question about CGAffineTransformTranslate - cocoa

CGRect rect1 = backgroundImageView.frame;
NSLog(#"%f,%f,%f,%f",rect1.origin.x,rect1.origin.y,
rect1.size.width,rect1.size.height);
angle = -90.0;
moveX = 0;
moveY = 0.0;
CGFloat degreesToRadians = M_PI * angle / 180.0;
CGAffineTransform landscapeTransform =
CGAffineTransformMakeRotation(degreesToRadians);
landscapeTransform =
CGAffineTransformTranslate(landscapeTransform, moveX, moveY);
[backgroundImageView setTransform:landscapeTransform];
rect1 = backgroundImageView.frame;
NSLog(#"%f,%f,%f,%f",rect1.origin.x,rect1.origin.y,
rect1.size.width,rect1.size.height);
the debug message output:
0.000000,0.000000,320.000000,480.000000
-80.000000,80.000000,480.000000,320.000000
why does the (x,y) changes to (-80,80)?

When you set the transform, the backgroundImageView.center does not change. If the parent view has already rotated, yout can do something like this after applying the transform.
backgroundImageView.center = backgroundImageView.superview.center;
Either way, for your purposes you should adjust the center and not translate the transform.

Related

Quaternion translation and rotation in iOS OpenGL ES

I'm struggling with some quaternion code in iOS. I have an open cube, which i've rotated into an isometric view. i am able to rotate the cube with touch and rotate about its axis and also zoom in/out. I also have labels associated with the cube - which also need to rotate with the cube. Again, i've managed to do this.
However, i'm now trying to implement being able to drag the label (ie. translate it) from one position, to another. If we look at the image below, what i've tried to illustrate is that i want to be able to translate the label from "label from" to the position "label to". Then, when i come to rotating the cube, the label should stay in its new position and rotate with the cube. However, i'm making a cock-up of this translation and when i try rotating the cube, the label jumps to a new position since i've not set the label coordinates properly.
I have the quaternion associated with the cube.
With the following code, i have been able to translate the label properly when the quaternion is set to [0, 0, 0, 1] (so that the cube is front-on - looks like a square from this position).
- (void) rotateWithAngle:(float) radians andVector:(GLKVector3) axis andScale:(float) scale
{
if (radians != self.lastRadians
|| (axis.v[0] != self.lastAxis.v[0] || axis.v[1] != self.lastAxis.v[1] || axis.v[2] != self.lastAxis.v[2])
|| scale != self.lastScale)
{
GLKMatrix4 m = GLKMatrix4MakeTranslation(self.normX, self.normY, self.normZ);
if (radians != 0)
m = GLKMatrix4Rotate(m, radians, axis.x, -axis.y, axis.z);
m = GLKMatrix4Scale(m, scale, scale, scale);
float x = (m.m00 * m.m30) + (m.m01 * m.m31) + (m.m02 * m.m32) + (m.m03 * m.m33);
float y = (m.m10 * m.m30) + (m.m11 * m.m31) + (m.m12 * m.m32) + (m.m13 * m.m33);
float z = (m.m20 * m.m30) + (m.m21 * m.m31) + (m.m22 * m.m32) + (m.m23 * m.m33);
x /= m.m33;
y /= m.m33;
z /= m.m33;
float w = (((x+self.winSz) / (self.winSz * 2.0)) * self.parentFrame.size.width) + self.parentFrame.origin.x;
float h = (((y+self.winSz) / (self.winSz * 2.0)) * self.parentFrame.size.height) + self.parentFrame.origin.y;
self.lastRadians = radians;
self.lastAxis = axis;
self.lastScale = scale;
[self setCenter:CGPointMake(w,h)];
}
}
- (void) translateFromTouch:(UIPanGestureRecognizer *) pan
{
CGPoint translation = [pan translationInView:self];
CGPoint imageViewPosition = self.center;
GLKVector3 axis = GLKQuaternionAxis(*_quaternion);
float rot = GLKQuaternionAngle(*_quaternion);
CGFloat h = self.parentFrame.size.height;
CGFloat w = self.parentFrame.size.width;
imageViewPosition.x += translation.x;
imageViewPosition.y += translation.y;
self.center = imageViewPosition;
// recalculate the norm position
float x = ((2.0 * self.winSz * (imageViewPosition.x - self.parentFrame.origin.x)) / w) - self.winSz;
float y = ((2.0 * self.winSz * (imageViewPosition.y - self.parentFrame.origin.y)) / h) - self.winSz;
self.normX = x;
self.normY = y;
[pan setTranslation:CGPointZero inView:self];
}
These methods are hit if a label (based on a UILabel) is either dragged or the cube (or the opengl scene) is rotated.
This works when we are looking front-on, so that the x,y values can easily be converted from pixel coords into normal or world coords.
However, when the axis is not front-on, i'm struggling to figure it out. For instance, we we have the quaternion set at (0, sqrt(2)/2, 0, sqrt(2)/2) then all x translations correspond to z world coords. So how do i make this connection/calculation? I'm sure it's fairly easy but i've hit a wall with this.
(winSz i have set to 1.5. model coords very between -1 and 1)

