTranslate(transform, 10, 10)view.layer.setAffineTransform(transform)

New code:

var transform = CATransform3DIdentitytransform = 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.

🎩✨


Looks like Apple UIView animation internal bug. When Apple interpolates CGAffineTransform changes between two values to create animation it should do following steps:

  • Extract translation, scale, and rotation
  • Interpolate extracted values form start to end
  • Assemble CGAffineTransform for each interpolation step

Assembling should be in following order:

  • Translation
  • Scaling
  • Rotation

But looks like Apple make translation after scaling and rotation. This bug should be fixed by Apple.


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 = .blueself.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    }


matomo