Swiftgram/submodules/PremiumUI/Sources/PremiumStarComponent.swift
2022-05-18 18:17:32 +04:00

374 lines
15 KiB
Swift

import Foundation
import UIKit
import Display
import ComponentFlow
import SwiftSignalKit
import SceneKit
import GZip
import AppBundle
private let sceneVersion: Int = 1
private func deg2rad(_ number: Float) -> Float {
return number * .pi / 180
}
private func rad2deg(_ number: Float) -> Float {
return number * 180.0 / .pi
}
private func generateParticlesTexture() -> UIImage {
return UIImage()
}
private func generateFlecksTexture() -> UIImage {
return UIImage()
}
private func generateShineTexture() -> UIImage {
return UIImage()
}
private func generateDiffuseTexture() -> UIImage {
return generateImage(CGSize(width: 256, height: 256), rotatedContext: { size, context in
let colorsArray: [CGColor] = [
UIColor(rgb: 0x0079ff).cgColor,
UIColor(rgb: 0x6a93ff).cgColor,
UIColor(rgb: 0x9172fe).cgColor,
UIColor(rgb: 0xe46acd).cgColor,
]
var locations: [CGFloat] = [0.0, 0.25, 0.5, 0.75, 1.0]
let gradient = CGGradient(colorsSpace: deviceColorSpace, colors: colorsArray as CFArray, locations: &locations)!
context.drawLinearGradient(gradient, start: CGPoint(x: 0.0, y: 0.0), end: CGPoint(x: size.width, y: size.height), options: CGGradientDrawingOptions())
})!
}
class PremiumStarComponent: Component {
let isVisible: Bool
init(isVisible: Bool) {
self.isVisible = isVisible
}
static func ==(lhs: PremiumStarComponent, rhs: PremiumStarComponent) -> Bool {
return lhs.isVisible == rhs.isVisible
}
final class View: UIView, SCNSceneRendererDelegate, ComponentTaggedView {
final class Tag {
}
func matches(tag: Any) -> Bool {
if let _ = tag as? Tag {
return true
}
return false
}
private var _ready = Promise<Bool>()
var ready: Signal<Bool, NoError> {
return self._ready.get()
}
private let sceneView: SCNView
private var previousInteractionTimestamp: Double = 0.0
private var timer: SwiftSignalKit.Timer?
override init(frame: CGRect) {
self.sceneView = SCNView(frame: frame)
self.sceneView.backgroundColor = .clear
self.sceneView.transform = CGAffineTransform(scaleX: 0.5, y: 0.5)
self.sceneView.isUserInteractionEnabled = false
super.init(frame: frame)
self.addSubview(self.sceneView)
self.setup()
let panGestureRecoginzer = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(_:)))
self.addGestureRecognizer(panGestureRecoginzer)
let tapGestureRecoginzer = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
self.addGestureRecognizer(tapGestureRecoginzer)
self.disablesInteractiveModalDismiss = true
self.disablesInteractiveTransitionGestureRecognizer = true
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
deinit {
self.timer?.invalidate()
}
@objc private func handleTap(_ gesture: UITapGestureRecognizer) {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
self.previousInteractionTimestamp = CACurrentMediaTime()
var left: Bool?
var top: Bool?