Zoom to fit algorithm

I'm trying to build a "zoom to fit" algorithm in Lua (Codea). Imagine a shape anywhere on Canvas. I would like to automatically zoom on the center of this shape so that it occupies most part of the Canvas and be centred on it. Finally, I would like to be able to zoom back out to the initial situation, so matrices should do the job. Is There a simple way to do this ? Any code, even not in Lua, is welcome.
In C#,
double aspectRatio = shape.Width / shape.Height;
if (aspectRatio > 1)
{
// Width defines the layout
double origShapeWidth = shape.Width;
shape.Width = panel.Width;
shape.Height = panel.Width * shape.Height / origShapeWidth;
// Center the shape
double margin = (panel.Height - shape.Height) / 2;
shape.Margin = new Thickness(0, margin, 0, margin);
}
else
{
// Height defines the layout
double origShapeHeight = shape.Height;
shape.Height = panel.Height;
shape.Width = panel.Height * shape.Width / origShapeHeight;
// Center the shape
double margin = (panel.Width - shape.Width) / 2;
shape.Margin = new Thickness(margin, 0, margin, 0);
}

draw uiimage along CGMutablePathRef

How do i draw a custom uiimage along a CGMutablePathRef ? I can get the points from CGMutablePathRef but it does not give the smooth points that create the path.
I want to know if i can extract all of them plus the one that creat the smooth path.
i've used CGPathApply but i only get the control points, and when i draw my image it does not stay smooth as the original CGMutablePathRef
void pathFunction(void *info, const CGPathElement *element){
if (element->type == kCGPathElementAddQuadCurveToPoint)
{
CGPoint firstPoint = element->points[1];
CGPoint lastPoint = element->points[0];
UIImage *tex = [UIImage imageNamed:#"myimage.png"];
CGPoint vector = CGPointMake(lastPoint.x - firstPoint.x, lastPoint.y - firstPoint.y);
CGFloat distance = hypotf(vector.x, vector.y);
vector.x /= distance;
vector.y /= distance;
for (CGFloat i = 0; i < distance; i += 1.0f) {
CGPoint p = CGPointMake(firstPoint.x + i * vector.x, firstPoint.y + i * vector.y);
[tex drawAtPoint:p blendMode:kCGBlendModeNormal alpha:1.0f];
}
}
}
It seems like you are looking for the function that is used to draw a cubic Bézier curve from a start point and an end point and two control points.
start⋅(1-t)^3 + 3⋅c1⋅t(1-t)^2 + 3⋅c2⋅t^2(1-t) + end⋅t^3
By setting a value for t between 0 and 1 you will get a point on the curve at a certain percentage of the curve length. I have a short description of how it works in the end of this blog post.
Update
To find the point to draw the image somewhere between the start and end points you pick a t (for example 0.36 and use it to calculate the x and y value of that points.
CGPoint start, end, c1, c2; // set to some value of course
CGFloat t = 0.36;
CGFloat x = start.x*pow((1-t),3) + 3*c1.x*t*pow((1-t),2) + 3*c2.x*pow(t,2)*(1-t) + end.x*pow(t,3);
CGFloat y = start.y*pow((1-t),3) + 3*c1.y*t*pow((1-t),2) + 3*c2.y*pow(t,2)*(1-t) + end.y*pow(t,3);
CGPoint point = CGPointMake(x,y); // this is 36% along the line of the curve
Which given the path in the image would correspond to the orange circle
If you do this for many points along the curve you will have many images positioned along the curve.
Update 2
You are missing that kCGPathElementAddQuadCurveToPoint (implicitly) has 3 points: start (the current/previous points, the control point (points[0]) and the end point (points[1]). For a quad curve both control points are the same so c1 = c2;. For kCGPathElementAddCurveToPoint you would get 2 different control points.

