2021-10-12 15:07:00 +04:00

171 lines
5.2 KiB
Swift

//
// InterpolatableExtensions.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/14/19.
//
import Foundation
import CoreGraphics
extension Vector1D: Interpolatable {
func interpolateTo(_ to: Vector1D, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> Vector1D {
return value.interpolateTo(to.value, amount: amount).vectorValue
}
}
extension Vector2D: Interpolatable {
func interpolateTo(_ to: Vector2D, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> Vector2D {
return pointValue.interpolateTo(to.pointValue, amount: CGFloat(amount), spatialOutTangent: spatialOutTangent, spatialInTangent: spatialInTangent).vector2dValue
}
}
extension Vector3D: Interpolatable {
func interpolateTo(_ to: Vector3D, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> Vector3D {
if spatialInTangent != nil || spatialOutTangent != nil {
// TODO Support third dimension spatial interpolation
let point = pointValue.interpolateTo(to.pointValue, amount: amount, spatialOutTangent: spatialOutTangent, spatialInTangent: spatialInTangent)
return Vector3D(x: point.x,
y: point.y,
z: CGFloat(z.interpolateTo(to.z, amount: amount)))
}
return Vector3D(x: x.interpolateTo(to.x, amount: amount),
y: y.interpolateTo(to.y, amount: amount),
z: z.interpolateTo(to.z, amount: amount))
}
}
extension Color: Interpolatable {
/// Initialize a new color with Hue Saturation and Value
init(h: Double, s: Double, v: Double, a: Double) {
let i = floor(h * 6)
let f = h * 6 - i
let p = v * (1 - s);
let q = v * (1 - f * s)
let t = v * (1 - (1 - f) * s)
switch (i.truncatingRemainder(dividingBy: 6)) {
case 0:
self.r = v
self.g = t
self.b = p
case 1:
self.r = q
self.g = v
self.b = p
case 2:
self.r = p
self.g = v
self.b = t
case 3:
self.r = p
self.g = q
self.b = v
case 4:
self.r = t
self.g = p
self.b = v
case 5:
self.r = v
self.g = p
self.b = q
default:
self.r = 0
self.g = 0
self.b = 0
}
self.a = a
}
/// Hue Saturation Value of the color.
var hsva: (h: Double, s: Double, v: Double, a: Double) {
let maxValue = max(r, g, b)
let minValue = min(r, g, b)
var h: Double, s: Double, v: Double = maxValue
let d = maxValue - minValue
s = maxValue == 0 ? 0 : d / maxValue;
if (maxValue == minValue) {
h = 0; // achromatic
} else {
switch (maxValue) {
case r: h = (g - b) / d + (g < b ? 6 : 0)
case g: h = (b - r) / d + 2
case b: h = (r - g) / d + 4
default: h = maxValue
}
h = h / 6
}
return (h: h, s: s, v: v, a: a)
}
init(y: Double, u: Double, v: Double, a: Double) {
// From https://www.fourcc.org/fccyvrgb.php
self.r = y + 1.403 * v
self.g = y - 0.344 * u
self.b = y + 1.770 * u
self.a = a
}
var yuv: (y: Double, u: Double, v: Double, a: Double) {
/// From https://www.fourcc.org/fccyvrgb.php
let y = 0.299 * r + 0.587 * g + 0.114 * b
let u = -0.14713 * r - 0.28886 * g + 0.436 * b
let v = 0.615 * r - 0.51499 * g - 0.10001 * b
return (y: y, u: u, v: v, a: a)
}
func interpolateTo(_ to: Color, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> Color {
return Color(r: r.interpolateTo(to.r, amount: amount),
g: g.interpolateTo(to.g, amount: amount),
b: b.interpolateTo(to.b, amount: amount),
a: a.interpolateTo(to.a, amount: amount))
}
}
extension CurveVertex: Interpolatable {
func interpolateTo(_ to: CurveVertex, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> CurveVertex {
return CurveVertex(point: point.interpolate(to.point, amount: amount),
inTangent: inTangent.interpolate(to.inTangent, amount: amount),
outTangent: outTangent.interpolate(to.outTangent, amount: amount))
}
}
extension BezierPath: Interpolatable {
func interpolateTo(_ to: BezierPath, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> BezierPath {
var newPath = BezierPath()
for i in 0..<min(elements.count, to.elements.count) {
let fromVertex = elements[i].vertex
let toVertex = to.elements[i].vertex
newPath.addVertex(fromVertex.interpolateTo(toVertex, amount: amount, spatialOutTangent: spatialOutTangent, spatialInTangent: spatialInTangent))
}
return newPath
}
}
extension TextDocument: Interpolatable {
func interpolateTo(_ to: TextDocument, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> TextDocument {
if amount == 1 {
return to
}
return self
}
}
extension Array: Interpolatable where Element == Double {
func interpolateTo(_ to: Array<Element>, amount: CGFloat, spatialOutTangent: CGPoint?, spatialInTangent: CGPoint?) -> Array<Element> {
var returnArray = [Double]()
for i in 0..<self.count {
returnArray.append(self[i].interpolateTo(to[i], amount: amount))
}
return returnArray
}
}