mirror of
https://github.com/Swiftgram/Telegram-iOS.git
synced 2025-06-16 05:55:20 +00:00
575 lines
26 KiB
Swift
575 lines
26 KiB
Swift
import Foundation
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import UIKit
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import Display
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import ComponentFlow
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import SwiftSignalKit
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import SceneKit
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import GZip
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import AppBundle
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import LegacyComponents
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private let sceneVersion: Int = 6
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private func deg2rad(_ number: Float) -> Float {
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return number * .pi / 180
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}
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private func rad2deg(_ number: Float) -> Float {
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return number * 180.0 / .pi
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}
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private func generateParticlesTexture() -> UIImage {
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return UIImage()
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}
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private func generateFlecksTexture() -> UIImage {
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return UIImage()
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}
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private func generateShineTexture() -> UIImage {
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return UIImage()
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}
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private func generateDiffuseTexture() -> UIImage {
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return generateImage(CGSize(width: 256, height: 256), rotatedContext: { size, context in
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let colorsArray: [CGColor] = [
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UIColor(rgb: 0x0079ff).cgColor,
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UIColor(rgb: 0x6a93ff).cgColor,
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UIColor(rgb: 0x9172fe).cgColor,
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UIColor(rgb: 0xe46acd).cgColor,
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]
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var locations: [CGFloat] = [0.0, 0.25, 0.5, 0.75, 1.0]
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let gradient = CGGradient(colorsSpace: deviceColorSpace, colors: colorsArray as CFArray, locations: &locations)!
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context.drawLinearGradient(gradient, start: CGPoint(x: 0.0, y: 0.0), end: CGPoint(x: size.width, y: size.height), options: CGGradientDrawingOptions())
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})!
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}
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class PremiumStarComponent: Component {
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let isIntro: Bool
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let isVisible: Bool
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let hasIdleAnimations: Bool
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init(isIntro: Bool, isVisible: Bool, hasIdleAnimations: Bool) {
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self.isIntro = isIntro
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self.isVisible = isVisible
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self.hasIdleAnimations = hasIdleAnimations
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}
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static func ==(lhs: PremiumStarComponent, rhs: PremiumStarComponent) -> Bool {
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return lhs.isIntro == rhs.isIntro && lhs.isVisible == rhs.isVisible && lhs.hasIdleAnimations == rhs.hasIdleAnimations
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}
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final class View: UIView, SCNSceneRendererDelegate, ComponentTaggedView {
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final class Tag {
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}
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func matches(tag: Any) -> Bool {
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if let _ = tag as? Tag {
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return true
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}
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return false
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}
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private var _ready = Promise<Bool>()
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var ready: Signal<Bool, NoError> {
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return self._ready.get()
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}
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weak var animateFrom: UIView?
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weak var containerView: UIView?
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var animationColor: UIColor?
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private let sceneView: SCNView
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private var previousInteractionTimestamp: Double = 0.0
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private var timer: SwiftSignalKit.Timer?
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private var hasIdleAnimations = false
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private let isIntro: Bool
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init(frame: CGRect, isIntro: Bool) {
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self.isIntro = isIntro
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self.sceneView = SCNView(frame: CGRect(origin: .zero, size: CGSize(width: 64.0, height: 64.0)))
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self.sceneView.backgroundColor = .clear
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self.sceneView.transform = CGAffineTransform(scaleX: 0.5, y: 0.5)
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self.sceneView.isUserInteractionEnabled = false
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self.sceneView.preferredFramesPerSecond = 60
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self.sceneView.isJitteringEnabled = true
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super.init(frame: frame)
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self.addSubview(self.sceneView)
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self.setup()
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let panGestureRecoginzer = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(_:)))
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self.addGestureRecognizer(panGestureRecoginzer)
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let tapGestureRecoginzer = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
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self.addGestureRecognizer(tapGestureRecoginzer)
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self.disablesInteractiveModalDismiss = true
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self.disablesInteractiveTransitionGestureRecognizer = true
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}
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required init?(coder: NSCoder) {
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fatalError("init(coder:) has not been implemented")
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}
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deinit {
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self.timer?.invalidate()
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}
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private let hapticFeedback = HapticFeedback()
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private var delayTapsTill: Double?
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@objc private func handleTap(_ gesture: UITapGestureRecognizer) {
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guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
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return
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}
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let currentTime = CACurrentMediaTime()
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self.previousInteractionTimestamp = currentTime
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if let delayTapsTill = self.delayTapsTill, currentTime < delayTapsTill {
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return
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}
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var left: Bool?
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var top: Bool?
