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

127 lines
4.5 KiB
Swift

//
// PolygonNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/21/19.
//
import Foundation
import QuartzCore
final class PolygonNodeProperties: NodePropertyMap {
init(star: Star) {
self.direction = star.direction
self.position = NodeProperty(provider: KeyframeInterpolator(keyframes: star.position.keyframes))
self.outerRadius = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRadius.keyframes))
self.outerRoundedness = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRoundness.keyframes))
self.rotation = NodeProperty(provider: KeyframeInterpolator(keyframes: star.rotation.keyframes))
self.points = NodeProperty(provider: KeyframeInterpolator(keyframes: star.points.keyframes))
let keypathProperties: [String : AnyNodeProperty] = [
"Position" : position,
"Outer Radius" : outerRadius,
"Outer Roundedness" : outerRoundedness,
"Rotation" : rotation,
"Points" : points
]
self.properties = Array(keypathProperties.values)
}
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>
}
final class PolygonNode: AnimatorNode, PathNode {
let properties: PolygonNodeProperties
let pathOutput: PathOutputNode
init(parentNode: AnimatorNode?, star: Star) {
self.pathOutput = PathOutputNode(parent: parentNode?.outputNode)
self.properties = PolygonNodeProperties(star: star)
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
}
}
/// Magic number needed for constructing path.
static let PolygonConstant: CGFloat = 0.25
func rebuildOutputs(frame: CGFloat) {
let outerRadius = properties.outerRadius.value.cgFloatValue
let outerRoundedness = properties.outerRoundedness.value.cgFloatValue * 0.01
let numberOfPoints = properties.points.value.cgFloatValue
let rotation = properties.rotation.value.cgFloatValue
let position = properties.position.value.pointValue
var currentAngle = (rotation - 90).toRadians()
let anglePerPoint = ((2 * CGFloat.pi) / numberOfPoints)
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 + position)
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 = properties.direction == .counterClockwise
if reverse {
vertices = vertices.reversed()
}
var path = BezierPath()
for vertex in vertices {
path.addVertex(reverse ? vertex.reversed() : vertex)
}
path.close()
pathOutput.setPath(path, updateFrame: frame)
}
}