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determining the result of a CAAnimation instance for time 't'
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determining the result of a CAAnimation instance for time 't'


  • Subject: determining the result of a CAAnimation instance for time 't'
  • From: John Clayton <email@hidden>
  • Date: Wed, 28 Nov 2007 06:50:42 +0100

Hello all,

Another Core Anim question.

I'd like to be able to determine the result of any CAAnimation instance, given time 't', assuming that 't' is some time between the animation.beginTime and (animation.beginTime + animation.duration). The idea being, that I want to apply whatever modifications that an animation represents to my layer - then draw/render a single frame. I do not want the animations to 'run' like normal.

Here's the 'use case' for this:
An arbitrarily complex layer containing animations is being drawn into a view. A slider is being used to scrub backward and forward in time, and the view draws one single frame based on the time represented by the slider. Any CALayer animations included in the layer tree must therefore also be taken into account and applied to the layer before the frame is rendered.


Here's the problem as I see it:
Core animation layers simply 'run' when they are added into the layer tree, applying modifications to the presentation layer in the background. There isn't a way to control their time as such. Sure, one can define their beginTime and duration, but controlling exactly *when* they fire/apply their effect is another matter.


I have made a spike solution already that controls the "transform.scale" property of a CALayer over time. It works well, however:

During the rendering of each frame, I disable animation on the layer, spin through all the CABasicAnimation instances, and then use a *private* method on CAMediaTimingFunction to solve for an input time (between 0 and 1). This provides me a %age complete value (of the timing function that is), which is then used to determine 'how far along' the animation we are. Then I create a CABasicAnimation, compute its values, and apply that single animation [of a keypath] to the layer tree.

It works well - my issues with this method are:

1) first and foremost, I'm using a private method - which I don't want to do in production code (many other discussion exist about this - I don't really want to duplicate them here)

2) it feels inefficient, because I am having to recompute the results of CAAnimation instances for each frame, and I'm concerned as to how this will scale. Then again, I've got no hard data/performance stats to support my thoughts in this arena.

So my question is; does anyone have an idea of how I could do this *without* using a private method?

The method in question is:
// used SymbolExplorer to get this...
@interface CAMediaTimingFunction (CAMediaTimingFunction_PrivateMethods)
- (float) _solveForInput:(float)pcnt;
@end


Thanks in advance,

-
john clayton
http://www.coderage-software.com/

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