Lottie tests [skip ci]

This commit is contained in:
Isaac
2024-05-08 22:43:27 +04:00
parent 9c017f9f03
commit 9fcef12d55
426 changed files with 39240 additions and 428 deletions

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//
// EllipseNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/17/19.
//
import Foundation
import QuartzCore
// MARK: - EllipseNodeProperties
final class EllipseNodeProperties: NodePropertyMap, KeypathSearchable {
// MARK: Lifecycle
init(ellipse: Ellipse) {
keypathName = ellipse.name
direction = ellipse.direction
position = NodeProperty(provider: KeyframeInterpolator(keyframes: ellipse.position.keyframes))
size = NodeProperty(provider: KeyframeInterpolator(keyframes: ellipse.size.keyframes))
keypathProperties = [
"Position" : position,
"Size" : size,
]
properties = Array(keypathProperties.values)
}
// MARK: Internal
var keypathName: String
let direction: PathDirection
let position: NodeProperty<Vector3D>
let size: NodeProperty<Vector3D>
let keypathProperties: [String: AnyNodeProperty]
let properties: [AnyNodeProperty]
}
// MARK: - EllipseNode
final class EllipseNode: AnimatorNode, PathNode {
// MARK: Lifecycle
init(parentNode: AnimatorNode?, ellipse: Ellipse) {
pathOutput = PathOutputNode(parent: parentNode?.outputNode)
properties = EllipseNodeProperties(ellipse: ellipse)
self.parentNode = parentNode
}
// MARK: Internal
static let ControlPointConstant: CGFloat = 0.55228
let pathOutput: PathOutputNode
let properties: EllipseNodeProperties
let parentNode: AnimatorNode?
var hasLocalUpdates = false
var hasUpstreamUpdates = false
var lastUpdateFrame: CGFloat? = nil
// MARK: Animator Node
var propertyMap: NodePropertyMap & KeypathSearchable {
properties
}
var isEnabled = true {
didSet {
pathOutput.isEnabled = isEnabled
}
}
func rebuildOutputs(frame: CGFloat) {
pathOutput.setPath(
.ellipse(
size: properties.size.value.sizeValue,
center: properties.position.value.pointValue,
direction: properties.direction),
updateFrame: frame)
}
}
extension BezierPath {
/// Constructs a `BezierPath` in the shape of an ellipse
static func ellipse(
size: CGSize,
center: CGPoint,
direction: PathDirection)
-> BezierPath
{
// Unfortunately we HAVE to manually build out the ellipse.
// Every Apple method constructs an ellipse from the 3 o-clock position
// After effects constructs from the Noon position.
// After effects does clockwise, but also has a flag for reversed.
var half = size * 0.5
if direction == .counterClockwise {
half.width = half.width * -1
}
let q1 = CGPoint(x: center.x, y: center.y - half.height)
let q2 = CGPoint(x: center.x + half.width, y: center.y)
let q3 = CGPoint(x: center.x, y: center.y + half.height)
let q4 = CGPoint(x: center.x - half.width, y: center.y)
let cp = half * EllipseNode.ControlPointConstant
var path = BezierPath(startPoint: CurveVertex(
point: q1,
inTangentRelative: CGPoint(x: -cp.width, y: 0),
outTangentRelative: CGPoint(x: cp.width, y: 0)))
path.addVertex(CurveVertex(
point: q2,
inTangentRelative: CGPoint(x: 0, y: -cp.height),
outTangentRelative: CGPoint(x: 0, y: cp.height)))
path.addVertex(CurveVertex(
point: q3,
inTangentRelative: CGPoint(x: cp.width, y: 0),
outTangentRelative: CGPoint(x: -cp.width, y: 0)))
path.addVertex(CurveVertex(
point: q4,
inTangentRelative: CGPoint(x: 0, y: cp.height),
outTangentRelative: CGPoint(x: 0, y: -cp.height)))
path.addVertex(CurveVertex(
point: q1,
inTangentRelative: CGPoint(x: -cp.width, y: 0),
outTangentRelative: CGPoint(x: cp.width, y: 0)))
path.close()
return path
}
}

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//
// PolygonNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/21/19.
