When I am using the following to scale and restore a UIView layer, the device rotates in the scenario.
[containerView.layer setValue: caption for [[NSNumber number with Floyot: 0]: @ "Transformer.translation.x"]; [Containerview. Player Set Value: [NSNumber Number Blast: 0] For Kekpath: @ "Transform. Translation." "]; [Containerview Player Set Value: [NSNumber Number Blast: 1] For Capeth: @" Transform. Scale. X "]; // [NSNumber Number: 1] [Containerview Player Set Value: [NSNumber Number Blast: 1] Capepath: @" Transform. Scale. ""];
and then walking while returning to the image
[containerview.layer setValue: [Flight with NSNumber number: -75] for Kekpath: @ "Transformation .translation .x"]; [Containerview. Player Set Value: [NSNumber Number Blast: 0] For Kekpath: @ "Transform. Translation." "] [ContainerView Player Set Value: [NSNumber Number Blast: .7] KKPath: @" Transform SCAL.x "] // [NSNumber Number: 1] [Containerview Player Set Value: [with NSN Number NumberFlat: 7] For Kekpeth: @ "Transform. Scale. ""];
The problem is that after returning to the picture, the layer 'travel' means x, y offset is gradually changing (moving x, decreasing y). Scale looks fine (i.e., does not increase, decrease on rotated rotation)
Can anyone suggest a suitable solution?
Perhaps this is due to floating point goring errors, which in some sense applies to all the floating-point numbers. Exist? Although if this is the case, then your best bet may be to make some type of punching or spherical in your code only.
EDIT: Try to use a small x translation using the transforming back, or a positive X translation and a zero zero Y translation.
In fact, if the amount that is being translated is the same every time, then it is probably the translation that you are giving it. You may be more reflective of the need for translation at first place, which can be a source of problem.
Comments
Post a Comment