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if let view = gesture.view {
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let point = gesture.location(in: view)
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let horizontalDistanceFromCenter = abs(point.x - view.frame.size.width / 2.0)
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if horizontalDistanceFromCenter > 60.0 {
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return
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}
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let verticalDistanceFromCenter = abs(point.y - view.frame.size.height / 2.0)
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if horizontalDistanceFromCenter > 20.0 {
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left = point.x < view.frame.width / 2.0
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}
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if verticalDistanceFromCenter > 20.0 {
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top = point.y < view.frame.height / 2.0
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}
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}
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if node.animationKeys.contains("tapRotate"), let left = left {
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self.playAppearanceAnimation(velocity: nil, mirror: left, explode: true)
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self.hapticFeedback.impact(.medium)
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return
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}
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let initial = node.eulerAngles
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var yaw: CGFloat = 0.0
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var pitch: CGFloat = 0.0
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if let left = left {
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yaw = left ? -0.6 : 0.6
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}
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if let top = top {
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pitch = top ? -0.3 : 0.3
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}
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let target = SCNVector3(pitch, yaw, 0.0)
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let animation = CABasicAnimation(keyPath: "eulerAngles")
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animation.fromValue = NSValue(scnVector3: initial)
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animation.toValue = NSValue(scnVector3: target)
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animation.duration = 0.25
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animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
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animation.fillMode = .forwards
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node.addAnimation(animation, forKey: "tapRotate")
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node.eulerAngles = target
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Queue.mainQueue().after(0.25) {
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node.eulerAngles = initial
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let springAnimation = CASpringAnimation(keyPath: "eulerAngles")
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springAnimation.fromValue = NSValue(scnVector3: target)
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springAnimation.toValue = NSValue(scnVector3: SCNVector3(x: 0.0, y: 0.0, z: 0.0))
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springAnimation.mass = 1.0
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springAnimation.stiffness = 21.0
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springAnimation.damping = 5.8
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springAnimation.duration = springAnimation.settlingDuration * 0.8
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node.addAnimation(springAnimation, forKey: "tapRotate")
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}
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self.hapticFeedback.tap()
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}
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private var previousYaw: Float = 0.0
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@objc private func handlePan(_ gesture: UIPanGestureRecognizer) {
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guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
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return
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}
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self.previousInteractionTimestamp = CACurrentMediaTime()
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let keys = [
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"rotate",
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"tapRotate"
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]
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for key in keys {
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node.removeAnimation(forKey: key)
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}
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switch gesture.state {
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case .began:
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self.previousYaw = 0.0
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case .changed:
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let translation = gesture.translation(in: gesture.view)
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let yawPan = deg2rad(Float(translation.x))
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func rubberBandingOffset(offset: CGFloat, bandingStart: CGFloat) -> CGFloat {
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let bandedOffset = offset - bandingStart
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let range: CGFloat = 60.0
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let coefficient: CGFloat = 0.4
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return bandingStart + (1.0 - (1.0 / ((bandedOffset * coefficient / range) + 1.0))) * range
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}
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var pitchTranslation = rubberBandingOffset(offset: abs(translation.y), bandingStart: 0.0)
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if translation.y < 0.0 {
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pitchTranslation *= -1.0
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}
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let pitchPan = deg2rad(Float(pitchTranslation))
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self.previousYaw = yawPan
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node.eulerAngles = SCNVector3(pitchPan, yawPan, 0.0)
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case .ended:
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let velocity = gesture.velocity(in: gesture.view)
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var smallAngle = false
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if (self.previousYaw < .pi / 2 && self.previousYaw > -.pi / 2) && abs(velocity.x) < 200 {
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smallAngle = true
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}
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self.playAppearanceAnimation(velocity: velocity.x, smallAngle: smallAngle, explode: !smallAngle && abs(velocity.x) > 600)
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node.eulerAngles = SCNVector3(0.0, 0.0, 0.0)
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default:
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break
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}
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}
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private func setup() {
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let resourceUrl: URL
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if let url = getAppBundle().url(forResource: "star", withExtension: "scn") {
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resourceUrl = url
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} else {
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let fileName = "star_\(sceneVersion).scn"
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let tmpUrl = URL(fileURLWithPath: NSTemporaryDirectory() + fileName)
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if !FileManager.default.fileExists(atPath: tmpUrl.path) {
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guard let url = getAppBundle().url(forResource: "star", withExtension: ""),
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let compressedData = try? Data(contentsOf: url),
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let decompressedData = TGGUnzipData(compressedData, 8 * 1024 * 1024) else {
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return
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}
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try? decompressedData.write(to: tmpUrl)
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}
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resourceUrl = tmpUrl
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}
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guard let scene = try? SCNScene(url: resourceUrl, options: nil) else {
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return
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}
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self.sceneView.scene = scene
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self.sceneView.delegate = self
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let _ = self.sceneView.snapshot()
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}
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private var didSetReady = false
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func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
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if !self.didSetReady {
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self.didSetReady = true
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Queue.mainQueue().justDispatch {
