2022-06-06 18:25:58 +04:00

223 lines
7.4 KiB
Swift

//
// 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
}
}