How can I animate the movement of a view or image along a curved path?

I am developing a commerce application. When I add an item to the shopping cart, I want to create an effect where an image of the item follows a curved path and ends up at the cart tab.

How can I create an animation of an image along a curve like this?

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You can animate a UIView's center property using a CAKeyframeAnimation. See the CoreAnimation programming guide.

To expand upon what Nikolai said, the best way to handle this is to use Core Animation to animate the motion of the image or view along a Bezier path. This is accomplished using a CAKeyframeAnimation. For example, I've used the following code to animate an image of a view into an icon to indicate saving (as can be seen in the video for this application):

First of all import QuartzCore header file #import <QuartzCore/QuartzCore.h>

UIImageView *imageViewForAnimation = [[UIImageView alloc] initWithImage:imageToAnimate];
imageViewForAnimation.alpha = 1.0f;
CGRect imageFrame = imageViewForAnimation.frame;
//Your image frame.origin from where the animation need to get start
CGPoint viewOrigin = imageViewForAnimation.frame.origin;
viewOrigin.y = viewOrigin.y + imageFrame.size.height / 2.0f;
viewOrigin.x = viewOrigin.x + imageFrame.size.width / 2.0f;


imageViewForAnimation.frame = imageFrame;
imageViewForAnimation.layer.position = viewOrigin;
[self.view addSubview:imageViewForAnimation];


// Set up fade out effect
CABasicAnimation *fadeOutAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"];
[fadeOutAnimation setToValue:[NSNumber numberWithFloat:0.3]];
fadeOutAnimation.fillMode = kCAFillModeForwards;
fadeOutAnimation.removedOnCompletion = NO;


// Set up scaling
CABasicAnimation *resizeAnimation = [CABasicAnimation animationWithKeyPath:@"bounds.size"];
[resizeAnimation setToValue:[NSValue valueWithCGSize:CGSizeMake(40.0f, imageFrame.size.height * (40.0f / imageFrame.size.width))]];
resizeAnimation.fillMode = kCAFillModeForwards;
resizeAnimation.removedOnCompletion = NO;


// Set up path movement
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
pathAnimation.calculationMode = kCAAnimationPaced;
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
//Setting Endpoint of the animation
CGPoint endPoint = CGPointMake(480.0f - 30.0f, 40.0f);
//to end animation in last tab use
//CGPoint endPoint = CGPointMake( 320-40.0f, 480.0f);
CGMutablePathRef curvedPath = CGPathCreateMutable();
CGPathMoveToPoint(curvedPath, NULL, viewOrigin.x, viewOrigin.y);
CGPathAddCurveToPoint(curvedPath, NULL, endPoint.x, viewOrigin.y, endPoint.x, viewOrigin.y, endPoint.x, endPoint.y);
pathAnimation.path = curvedPath;
CGPathRelease(curvedPath);


CAAnimationGroup *group = [CAAnimationGroup animation];
group.fillMode = kCAFillModeForwards;
group.removedOnCompletion = NO;
[group setAnimations:[NSArray arrayWithObjects:fadeOutAnimation, pathAnimation, resizeAnimation, nil]];
group.duration = 0.7f;
group.delegate = self;
[group setValue:imageViewForAnimation forKey:@"imageViewBeingAnimated"];


[imageViewForAnimation.layer addAnimation:group forKey:@"savingAnimation"];


[imageViewForAnimation release];

Swift 4 version similar to ObjC example from original response.

class KeyFrameAnimationsViewController: ViewController {


let sampleImage = ImageFactory.image(size: CGSize(width: 160, height: 120), fillColor: .blue)


private lazy var imageView = ImageView(image: sampleImage)
private lazy var actionButton = Button(title: "Animate").autolayoutView()


override func setupUI() {
view.addSubviews(imageView, actionButton)
view.backgroundColor = .gray
}


override func setupLayout() {
LayoutConstraint.withFormat("|-[*]", actionButton).activate()
LayoutConstraint.withFormat("V:|-[*]", actionButton).activate()
}


override func setupHandlers() {
actionButton.setTouchUpInsideHandler { [weak self] in
self?.animate()
}
}


private func animate() {


imageView.alpha = 1
let isRemovedOnCompletion = false


let sizeFrom = CGSize(width: 40, height: 20)
let sizeTo = CGSize(width: 80, height: 60)
let originFrom = CGPoint(x: 40, y: 40)
let originTo = CGPoint(x: 240, y: 480)


imageView.frame = CGRect(origin: originFrom, size: sizeFrom)
imageView.layer.position = originFrom


// Set up fade out effect
let fadeOutAnimation = CABasicAnimation(keyPath: "opacity")
fadeOutAnimation.toValue = 0.3
fadeOutAnimation.fillMode = kCAFillModeForwards
fadeOutAnimation.isRemovedOnCompletion = isRemovedOnCompletion


// Set up scaling
let resizeAnimation = CABasicAnimation(keyPath: "bounds.size")
resizeAnimation.toValue = sizeTo
resizeAnimation.fillMode = kCAFillModeForwards
resizeAnimation.isRemovedOnCompletion = isRemovedOnCompletion