//
import Foundation
import QuartzCore
// MARK: - PolygonNodeProperties
final class PolygonNodeProperties: NodePropertyMap, KeypathSearchable {
// MARK: Lifecycle
init(star: Star) {
keypathName = star.name
direction = star.direction
position = NodeProperty(provider: KeyframeInterpolator(keyframes: star.position.keyframes))
outerRadius = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRadius.keyframes))
outerRoundedness = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRoundness.keyframes))
rotation = NodeProperty(provider: KeyframeInterpolator(keyframes: star.rotation.keyframes))
points = NodeProperty(provider: KeyframeInterpolator(keyframes: star.points.keyframes))
keypathProperties = [
"Position" : position,
"Outer Radius" : outerRadius,
"Outer Roundedness" : outerRoundedness,
"Rotation" : rotation,
"Points" : points,
]
properties = Array(keypathProperties.values)
}
// MARK: Internal
var keypathName: String
var childKeypaths: [KeypathSearchable] = []
let keypathProperties: [String: AnyNodeProperty]
let properties: [AnyNodeProperty]
let direction: PathDirection
let position: NodeProperty<Vector3D>
let outerRadius: NodeProperty<Vector1D>
let outerRoundedness: NodeProperty<Vector1D>
let rotation: NodeProperty<Vector1D>
let points: NodeProperty<Vector1D>
}
// MARK: - PolygonNode
final class PolygonNode: AnimatorNode, PathNode {
// MARK: Lifecycle
init(parentNode: AnimatorNode?, star: Star) {
pathOutput = PathOutputNode(parent: parentNode?.outputNode)
properties = PolygonNodeProperties(star: star)
self.parentNode = parentNode
}
// MARK: Internal
/// Magic number needed for constructing path.
static let PolygonConstant: CGFloat = 0.25
let properties: PolygonNodeProperties
let pathOutput: PathOutputNode
let parentNode: AnimatorNode?
var hasLocalUpdates = false
var hasUpstreamUpdates = false
var lastUpdateFrame: CGFloat? = nil
// MARK: Animator Node
var propertyMap: NodePropertyMap & KeypathSearchable {
properties
}
var isEnabled = true {
didSet {
pathOutput.isEnabled = isEnabled
}
}
func rebuildOutputs(frame: CGFloat) {
let path = BezierPath.polygon(
position: properties.position.value.pointValue,
numberOfPoints: properties.points.value.cgFloatValue,
outerRadius: properties.outerRadius.value.cgFloatValue,
outerRoundedness: properties.outerRoundedness.value.cgFloatValue,
rotation: properties.rotation.value.cgFloatValue,
direction: properties.direction)
pathOutput.setPath(path, updateFrame: frame)
}
}
extension BezierPath {
/// Creates a `BezierPath` in the shape of a polygon
static func polygon(
position: CGPoint,
numberOfPoints: CGFloat,
outerRadius: CGFloat,
outerRoundedness inputOuterRoundedness: CGFloat,
rotation: CGFloat,
direction: PathDirection)
-> BezierPath
{
var currentAngle = (rotation - 90).toRadians()
let anglePerPoint = ((2 * CGFloat.pi) / numberOfPoints)
let outerRoundedness = inputOuterRoundedness * 0.01
var point = CGPoint(
x: outerRadius * cos(currentAngle),
y: outerRadius * sin(currentAngle))
var vertices = [CurveVertex(point: point + position, inTangentRelative: .zero, outTangentRelative: .zero)]
var previousPoint = point
currentAngle += anglePerPoint;
for _ in 0..<Int(ceil(numberOfPoints)) {
previousPoint = point
point = CGPoint(
x: outerRadius * cos(currentAngle),
y: outerRadius * sin(currentAngle))
if outerRoundedness != 0 {
let cp1Theta = (atan2(previousPoint.y, previousPoint.x) - CGFloat.pi / 2)
let cp1Dx = cos(cp1Theta);
let cp1Dy = sin(cp1Theta);
let cp2Theta = (atan2(point.y, point.x) - CGFloat.pi / 2)
let cp2Dx = cos(cp2Theta)
let cp2Dy = sin(cp2Theta)
let cp1 = CGPoint(
x: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp1Dx,
y: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp1Dy)
let cp2 = CGPoint(
x: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp2Dx,
y: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp2Dy)
let previousVertex = vertices[vertices.endIndex - 1]
vertices[vertices.endIndex - 1] = CurveVertex(
previousVertex.inTangent,
previousVertex.point,
previousVertex.point - cp1)
vertices.append(CurveVertex(point: point + position, inTangentRelative: cp2, outTangentRelative: .zero))
} else {
vertices.append(CurveVertex(point: point + position, inTangentRelative: .zero, outTangentRelative: .zero))
}
currentAngle += anglePerPoint;
}
let reverse = direction == .counterClockwise
if reverse {
vertices = vertices.reversed()
}
var path = BezierPath()
for vertex in vertices {
path.addVertex(reverse ? vertex.reversed() : vertex)
}
path.close()
return path
}
}

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//
// RectNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/21/19.