if let view = gesture.view {
let point = gesture.location(in: view)
let horizontalDistanceFromCenter = abs(point.x - view.frame.size.width / 2.0)
if horizontalDistanceFromCenter > 60.0 {
return
}
let verticalDistanceFromCenter = abs(point.y - view.frame.size.height / 2.0)
if horizontalDistanceFromCenter > 20.0 {
left = point.x < view.frame.width / 2.0
}
if verticalDistanceFromCenter > 20.0 {
top = point.y < view.frame.height / 2.0
}
}
if node.animationKeys.contains("tapRotate"), let left = left {
self.playAppearanceAnimation(velocity: nil, mirror: left, explode: true)
return
}
let initial = node.eulerAngles
var yaw: CGFloat = 0.0
var pitch: CGFloat = 0.0
if let left = left {
yaw = left ? -0.6 : 0.6
}
if let top = top {
pitch = top ? -0.3 : 0.3
}
let target = SCNVector3(pitch, yaw, 0.0)
let animation = CABasicAnimation(keyPath: "eulerAngles")
animation.fromValue = NSValue(scnVector3: initial)
animation.toValue = NSValue(scnVector3: target)
animation.duration = 0.25
animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
animation.fillMode = .forwards
node.addAnimation(animation, forKey: "tapRotate")
node.eulerAngles = target
Queue.mainQueue().after(0.25) {
node.eulerAngles = initial
let springAnimation = CASpringAnimation(keyPath: "eulerAngles")
springAnimation.fromValue = NSValue(scnVector3: target)
springAnimation.toValue = NSValue(scnVector3: SCNVector3(x: 0.0, y: 0.0, z: 0.0))
springAnimation.mass = 1.0
springAnimation.stiffness = 21.0
springAnimation.damping = 5.8
springAnimation.duration = springAnimation.settlingDuration * 0.8
node.addAnimation(springAnimation, forKey: "tapRotate")
}
}
private var previousYaw: Float = 0.0
@objc private func handlePan(_ gesture: UIPanGestureRecognizer) {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
self.previousInteractionTimestamp = CACurrentMediaTime()
if #available(iOS 11.0, *) {
node.removeAnimation(forKey: "rotate", blendOutDuration: 0.1)
node.removeAnimation(forKey: "tapRotate", blendOutDuration: 0.1)
} else {
node.removeAllAnimations()
}
switch gesture.state {
case .began:
self.previousYaw = 0.0
case .changed:
let translation = gesture.translation(in: gesture.view)
let yawPan = deg2rad(Float(translation.x))
let pitchPan = deg2rad(Float(translation.y))
self.previousYaw = yawPan
node.eulerAngles = SCNVector3(pitchPan, yawPan, 0.0)
case .ended:
let velocity = gesture.velocity(in: gesture.view)
var smallAngle = false
if (self.previousYaw < .pi / 2 && self.previousYaw > -.pi / 2) && abs(velocity.x) < 200 {
smallAngle = true
}
self.playAppearanceAnimation(velocity: velocity.x, smallAngle: smallAngle, explode: !smallAngle && abs(velocity.x) > 600)
node.eulerAngles = SCNVector3(0.0, 0.0, 0.0)
default:
break
}
}
private func setup() {
guard let url = getAppBundle().url(forResource: "star", withExtension: ""),
let compressedData = try? Data(contentsOf: url),
let decompressedData = TGGUnzipData(compressedData, 8 * 1024 * 1024) else {
return
}
let fileName = "star_\(sceneVersion).scn"
let tmpURL = URL(fileURLWithPath: NSTemporaryDirectory() + fileName)
if !FileManager.default.fileExists(atPath: tmpURL.path) {
try? decompressedData.write(to: tmpURL)
}
guard let scene = try? SCNScene(url: tmpURL, options: nil) else {
return
}
self.sceneView.scene = scene
self.sceneView.delegate = self
let _ = self.sceneView.snapshot()
}
private var didSetReady = false
func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
if !self.didSetReady {
self.didSetReady = true
self._ready.set(.single(true))
self.onReady()
}
}
private func onReady() {
self.setupGradientAnimation()
self.setupShineAnimation()
self.playAppearanceAnimation(explode: true)
self.previousInteractionTimestamp = CACurrentMediaTime()
self.timer = SwiftSignalKit.Timer(timeout: 1.0, repeat: true, completion: { [weak self] in
if let strongSelf = self {
let currentTimestamp = CACurrentMediaTime()
