In Cocoa/Touch, CAMediaTimingFunction represents four control points that specify a cubic bezier curve of a timing function. For an application I am writing I would like to be able to extract the result of said bezier curve at an arbitrary time t (0 -> 1). What is confusing me is that when I look up how to do this, the result is supposed to be a point as well, not a scalar:
However, Apple's implementation results in a scalar value (you can see on this graph they plot x(t) vs t: http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/Animation_Types_Timing/Articles/Timing.html#//apple_ref/doc/uid/TP40006670-SW1 )
So does Apple simply ignore the y coordinate of the result and only deal with the x? This seems strange because then you wouldn't need to pass in control points but rather control scalars as the y's wouldn't influence the result at all.
CoreAnimation's CAMediaTimingFunction
does what you want but doesn't expose getting 'y' for a given 'x' for versatile (animation) use but rather just feeds the solved values opaquely to the animation system under the hood.
I needed it myself so built a class with the interface and capabilities exactly like CAMediaTimingFunction
but with the needed -valueForX:
method; usage example:
RSTimingFunction *heavyEaseInTimingFunction = [RSTimingFunction timingFunctionWithControlPoint1:CGPointMake(0.8, 0.0) controlPoint2:CGPointMake(1.0, 1.0)];
CGFloat visualProgress = [heavyEaseInTimingFunction valueForX:progress];
You can create ease-in, ease-out, ease-in-ease-out or really any curves that can be described with a cubic Bézier curve. The implementation math is based on WebCore (WebKit), which is presumably what CoreAnimation is using under the hood too.
Enjoy, Raphael
It's unfortunate, but Core Animation doesn't expose its internal computational model for its animation timing. However, what has worked really well for me is to use Core Animation to do the work!
CALayer
to serve as an evaluator((0.0, 0.0), (1.0, 1.0))
isHidden
to true
speed
to 0.0
When you want to evaluate any CAMediaTimingFunction
, create a reference animation:
let basicAnimation = CABasicAnimation(keyPath: "bounds.origin.x")
basicAnimation.duration = 1.0
basicAnimation.timingFunction = timingFunction
basicAnimation.fromValue = 0.0
basicAnimation.toValue = containerLayer.bounds.width
referenceLayer.add(basicAnimation, forKey: "evaluatorAnimation")
Set the reference layer's timeOffset
to whatever normalized input value (i.e., between 0.0
and 1.0
) you want to evaluate:
referenceLayer.timeOffset = 0.3 // 30% into the animation
Ask for the reference layer's presentation layer, and get its current bounds origin x value:
if let presentationLayer = referenceLayer.presentation() as CALayer? {
let evaluatedValue = presentationLayer.bounds.origin.x / containerLayer.bounds.width
}
Basically, you're using Core Animation to run an animation for an invisible layer. But the layer's speed
is 0.0
, so it won't progress the animation at all. Using timeOffset
, we can manually adjust the current position of the animation then get its presentation layer's x position. This represents the current perceived value of that property as driven by the animation.
It's a little unconventional, but there's nothing hacky about it. It's as faithful a representation of the output value of a CAMediaTimingFunction
as you can get because Core Animation is actually using it.
The only thing to be aware of is that presentation layers are close approximations of the values presented on screen. Core Animation makes no guarantees as to their accuracy, but in all my years of using Core Animation, I've never seen it be inaccurate. Still, if your application requires absolute accuracy, it's possible this technique might not be the best.
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