//
import CoreGraphics
import Foundation
// MARK: - RectNodeProperties
final class RectNodeProperties: NodePropertyMap, KeypathSearchable {
// MARK: Lifecycle
init(rectangle: Rectangle) {
keypathName = rectangle.name
direction = rectangle.direction
position = NodeProperty(provider: KeyframeInterpolator(keyframes: rectangle.position.keyframes))
size = NodeProperty(provider: KeyframeInterpolator(keyframes: rectangle.size.keyframes))
cornerRadius = NodeProperty(provider: KeyframeInterpolator(keyframes: rectangle.cornerRadius.keyframes))
keypathProperties = [
"Position" : position,
"Size" : size,
"Roundness" : cornerRadius,
]
properties = Array(keypathProperties.values)
}
// MARK: Internal
var keypathName: String
let keypathProperties: [String: AnyNodeProperty]
let properties: [AnyNodeProperty]
let direction: PathDirection
let position: NodeProperty<Vector3D>
let size: NodeProperty<Vector3D>
let cornerRadius: NodeProperty<Vector1D>
}
// MARK: - RectangleNode
final class RectangleNode: AnimatorNode, PathNode {
// MARK: Lifecycle
init(parentNode: AnimatorNode?, rectangle: Rectangle) {
properties = RectNodeProperties(rectangle: rectangle)
pathOutput = PathOutputNode(parent: parentNode?.outputNode)
self.parentNode = parentNode
}
// MARK: Internal
let properties: RectNodeProperties
let pathOutput: PathOutputNode
let parentNode: AnimatorNode?
var hasLocalUpdates = false
var hasUpstreamUpdates = false
var lastUpdateFrame: CGFloat? = nil
// MARK: Animator Node
var propertyMap: NodePropertyMap & KeypathSearchable {
properties
}
var isEnabled = true {
didSet {
pathOutput.isEnabled = isEnabled
}
}
func rebuildOutputs(frame: CGFloat) {
pathOutput.setPath(
.rectangle(
position: properties.position.value.pointValue,
size: properties.size.value.sizeValue,
cornerRadius: properties.cornerRadius.value.cgFloatValue,
direction: properties.direction),
updateFrame: frame)
}
}
// MARK: - BezierPath + rectangle
extension BezierPath {
/// Constructs a `BezierPath` in the shape of a rectangle, optionally with rounded corners
static func rectangle(
position: CGPoint,
size inputSize: CGSize,
cornerRadius: CGFloat,
direction: PathDirection)
-> BezierPath
{
let size = inputSize * 0.5
let radius = min(min(cornerRadius, size.width) , size.height)
var bezierPath = BezierPath()
let points: [CurveVertex]
if radius <= 0 {
/// No Corners
points = [
/// Lead In
CurveVertex(
point: CGPoint(x: size.width, y: -size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 1
CurveVertex(
point: CGPoint(x: size.width, y: size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 2
CurveVertex(
point: CGPoint(x: -size.width, y: size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 3
CurveVertex(
point: CGPoint(x: -size.width, y: -size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 4
CurveVertex(
point: CGPoint(x: size.width, y: -size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
]
} else {
let controlPoint = radius * EllipseNode.ControlPointConstant
points = [
/// Lead In
CurveVertex(
CGPoint(x: radius, y: 0),
CGPoint(x: radius, y: 0),
CGPoint(x: radius, y: 0))
.translated(CGPoint(x: -radius, y: radius))
.translated(CGPoint(x: size.width, y: -size.height))
.translated(position),
/// Corner 1
CurveVertex(
CGPoint(x: radius, y: 0), // In tangent
CGPoint(x: radius, y: 0), // Point
CGPoint(x: radius, y: controlPoint))
.translated(CGPoint(x: -radius, y: -radius))
.translated(CGPoint(x: size.width, y: size.height))
.translated(position),
CurveVertex(
CGPoint(x: controlPoint, y: radius), // In tangent
CGPoint(x: 0, y: radius), // Point
