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Re: CABasicAnimation, CALayers, and rotation
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Re: CABasicAnimation, CALayers, and rotation


  • Subject: Re: CABasicAnimation, CALayers, and rotation
  • From: "Michael A. Crawford" <email@hidden>
  • Date: Tue, 04 Nov 2008 18:13:43 -0800

Unless North is 0 and East is 90, which it is in my context after I execute the following code snippet:

//
// Center and rotate the drawing context so that 0,0 is at the center and
// zero degrees is at the top of the context.
//
CGContextTranslateCTM(ctx, CGRectGetMidX(layer.bounds), CGRectGetMidY(layer.bounds));
CGContextScaleCTM(ctx, 1.0, -1.0);
CGContextRotateCTM(ctx, DegreesToRadians(-90.0));

I will consider your suggestion to convert the input so the I get the desired rotational output from the layer. Thanks for that.


-Michael

On Nov 4, 2008, at 4:42 PM, Graham Cox wrote:


On 5 Nov 2008, at 11:30 am, Michael A. Crawford wrote:

By default, positive angle values assigned to a rotation animation result in counter clockwise rotation. Is there a way to cause the rotation to occur in the clock-wise direction, with positive values? For example, consider a needle rotating in a compass. As the needle rotates in a clockwise direction the value that the needle points to increases (up until it wraps around, of course).

In mathematics, it is conventional that increasing angular values imply counter-clockwise rotation, because a standard coordinate system has its origin in the lower left corner, with the y axis extending upwards from there.


Can't you just negate the angular value? Multiply it by -1 for example.

There's no convention that I know of that says that "east" has a greater value than "north" - you might find that not insisting on that will make life easier.

hth, Graham

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References: 
 >CABasicAnimation, CALayers, and rotation (From: "Michael A. Crawford" <email@hidden>)
 >Re: CABasicAnimation, CALayers, and rotation (From: Graham Cox <email@hidden>)

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