Rotating CALayer of NSImageView 90 degrees

I am trying to rotate the CALayer of an NSImageView. My problem is that the anchorPoint appears to be (0.0, 0.0) by default but I want it to be the center of the image (Apple's documentation indicates the default should be the center (0.5, 0.5), but it's not on my system OS X 10.7), When I modify the anchor point the origin of the center of the image shifts to the lower left corner.
Here's the code I am using to rotate the layer:
CALayer *myLayer = [imageView layer];
CGFloat myRotationAngle = -M_PI_2;
NSNumber *rotationAtStart = [myLayer valueForKeyPath:#"transform.rotation"];
CATransform3D myRotationTransform = CATransform3DRotate(myLayer.transform, myRotationAngle, 0.0, 0.0, 1.0);
myLayer.transform = myRotationTransform;
CABasicAnimation *myAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
myAnimation.duration = 1.0;
myAnimation.fromValue = rotationAtStart;
myAnimation.toValue = [NSNumber numberWithFloat:([rotationAtStart floatValue] + myRotationAngle)];
[myLayer addAnimation:myAnimation forKey:#"transform.rotation"];
myLayer.anchorPoint = CGPointMake(0.5, 0.5);
[myLayer addAnimation:myAnimation forKey:#"transform.rotation"];
It appears that changing the anchor point of something also changes it's position. The following snippet fixes the problem:
CGPoint anchorPoint = CGPointMake(0.5, 0.5);
CGPoint newPoint = CGPointMake(disclosureTriangle.bounds.size.width * anchorPoint.x,
disclosureTriangle.bounds.size.height * anchorPoint.y);
CGPoint oldPoint = CGPointMake(disclosureTriangle.bounds.size.width * disclosureTriangle.layer.anchorPoint.x,
disclosureTriangle.bounds.size.height * disclosureTriangle.layer.anchorPoint.y);
newPoint = CGPointApplyAffineTransform(newPoint,
[disclosureTriangle.layer affineTransform]);
oldPoint = CGPointApplyAffineTransform(oldPoint,
[disclosureTriangle.layer affineTransform]);
CGPoint position = disclosureTriangle.layer.position;
position.x -= oldPoint.x;
position.x += newPoint.x;
position.y -= oldPoint.y;
position.y += newPoint.y;
disclosureTriangle.layer.position = position;
disclosureTriangle.layer.anchorPoint = anchorPoint;

Precise pixel grid overlay in Core Graphics?