CGPoint(x: 0, y: radius)) // Out Tangent
.translated(CGPoint(x: -radius, y: -radius))
.translated(CGPoint(x: size.width, y: size.height))
.translated(position),
/// Corner 2
CurveVertex(
CGPoint(x: 0, y: radius), // In tangent
CGPoint(x: 0, y: radius), // Point
CGPoint(x: -controlPoint, y: radius))// Out tangent
.translated(CGPoint(x: radius, y: -radius))
.translated(CGPoint(x: -size.width, y: size.height))
.translated(position),
CurveVertex(
CGPoint(x: -radius, y: controlPoint), // In tangent
CGPoint(x: -radius, y: 0), // Point
CGPoint(x: -radius, y: 0)) // Out tangent
.translated(CGPoint(x: radius, y: -radius))
.translated(CGPoint(x: -size.width, y: size.height))
.translated(position),
/// Corner 3
CurveVertex(
CGPoint(x: -radius, y: 0), // In tangent
CGPoint(x: -radius, y: 0), // Point
CGPoint(x: -radius, y: -controlPoint)) // Out tangent
.translated(CGPoint(x: radius, y: radius))
.translated(CGPoint(x: -size.width, y: -size.height))
.translated(position),
CurveVertex(
CGPoint(x: -controlPoint, y: -radius), // In tangent
CGPoint(x: 0, y: -radius), // Point
CGPoint(x: 0, y: -radius)) // Out tangent
.translated(CGPoint(x: radius, y: radius))
.translated(CGPoint(x: -size.width, y: -size.height))
.translated(position),
/// Corner 4
CurveVertex(
CGPoint(x: 0, y: -radius), // In tangent
CGPoint(x: 0, y: -radius), // Point
CGPoint(x: controlPoint, y: -radius)) // Out tangent
.translated(CGPoint(x: -radius, y: radius))
.translated(CGPoint(x: size.width, y: -size.height))
.translated(position),
CurveVertex(
CGPoint(x: radius, y: -controlPoint), // In tangent
CGPoint(x: radius, y: 0), // Point
CGPoint(x: radius, y: 0)) // Out tangent
.translated(CGPoint(x: -radius, y: radius))
.translated(CGPoint(x: size.width, y: -size.height))
.translated(position),
]
}
let reversed = direction == .counterClockwise
let pathPoints = reversed ? points.reversed() : points
for point in pathPoints {
bezierPath.addVertex(reversed ? point.reversed() : point)
}
bezierPath.close()
return bezierPath
}
}

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//
// PathNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/16/19.
//
import CoreGraphics
import Foundation
// MARK: - ShapeNodeProperties
final class ShapeNodeProperties: NodePropertyMap, KeypathSearchable {
// MARK: Lifecycle
init(shape: Shape) {
keypathName = shape.name
path = NodeProperty(provider: KeyframeInterpolator(keyframes: shape.path.keyframes))
keypathProperties = [
"Path" : path,
]
properties = Array(keypathProperties.values)
}
// MARK: Internal
var keypathName: String
let path: NodeProperty<BezierPath>
let keypathProperties: [String: AnyNodeProperty]
let properties: [AnyNodeProperty]
}
// MARK: - ShapeNode
final class ShapeNode: AnimatorNode, PathNode {
// MARK: Lifecycle
init(parentNode: AnimatorNode?, shape: Shape) {
pathOutput = PathOutputNode(parent: parentNode?.outputNode)
properties = ShapeNodeProperties(shape: shape)
self.parentNode = parentNode
}
// MARK: Internal
let properties: ShapeNodeProperties
let pathOutput: PathOutputNode
let parentNode: AnimatorNode?
var hasLocalUpdates = false
var hasUpstreamUpdates = false
var lastUpdateFrame: CGFloat? = nil
// MARK: Animator Node
var propertyMap: NodePropertyMap & KeypathSearchable {
properties
}
var isEnabled = true {
didSet {
pathOutput.isEnabled = isEnabled
}
}
func rebuildOutputs(frame: CGFloat) {
pathOutput.setPath(properties.path.value, updateFrame: frame)
}
}

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//
// StarNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/21/19.