// Set up path movement
let pathAnimation = CAKeyframeAnimation(keyPath: "position")
pathAnimation.calculationMode = kCAAnimationPaced;
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.isRemovedOnCompletion = isRemovedOnCompletion


// Setting Endpoint of the animation to end animation in last tab use
let curvedPath = CGMutablePath()
curvedPath.move(to: originFrom)
// About curves: https://www.bignerdranch.com/blog/core-graphics-part-4-a-path-a-path/
curvedPath.addQuadCurve(to: originTo, control: CGPoint(x: originFrom.x,  y: originTo.y))
pathAnimation.path = curvedPath


let group = CAAnimationGroup()
group.fillMode = kCAFillModeForwards
group.isRemovedOnCompletion = isRemovedOnCompletion
group.animations = [fadeOutAnimation, pathAnimation, resizeAnimation]
group.duration = 0.7
group.setValue(imageView, forKey: "imageViewBeingAnimated")


imageView.layer.add(group, forKey: "savingAnimation")
}
}

The way to animate along CGPath using UIView.animateKeyframes (Swift 4)

private func animateNew() {


let alphaFrom: CGFloat = 1
let alphaTo: CGFloat = 0.3
let sizeFrom = CGSize(width: 40, height: 20)
let sizeTo = CGSize(width: 80, height: 60)
let originFrom = CGPoint(x: 40, y: 40)
let originTo = CGPoint(x: 240, y: 480)


let deltaWidth = sizeTo.width - sizeFrom.width
let deltaHeight = sizeTo.height - sizeFrom.height
let deltaAlpha = alphaTo - alphaFrom


// Setting default values
imageViewNew.alpha = alphaFrom
imageViewNew.frame = CGRect(origin: originFrom, size: sizeFrom)


// CGPath setup for calculating points on curve.
let curvedPath = CGMutablePath()
curvedPath.move(to: originFrom)
curvedPath.addQuadCurve(to: originTo, control: CGPoint(x: originFrom.x,  y: originTo.y))
let path = Math.BezierPath(cgPath: curvedPath, approximationIterations: 10)


// Calculating timing parameters
let duration: TimeInterval = 0.7
let numberOfKeyFrames = 16
let curvePoints = Math.Easing.timing(numberOfSteps: numberOfKeyFrames, .easeOutQuad)


UIView.animateKeyframes(withDuration: duration, delay: 0, options: [.calculationModeCubic], animations: {
// Iterating curve points and adding key frames
for point in curvePoints {
let origin = path.point(atPercentOfLength: point.end)
let size = CGSize(width: sizeFrom.width + deltaWidth * point.end,
height: sizeFrom.height + deltaHeight * point.end)
let alpha = alphaFrom + deltaAlpha * point.end
UIView.addKeyframe(withRelativeStartTime: TimeInterval(point.start), relativeDuration: TimeInterval(point.duration)) {
self.imageViewNew.frame = CGRect(origin: origin, size: size)
self.imageViewNew.alpha = alpha
}
}
}, completion: nil)
}

File: Math.Easing.swift

// Inspired by: RBBAnimation/RBBEasingFunction.m: https://github.com/robb/RBBAnimation/blob/master/RBBAnimation/RBBEasingFunction.m
extension Math { public struct Easing { } }


extension Math.Easing {


public enum Algorithm: Int {
case linear, easeInQuad, easeOutQuad, easeInOutQuad
}


@inline(__always)
public static func linear(_ t: CGFloat) -> CGFloat {
return t
}


@inline(__always)
public static func easeInQuad(_ t: CGFloat) -> CGFloat  {
return t * t
}


@inline(__always)
public static func easeOutQuad(_ t: CGFloat) -> CGFloat  {
return t * (2 - t)
}


@inline(__always)
public static func easeInOutQuad(_ t: CGFloat) -> CGFloat  {
if t < 0.5 {
return 2 * t * t
} else {
return -1 + (4 - 2 * t) * t
}
}
}


extension Math.Easing {


public struct Timing {


public let start: CGFloat
public let end: CGFloat
public let duration: CGFloat


init(start: CGFloat, end: CGFloat) {
self.start = start
self.end = end
self.duration = end - start
}


public func multiplying(by: CGFloat) -> Timing {
return Timing(start: start * by, end: end * by)
}
}


public static func process(_ t: CGFloat, _ algorithm: Algorithm) -> CGFloat {
switch algorithm {
case .linear:
return linear(t)
case .easeInQuad:
return easeInQuad(t)
case .easeOutQuad:
return easeOutQuad(t)
case .easeInOutQuad:
return easeInOutQuad(t)
}
}


public static func timing(numberOfSteps: Int, _ algorithm: Algorithm) -> [Timing] {
var result: [Timing] = []
let linearStepSize = 1 / CGFloat(numberOfSteps)
for step in (0 ..< numberOfSteps).reversed() {
let linearValue = CGFloat(step) * linearStepSize
let processedValue = process(linearValue, algorithm) // Always in range 0 ... 1
let lastValue = result.last?.start ?? 1
result.append(Timing(start: processedValue, end: lastValue))
}
result = result.reversed()
return result
}
}

File: Math.BezierPath.swift. Look on this SO answer: https://stackoverflow.com/a/50782971/1418981

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