CoreAnimation CAShapeLayer Animating Bezier Path

CoreAnimation CAShapeLayer Animating Bezier Path

By : user2952008
Date : November 18 2020, 03:49 PM
will help you I'd like the endAngle to increase so that it looks like time is running out. , You can take current animated value using presentationLayer
code :
CGFloat val = [[bezier.presentationLayer valueForKey:@"strokeEnd"] floatValue];

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CAShapeLayer Animating Path Glitches / Flickers (From Ellipse to Rect and back)

CAShapeLayer Animating Path Glitches / Flickers (From Ellipse to Rect and back)

By : yangXdynasty
Date : March 29 2020, 07:55 AM
help you fix your problem Unfortunately this is a limitation of the otherwise awesome animatable path property of CAShapeLayers.
Basically it tries to interpolate between the two paths. It hits trouble when the destination path and start path have a different number of control points - and curves and straight edges will have this problem.
CoreAnimation performance profiling - CAReplicatorLayer with CAShapeLayer

CoreAnimation performance profiling - CAReplicatorLayer with CAShapeLayer

By : Sushant Kumar
Date : March 29 2020, 07:55 AM
I wish this help you The solution to this was to remove all UI elements with transparency from the screen (or setting them to opaque).
The fillrate suffers highly when rendering an animated CAShapeLayer under or above UI elements with transparency.
Animating between two bezier path shapes

Animating between two bezier path shapes

By : Abrwin21
Date : March 29 2020, 07:55 AM
should help you out The first important point is to construct the two bezier paths similarly, so the rectangle is a (trivial) analogue to the more complex shape.
code :
// the complex bezier path
let initialPoint = CGPoint(x: 0, y: 0)
let curveStart = CGPoint(x: 0, y: (rect.size.height) * (0.2))
let curveControl = CGPoint(x: (rect.size.width) * (0.6), y: (rect.size.height) * (0.5))
let curveEnd = CGPoint(x: 0, y: (rect.size.height) * (0.8))
let firstCorner = CGPoint(x: 0, y: rect.size.height)
let secondCorner = CGPoint(x: rect.size.width, y: rect.size.height)
let thirdCorner = CGPoint(x: rect.size.width, y: 0)

var myBezierArc = UIBezierPath()
myBezierArc.addQuadCurveToPoint(curveEnd, controlPoint: curveControl)
let curveControl = CGPoint(x: 0, y: (rect.size.height) * (0.5))
let myAnimation = CABasicAnimation(keyPath: "path")

if (isArcVisible == true) {
    myAnimation.fromValue = myBezierArc.CGPath
    myAnimation.toValue = myBezierTrivial.CGPath
} else {
    myAnimation.fromValue = myBezierTrivial.CGPath
    myAnimation.toValue = myBezierArc.CGPath
myAnimation.duration = 0.4
myAnimation.fillMode = kCAFillModeForwards
myAnimation.removedOnCompletion = false

myImageView.layer.mask.addAnimation(myAnimation, forKey: "animatePath")
CAShapeLayer, animating path with Transactions

CAShapeLayer, animating path with Transactions

By : JonP
Date : March 29 2020, 07:55 AM
I wish this help you The answer is simple but a bit unsatisfactory: while the path property is animatable, it doesn't support implicit animations. This is called out in the Discussion section of the documentation for the path property:
Animating line shaped CAShapeLayer in circular path

Animating line shaped CAShapeLayer in circular path

By : Maedeh Safari
Date : March 29 2020, 07:55 AM
wish help you to fix your issue You can't achieve speed meter animation using UIBezierPath. You need to transform Line in whatever angle you want. Please refer following code for rotation which I made just for solving your problem.
code :
let circleCenter = CGPoint(x: 150.0, y: 150.0)

let startPoint = CGPoint(x: 100, y: 150.0)
    // Start Path
    let pointerStartPath = UIBezierPath()
    pointerStartPath.move(to: circleCenter)
    pointerStartPath.addLine(to: startPoint)

    let pointerPathLayer = CAShapeLayer()
    pointerPathLayer.frame = CGRect(x: 0, y:0, width: 300, height: 300)
    pointerPathLayer.path = pointerStartPath.cgPath
    pointerPathLayer.lineWidth = 2
    pointerPathLayer.fillColor = UIColor.green.cgColor
    pointerPathLayer.strokeColor = UIColor.black.cgColor

// New : Set Anchor point
pointerPathLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)

    let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
    rotateAnimation.fromValue = 0.0
    rotateAnimation.toValue = CGFloat.pi * 2.0
    rotateAnimation.duration = 2.0
    pointerPathLayer.add(rotateAnimation, forKey: "Animation")
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