2021-11-18 20:24:22 +04:00

102 lines
3.3 KiB
Swift

//
// EllipseNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/17/19.
//
import Foundation
import QuartzCore
final class EllipseNodeProperties: NodePropertyMap {
init(ellipse: Ellipse) {
self.direction = ellipse.direction
self.position = NodeProperty(provider: KeyframeInterpolator(keyframes: ellipse.position.keyframes))
self.size = NodeProperty(provider: KeyframeInterpolator(keyframes: ellipse.size.keyframes))
self.properties = []
}
let direction: PathDirection
let position: NodeProperty<Vector3D>
let size: NodeProperty<Vector3D>
let properties: [AnyNodeProperty]
}
final class EllipseNode: AnimatorNode, PathNode {
let pathOutput: PathOutputNode
let properties: EllipseNodeProperties
init(parentNode: AnimatorNode?, ellipse: Ellipse) {
self.pathOutput = PathOutputNode(parent: parentNode?.outputNode)
self.properties = EllipseNodeProperties(ellipse: ellipse)
self.parentNode = parentNode
}
// MARK: Animator Node
var propertyMap: NodePropertyMap {
return properties
}
let parentNode: AnimatorNode?
var hasLocalUpdates: Bool = false
var hasUpstreamUpdates: Bool = false
var lastUpdateFrame: CGFloat? = nil
var isEnabled: Bool = true {
didSet{
self.pathOutput.isEnabled = self.isEnabled
}
}
func rebuildOutputs(frame: CGFloat) {
let ellipseSize = properties.size.value.sizeValue
let center = properties.position.value.pointValue
// 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 = ellipseSize * 0.5
if properties.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()
pathOutput.setPath(path, updateFrame: frame)
}
static let ControlPointConstant: CGFloat = 0.55228
}