Ilya Laktyushin c099ec3641 Stars
2024-05-17 23:40:10 +04:00

266 lines
12 KiB
Swift

import Foundation
import UIKit
import Display
private struct Vector2 {
var x: Float
var y: Float
}
private final class ParticleLayer: CALayer {
let mass: Float
var velocity: Vector2
var angularVelocity: Float
var rotationAngle: Float = 0.0
var localTime: Float = 0.0
var type: Int
init(image: CGImage, size: CGSize, position: CGPoint, mass: Float, velocity: Vector2, angularVelocity: Float, type: Int) {
self.mass = mass
self.velocity = velocity
self.angularVelocity = angularVelocity
self.type = type
super.init()
self.contents = image
self.bounds = CGRect(origin: CGPoint(), size: size)
self.position = position
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func action(forKey event: String) -> CAAction? {
return nullAction
}
}
public final class ConfettiView: UIView {
private var particles: [ParticleLayer] = []
private var displayLink: ConstantDisplayLinkAnimator?
private var localTime: Float = 0.0
public init(frame: CGRect, customImage: UIImage? = nil) {
super.init(frame: frame)
self.isUserInteractionEnabled = false
let colors: [UIColor] = ([
0x56CE6B,
0xCD89D0,
0x1E9AFF,
0xFF8724
] as [UInt32]).map(UIColor.init(rgb:))
let imageSize = CGSize(width: 8.0, height: 8.0)
var images: [(CGImage, CGSize)] = []
if let customImage {
for color in colors {
images.append((generateTintedImage(image: customImage, color: color)!.cgImage!, customImage.size))
}
} else {
for imageType in 0 ..< 2 {
for color in colors {
if imageType == 0 {
images.append((generateFilledCircleImage(diameter: imageSize.width, color: color)!.cgImage!, imageSize))
} else {
let spriteSize = CGSize(width: 2.0, height: 6.0)
images.append((generateImage(spriteSize, opaque: false, rotatedContext: { size, context in
context.clear(CGRect(origin: CGPoint(), size: size))
context.setFillColor(color.cgColor)
context.fillEllipse(in: CGRect(origin: CGPoint(x: 0.0, y: 0.0), size: CGSize(width: size.width, height: size.width)))
context.fillEllipse(in: CGRect(origin: CGPoint(x: 0.0, y: size.height - size.width), size: CGSize(width: size.width, height: size.width)))
context.fill(CGRect(origin: CGPoint(x: 0.0, y: size.width / 2.0), size: CGSize(width: size.width, height: size.height - size.width)))
})!.cgImage!, spriteSize))
}
}
}
}
let imageCount = images.count
let originXRange = 0 ..< Int(frame.width)
let originYRange = Int(-frame.height) ..< Int(0)
let topMassRange: Range<Float> = 40.0 ..< 50.0
let velocityYRange = Float(3.0) ..< Float(5.0)
let angularVelocityRange = Float(1.0) ..< Float(6.0)
let sizeVariation = Float(0.8) ..< Float(1.6)
for i in 0 ..< 70 {
let (image, size) = images[i % imageCount]
let sizeScale = CGFloat(Float.random(in: sizeVariation))
let particle = ParticleLayer(image: image, size: CGSize(width: size.width * sizeScale, height: size.height * sizeScale), position: CGPoint(x: CGFloat(Int.random(in: originXRange)), y: CGFloat(Int.random(in: originYRange))), mass: Float.random(in: topMassRange), velocity: Vector2(x: 0.0, y: Float.random(in: velocityYRange)), angularVelocity: Float.random(in: angularVelocityRange), type: 0)
self.particles.append(particle)
self.layer.addSublayer(particle)
}
let sideMassRange: Range<Float> = 110.0 ..< 120.0
let sideOriginYBase: Float = Float(frame.size.height * 9.0 / 10.0)
let sideOriginVelocityValueRange = Float(1.1) ..< Float(1.3)
let sideOriginVelocityValueScaling: Float = 2400.0 * Float(frame.height) / 896.0
let sideOriginVelocityBase: Float = Float.pi / 2.0 + atanf(Float(CGFloat(sideOriginYBase) / (frame.size.width * 0.8)))
let sideOriginVelocityVariation: Float = 0.09
let sideOriginVelocityAngleRange = Float(sideOriginVelocityBase - sideOriginVelocityVariation) ..< Float(sideOriginVelocityBase + sideOriginVelocityVariation)
let originAngleRange = Float(0.0) ..< (Float.pi * 2.0)
let originAmplitudeDiameter: CGFloat = 230.0
let originAmplitudeRange = Float(0.0) ..< Float(originAmplitudeDiameter / 2.0)
let sideTypes: [Int] = [0, 1, 2]
for sideIndex in 0 ..< 2 {
let sideSign: Float = sideIndex == 0 ? 1.0 : -1.0
let baseOriginX: CGFloat = sideIndex == 0 ? -originAmplitudeDiameter / 2.0 : (frame.width + originAmplitudeDiameter / 2.0)
for i in 0 ..< 40 {
let originAngle = Float.random(in: originAngleRange)
let originAmplitude = Float.random(in: originAmplitudeRange)
let originX = baseOriginX + CGFloat(cosf(originAngle) * originAmplitude)
let originY = CGFloat(sideOriginYBase + sinf(originAngle) * originAmplitude)