//
import Foundation
import QuartzCore
// MARK: - StarNodeProperties
final class StarNodeProperties: NodePropertyMap, KeypathSearchable {
// MARK: Lifecycle
init(star: Star) {
keypathName = star.name
direction = star.direction
position = NodeProperty(provider: KeyframeInterpolator(keyframes: star.position.keyframes))
outerRadius = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRadius.keyframes))
outerRoundedness = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRoundness.keyframes))
if let innerRadiusKeyframes = star.innerRadius?.keyframes {
innerRadius = NodeProperty(provider: KeyframeInterpolator(keyframes: innerRadiusKeyframes))
} else {
innerRadius = NodeProperty(provider: SingleValueProvider(Vector1D(0)))
}
if let innderRoundedness = star.innerRoundness?.keyframes {
innerRoundedness = NodeProperty(provider: KeyframeInterpolator(keyframes: innderRoundedness))
} else {
innerRoundedness = NodeProperty(provider: SingleValueProvider(Vector1D(0)))
}
rotation = NodeProperty(provider: KeyframeInterpolator(keyframes: star.rotation.keyframes))
points = NodeProperty(provider: KeyframeInterpolator(keyframes: star.points.keyframes))
keypathProperties = [
"Position" : position,
"Outer Radius" : outerRadius,
"Outer Roundedness" : outerRoundedness,
"Inner Radius" : innerRadius,
"Inner Roundedness" : innerRoundedness,
"Rotation" : rotation,
"Points" : points,
]
properties = Array(keypathProperties.values)
}
// MARK: Internal
var keypathName: String
let keypathProperties: [String: AnyNodeProperty]
let properties: [AnyNodeProperty]
let direction: PathDirection
let position: NodeProperty<Vector3D>
let outerRadius: NodeProperty<Vector1D>
let outerRoundedness: NodeProperty<Vector1D>
let innerRadius: NodeProperty<Vector1D>
let innerRoundedness: NodeProperty<Vector1D>
let rotation: NodeProperty<Vector1D>
let points: NodeProperty<Vector1D>
}
// MARK: - StarNode
final class StarNode: AnimatorNode, PathNode {
// MARK: Lifecycle
init(parentNode: AnimatorNode?, star: Star) {
pathOutput = PathOutputNode(parent: parentNode?.outputNode)
properties = StarNodeProperties(star: star)
self.parentNode = parentNode
}
// MARK: Internal
/// Magic number needed for building path data
static let PolystarConstant: CGFloat = 0.47829
let properties: StarNodeProperties
let pathOutput: PathOutputNode
let parentNode: AnimatorNode?