if currentTimestamp > strongSelf.previousInteractionTimestamp + 5.0 {
strongSelf.playAppearanceAnimation()
}
}
}, queue: Queue.mainQueue())
self.timer?.start()
}
private func setupGradientAnimation() {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
guard let initial = node.geometry?.materials.first?.diffuse.contentsTransform else {
return
}
let animation = CABasicAnimation(keyPath: "contentsTransform")
animation.duration = 4.5
animation.fromValue = NSValue(scnMatrix4: initial)
animation.toValue = NSValue(scnMatrix4: SCNMatrix4Translate(initial, -0.35, 0.35, 0))
animation.timingFunction = CAMediaTimingFunction(name: .linear)
animation.autoreverses = true
animation.repeatCount = .infinity
node.geometry?.materials.first?.diffuse.addAnimation(animation, forKey: "gradient")
}
private func setupShineAnimation() {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
guard let initial = node.geometry?.materials.first?.emission.contentsTransform else {
return
}
let animation = CABasicAnimation(keyPath: "contentsTransform")
animation.fillMode = .forwards
animation.fromValue = NSValue(scnMatrix4: initial)
animation.toValue = NSValue(scnMatrix4: SCNMatrix4Translate(initial, -1.6, 0.0, 0.0))
animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
animation.beginTime = 0.6
animation.duration = 0.9
let group = CAAnimationGroup()
group.animations = [animation]
group.beginTime = 1.0
group.duration = 3.0
group.repeatCount = .infinity
node.geometry?.materials.first?.emission.addAnimation(group, forKey: "shimmer")
}
private func playAppearanceAnimation(velocity: CGFloat? = nil, smallAngle: Bool = false, mirror: Bool = false, explode: Bool = false) {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
self.previousInteractionTimestamp = CACurrentMediaTime()
if explode, let node = scene.rootNode.childNode(withName: "swirl", recursively: false), let particles = scene.rootNode.childNode(withName: "particles", recursively: false) {
let particleSystem = particles.particleSystems?.first
particleSystem?.particleColorVariation = SCNVector4(0.15, 0.2, 0.35, 0.3)
particleSystem?.particleVelocity = 2.2
particleSystem?.birthRate = 4.5
particleSystem?.particleLifeSpan = 2.0
node.physicsField?.isActive = true
Queue.mainQueue().after(1.0) {
node.physicsField?.isActive = false
particles.particleSystems?.first?.birthRate = 1.2
particleSystem?.particleVelocity = 1.0
particleSystem?.particleLifeSpan = 4.0
}
}
let from = node.presentation.eulerAngles
node.removeAnimation(forKey: "tapRotate")
var toValue: Float = smallAngle ? 0.0 : .pi * 2.0
if let velocity = velocity, !smallAngle && abs(velocity) > 200 && velocity < 0.0 {
toValue *= -1
}
if mirror {
toValue *= -1
}
let to = SCNVector3(x: 0.0, y: toValue, z: 0.0)
let distance = rad2deg(to.y - from.y)
guard !distance.isZero else {
return
}
let springAnimation = CASpringAnimation(keyPath: "eulerAngles")
springAnimation.fromValue = NSValue(scnVector3: from)
springAnimation.toValue = NSValue(scnVector3: to)
springAnimation.mass = 1.0
springAnimation.stiffness = 21.0
springAnimation.damping = 5.8
springAnimation.duration = springAnimation.settlingDuration * 0.75
springAnimation.initialVelocity = velocity.flatMap { abs($0 / CGFloat(distance)) } ?? 1.7
node.addAnimation(springAnimation, forKey: "rotate")
}
func update(component: PremiumStarComponent, availableSize: CGSize, transition: Transition) -> CGSize {
self.sceneView.bounds = CGRect(origin: .zero, size: CGSize(width: availableSize.width * 2.0, height: availableSize.height * 2.0))
self.sceneView.center = CGPoint(x: availableSize.width / 2.0, y: availableSize.height / 2.0)
return availableSize
}
}
func makeView() -> View {
return View(frame: CGRect())
}
func update(view: View, availableSize: CGSize, state: EmptyComponentState, environment: Environment<Empty>, transition: Transition) -> CGSize {
return view.update(component: self, availableSize: availableSize, transition: transition)
}
}