let velocityValue = Float.random(in: sideOriginVelocityValueRange) * sideOriginVelocityValueScaling
let velocityAngle = Float.random(in: sideOriginVelocityAngleRange)
let velocityX = sideSign * velocityValue * sinf(velocityAngle)
let velocityY = velocityValue * cosf(velocityAngle)
let (image, size) = images[i % imageCount]
let sizeScale = CGFloat(Float.random(in: sizeVariation))
let particle = ParticleLayer(image: image, size: CGSize(width: size.width * sizeScale, height: size.height * sizeScale), position: CGPoint(x: originX, y: originY), mass: Float.random(in: sideMassRange), velocity: Vector2(x: velocityX, y: velocityY), angularVelocity: Float.random(in: angularVelocityRange), type: sideTypes[i % 3])
self.particles.append(particle)
self.layer.addSublayer(particle)
}
}
var previousTimestamp = CACurrentMediaTime()
self.displayLink = ConstantDisplayLinkAnimator(update: { [weak self] in
let currentTimestamp = CACurrentMediaTime()
self?.step(dt: currentTimestamp - previousTimestamp)
previousTimestamp = currentTimestamp
})
self.displayLink?.isPaused = false
}
required public init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private var slowdownStartTimestamps: [Float?] = [nil, nil, nil]
private func step(dt: Double) {
let dt = Float(dt)
self.slowdownStartTimestamps[0] = 0.33
var haveParticlesAboveGround = false
let maxPositionY = self.bounds.height + 30.0
let typeDelays: [Float] = [0.0, 0.01, 0.08]
var dtAndDamping: [(Float, Float)] = []
for i in 0 ..< 3 {
let typeDelay = typeDelays[i]
let currentTime = self.localTime - typeDelay
if currentTime < 0.0 {
dtAndDamping.append((0.0, 1.0))
} else if let slowdownStart = self.slowdownStartTimestamps[i] {
let slowdownDt: Float
let slowdownDuration: Float = 0.7
let damping: Float
if currentTime >= slowdownStart && currentTime <= slowdownStart + slowdownDuration {
let slowdownTimestamp: Float = currentTime - slowdownStart
let slowdownRampInDuration: Float = 0.05
let slowdownRampOutDuration: Float = 0.2
let rawSlowdownT: Float
if slowdownTimestamp < slowdownRampInDuration {
rawSlowdownT = slowdownTimestamp / slowdownRampInDuration
} else if slowdownTimestamp >= slowdownDuration - slowdownRampOutDuration {
let reverseTransition = (slowdownTimestamp - (slowdownDuration - slowdownRampOutDuration)) / slowdownRampOutDuration
rawSlowdownT = 1.0 - reverseTransition
} else {
rawSlowdownT = 1.0
}
let slowdownTransition = rawSlowdownT * rawSlowdownT
let slowdownFactor: Float = 0.8 * slowdownTransition + 1.0 * (1.0 - slowdownTransition)
slowdownDt = dt * slowdownFactor
let dampingFactor: Float = 0.937 * slowdownTransition + 1.0 * (1.0 - slowdownTransition)
damping = dampingFactor
} else {
slowdownDt = dt
damping = 1.0
}
if i == 1 {
//print("type 1 dt = \(slowdownDt), slowdownStart = \(slowdownStart), currentTime = \(currentTime)")
}
dtAndDamping.append((slowdownDt, damping))
} else {
dtAndDamping.append((dt, 1.0))
}
}
self.localTime += dt
let g: Vector2 = Vector2(x: 0.0, y: 9.8)
CATransaction.begin()
CATransaction.setDisableActions(true)
var turbulenceVariation: [Float] = []
for _ in 0 ..< 20 {
turbulenceVariation.append(Float.random(in: -16.0 ..< 16.0) * 60.0)
}
let turbulenceVariationCount = turbulenceVariation.count
var index = 0
var typesWithPositiveVelocity: [Bool] = [false, false, false]
for particle in self.particles {
let (localDt, _) = dtAndDamping[particle.type]
if localDt.isZero {
continue
}
let damping: Float = 0.93
particle.localTime += localDt
var position = particle.position
position.x += CGFloat(particle.velocity.x * localDt)
position.y += CGFloat(particle.velocity.y * localDt)
particle.position = position
particle.rotationAngle += particle.angularVelocity * localDt
particle.transform = CATransform3DMakeRotation(CGFloat(particle.rotationAngle), 0.0, 0.0, 1.0)
let acceleration = g
var velocity = particle.velocity
velocity.x += acceleration.x * particle.mass * localDt
velocity.y += acceleration.y * particle.mass * localDt
if velocity.y < 0.0 {
velocity.x *= damping
velocity.y *= damping
} else {
velocity.x += turbulenceVariation[index % turbulenceVariationCount] * localDt
typesWithPositiveVelocity[particle.type] = true
}
particle.velocity = velocity
index += 1
if position.y < maxPositionY {
haveParticlesAboveGround = true
}
}
for i in 0 ..< 3 {
if typesWithPositiveVelocity[i] && self.slowdownStartTimestamps[i] == nil {
self.slowdownStartTimestamps[i] = max(0.0, self.localTime - typeDelays[i])
}
}
CATransaction.commit()
if !haveParticlesAboveGround {
self.displayLink?.isPaused = true
self.removeFromSuperview()
}
}
}