var hasLocalUpdates = false
var hasUpstreamUpdates = false
var lastUpdateFrame: CGFloat? = nil
// MARK: Animator Node
var propertyMap: NodePropertyMap & KeypathSearchable {
properties
}
var isEnabled = true {
didSet {
pathOutput.isEnabled = isEnabled
}
}
func rebuildOutputs(frame: CGFloat) {
let path = BezierPath.star(
position: properties.position.value.pointValue,
outerRadius: properties.outerRadius.value.cgFloatValue,
innerRadius: properties.innerRadius.value.cgFloatValue,
outerRoundedness: properties.outerRoundedness.value.cgFloatValue,
innerRoundedness: properties.innerRoundedness.value.cgFloatValue,
numberOfPoints: properties.points.value.cgFloatValue,
rotation: properties.rotation.value.cgFloatValue,
direction: properties.direction)
pathOutput.setPath(path, updateFrame: frame)
}
}
extension BezierPath {
/// Constructs a `BezierPath` in the shape of a star
static func star(
position: CGPoint,
outerRadius: CGFloat,
innerRadius: CGFloat,
outerRoundedness inoutOuterRoundedness: CGFloat,
innerRoundedness inputInnerRoundedness: CGFloat,
numberOfPoints: CGFloat,
rotation: CGFloat,
direction: PathDirection)
-> BezierPath
{
var currentAngle = (rotation - 90).toRadians()
let anglePerPoint = (2 * CGFloat.pi) / numberOfPoints
let halfAnglePerPoint = anglePerPoint / 2.0
let partialPointAmount = numberOfPoints - floor(numberOfPoints)
let outerRoundedness = inoutOuterRoundedness * 0.01
let innerRoundedness = inputInnerRoundedness * 0.01
var point: CGPoint = .zero
var partialPointRadius: CGFloat = 0
if partialPointAmount != 0 {
currentAngle += halfAnglePerPoint * (1 - partialPointAmount)
partialPointRadius = innerRadius + partialPointAmount * (outerRadius - innerRadius)
point.x = (partialPointRadius * cos(currentAngle))
point.y = (partialPointRadius * sin(currentAngle))
currentAngle += anglePerPoint * partialPointAmount / 2
} else {
point.x = (outerRadius * cos(currentAngle))
point.y = (outerRadius * sin(currentAngle))
currentAngle += halfAnglePerPoint
}
var vertices = [CurveVertex]()
vertices.append(CurveVertex(point: point + position, inTangentRelative: .zero, outTangentRelative: .zero))
var previousPoint = point
var longSegment = false
let numPoints = Int(ceil(numberOfPoints) * 2)
for i in 0..<numPoints {
var radius = longSegment ? outerRadius : innerRadius
var dTheta = halfAnglePerPoint
if partialPointRadius != 0 && i == numPoints - 2 {
dTheta = anglePerPoint * partialPointAmount / 2
}
if partialPointRadius != 0 && i == numPoints - 1 {
radius = partialPointRadius
}
previousPoint = point
point.x = (radius * cos(currentAngle))
point.y = (radius * sin(currentAngle))
if innerRoundedness == 0 && outerRoundedness == 0 {
vertices.append(CurveVertex(point: point + position, inTangentRelative: .zero, outTangentRelative: .zero))
} else {
let cp1Theta = (atan2(previousPoint.y, previousPoint.x) - CGFloat.pi / 2)
let cp1Dx = cos(cp1Theta)
let cp1Dy = sin(cp1Theta)
let cp2Theta = (atan2(point.y, point.x) - CGFloat.pi / 2)
let cp2Dx = cos(cp2Theta)
let cp2Dy = sin(cp2Theta)
let cp1Roundedness = longSegment ? innerRoundedness : outerRoundedness
let cp2Roundedness = longSegment ? outerRoundedness : innerRoundedness
let cp1Radius = longSegment ? innerRadius : outerRadius
let cp2Radius = longSegment ? outerRadius : innerRadius
var cp1 = CGPoint(
x: cp1Radius * cp1Roundedness * StarNode.PolystarConstant * cp1Dx,
y: cp1Radius * cp1Roundedness * StarNode.PolystarConstant * cp1Dy)
var cp2 = CGPoint(
x: cp2Radius * cp2Roundedness * StarNode.PolystarConstant * cp2Dx,
y: cp2Radius * cp2Roundedness * StarNode.PolystarConstant * cp2Dy)
if partialPointAmount != 0 {
if i == 0 {
cp1 = cp1 * partialPointAmount
} else if i == numPoints - 1 {
cp2 = cp2 * partialPointAmount
}
}
let previousVertex = vertices[vertices.endIndex - 1]
vertices[vertices.endIndex - 1] = CurveVertex(
previousVertex.inTangent,
previousVertex.point,
previousVertex.point - cp1)
vertices.append(CurveVertex(point: point + position, inTangentRelative: cp2, outTangentRelative: .zero))
}
currentAngle += dTheta
longSegment = !longSegment
}
let reverse = direction == .counterClockwise
if reverse {
vertices = vertices.reversed()
}
var path = BezierPath()
for vertex in vertices {
path.addVertex(reverse ? vertex.reversed() : vertex)
}
path.close()
return path
}
}