In my experiments with creating a pixel-centered image editor I've been trying to draw a precise grid overlay to help guide users when trying to access certain pixels. However, the grid I draw isn't very even, especially at smaller sizes. It's a regular pattern of one slightly larger column for every few normal columns, so I think it's a rounding issue, but I can't see it in my code. Here's my code:
- (void)drawRect:(NSRect)dirtyRect
{
context = [[NSGraphicsContext currentContext] graphicsPort];
CGContextAddRect(context, NSRectToCGRect(self.bounds));
CGContextSetRGBStrokeColor(context, 1.0f, 0.0f, 0.0f, 1.0f);
CGContextStrokePath(context);
CGContextSetInterpolationQuality(context, kCGInterpolationNone);
CGContextSetShouldAntialias(context, NO);
if (image)
{
NSRect imageRect = NSZeroRect;
imageRect.size = CGImageGetSize([image CGImage]);
drawRect = [self bounds];
NSRect viewRect = drawRect;
CGFloat aspectRatio = imageRect.size.width / imageRect.size.height;
if (viewRect.size.width / viewRect.size.height <= aspectRatio)
{
drawRect.size.width = viewRect.size.width;
drawRect.size.height = imageRect.size.height * (viewRect.size.width / imageRect.size.width);
}
else
{
drawRect.size.height = viewRect.size.height;
drawRect.size.width = imageRect.size.width * (viewRect.size.height / imageRect.size.height);
}
drawRect.origin.x += (viewRect.size.width - drawRect.size.width) / 2.0;
drawRect.origin.y += (viewRect.size.height - drawRect.size.height) / 2.0;
CGContextDrawImage(context, drawRect, [image CGImage]);
if (showPixelGrid)
{
//Draw grid by creating start and end points for vertical and horizontal lines.
//FIXME: Grid is uneven, especially at smaller sizes.
CGContextSetStrokeColorWithColor(context, CGColorGetConstantColor(kCGColorBlack));
CGContextAddRect(context, drawRect);
CGContextStrokePath(context);
NSUInteger numXPoints = (NSUInteger)imageRect.size.width * 2;
NSUInteger numYPoints = (NSUInteger)imageRect.size.height * 2;
CGPoint xPoints[numXPoints];
CGPoint yPoints[numYPoints];
CGPoint startPoint;
CGPoint endPoint;
CGFloat widthRatio = drawRect.size.width / imageRect.size.width;
CGFloat heightRatio = drawRect.size.height / imageRect.size.height;
startPoint.x = drawRect.origin.x;
startPoint.y = drawRect.origin.y;
endPoint.x = drawRect.origin.x;
endPoint.y = drawRect.size.height + drawRect.origin.y;
for (NSUInteger i = 0; i < numXPoints; i += 2)
{
startPoint.x += widthRatio;
endPoint.x += widthRatio;
xPoints[i] = startPoint;
xPoints[i + 1] = endPoint;
}
startPoint.x = drawRect.origin.x;
startPoint.y = drawRect.origin.y;
endPoint.x = drawRect.size.width + drawRect.origin.x;
endPoint.y = drawRect.origin.y;
for (NSUInteger i = 0; i < numYPoints; i += 2)
{
startPoint.y += heightRatio;
endPoint.y += heightRatio;
yPoints[i] = startPoint;
yPoints[i + 1] = endPoint;
}
CGContextStrokeLineSegments(context, xPoints, numXPoints);
CGContextStrokeLineSegments(context, yPoints, numYPoints);
}
}
}
Any ideas?
UPDATE: I managed to get your code running with a few tweaks - where did CGImageGetSize() come from? - and I can't really see the problem, other than columns aren't all exactly even at extremely small sizes. That's just how it has to work though. The only way around this is to either fix scaling to be integer multiples of the image size - in other words, get the largest integer multiple of the image size smaller than the view size -or reduce the number of lines drawn on the screen at very small sizes to get rid of this artefact. There's a reason the pixel grid only becomes visible when you zoom in a long way in most editors. Not to mention that if the grid is still visible at 3-4x resolution you're making the view just way too busy.
I couldn't run the code you provided because there's a bunch of class ivars in there, but from a cursory glance, I'd say it has something to do with drawing on pixel boundaries. After you round to an integer to get rid of fuzzy AA artefacts (I notice you turned AA off, but ideally you shouldn't have to do that), you then need to add 0.5 to your origin to get your line drawn in the center of the pixel rather than on the boundary.
Like this:
+---X---+---+---+---+---+
| | | | Y | | |
+---+---+---+---+---+---+
X : CGPoint (1, 1)
Y : CGPoint (3.5, 0.5)
You want to draw from the center of the pixel, because otherwise your line straddles two pixels.
In other words, where you're setting up xPoints and yPoints, make sure to floor() or round() your values, and then add 0.5.

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