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self._ready.set(.single(true))
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self.onReady()
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}
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}
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}
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private func maybeAnimateIn() {
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guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false), let animateFrom = self.animateFrom, var containerView = self.containerView else {
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return
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}
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containerView = containerView.subviews[2].subviews[1]
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if let animationColor = self.animationColor {
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let newNode = node.clone()
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newNode.geometry = node.geometry?.copy() as? SCNGeometry
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let colorMaterial = SCNMaterial()
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colorMaterial.diffuse.contents = animationColor
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colorMaterial.lightingModel = SCNMaterial.LightingModel.blinn
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newNode.geometry?.materials = [colorMaterial]
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node.addChildNode(newNode)
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newNode.scale = SCNVector3(1.03, 1.03, 1.03)
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newNode.geometry?.materials.first?.diffuse.contents = animationColor
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let animation = CABasicAnimation(keyPath: "opacity")
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animation.beginTime = CACurrentMediaTime() + 0.1
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animation.duration = 0.7
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animation.fromValue = 1.0
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animation.toValue = 0.0
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animation.fillMode = .forwards
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animation.isRemovedOnCompletion = false
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animation.completion = { [weak newNode] _ in
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newNode?.removeFromParentNode()
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}
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newNode.addAnimation(animation, forKey: "opacity")
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}
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let initialPosition = self.sceneView.center
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let targetPosition = self.sceneView.superview!.convert(self.sceneView.center, to: containerView)
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let sourcePosition = animateFrom.superview!.convert(animateFrom.center, to: containerView).offsetBy(dx: 0.0, dy: -20.0)
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containerView.addSubview(self.sceneView)
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self.sceneView.center = targetPosition
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animateFrom.alpha = 0.0
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self.sceneView.layer.animateScale(from: 0.05, to: 0.5, duration: 1.0, timingFunction: kCAMediaTimingFunctionSpring)
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self.sceneView.layer.animatePosition(from: sourcePosition, to: targetPosition, duration: 1.0, timingFunction: kCAMediaTimingFunctionSpring, completion: { _ in
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self.addSubview(self.sceneView)
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self.sceneView.center = initialPosition
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})
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Queue.mainQueue().after(0.4, {
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animateFrom.alpha = 1.0
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})
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self.animateFrom = nil
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self.containerView = nil
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}
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private func onReady() {
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self.setupScaleAnimation()
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self.setupGradientAnimation()
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self.setupShineAnimation()
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self.maybeAnimateIn()
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self.playAppearanceAnimation(explode: true)
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self.previousInteractionTimestamp = CACurrentMediaTime()
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self.timer = SwiftSignalKit.Timer(timeout: 1.0, repeat: true, completion: { [weak self] in
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if let strongSelf = self, strongSelf.hasIdleAnimations {
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let currentTimestamp = CACurrentMediaTime()
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if currentTimestamp > strongSelf.previousInteractionTimestamp + 5.0 {
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strongSelf.playAppearanceAnimation()
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}
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}
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}, queue: Queue.mainQueue())
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self.timer?.start()
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}
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private func setupScaleAnimation() {
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guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
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return
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}
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let fromScale: Float = self.isIntro ? 0.1 : 0.08
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let toScale: Float = self.isIntro ? 0.115 : 0.092
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let animation = CABasicAnimation(keyPath: "scale")
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animation.duration = 2.0
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animation.fromValue = NSValue(scnVector3: SCNVector3(x: fromScale, y: fromScale, z: fromScale))
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animation.toValue = NSValue(scnVector3: SCNVector3(x: toScale, y: toScale, z: toScale))
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animation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
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animation.autoreverses = true
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animation.repeatCount = .infinity
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node.addAnimation(animation, forKey: "scale")
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}
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private func setupGradientAnimation() {
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guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
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return
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}
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guard let initial = node.geometry?.materials.first?.diffuse.contentsTransform else {
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return
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}
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let animation = CABasicAnimation(keyPath: "contentsTransform")
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animation.duration = 4.5
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animation.fromValue = NSValue(scnMatrix4: initial)
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animation.toValue = NSValue(scnMatrix4: SCNMatrix4Translate(initial, -0.35, 0.35, 0))
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animation.timingFunction = CAMediaTimingFunction(name: .linear)
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animation.autoreverses = true
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animation.repeatCount = .infinity
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node.geometry?.materials.first?.diffuse.addAnimation(animation, forKey: "gradient")
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}
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private func setupShineAnimation() {
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guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
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return
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}
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guard let initial = node.geometry?.materials.first?.emission.contentsTransform else {
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return
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}
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if #available(iOS 17.0, *), let material = node.geometry?.materials.first {
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material.metalness.intensity = 0.2
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}
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let animation = CABasicAnimation(keyPath: "contentsTransform")
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animation.fillMode = .forwards
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animation.fromValue = NSValue(scnMatrix4: initial)
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animation.toValue = NSValue(scnMatrix4: SCNMatrix4Translate(initial, -1.6, 0.0, 0.0))
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animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
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animation.beginTime = 1.1
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animation.duration = 0.9
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let group = CAAnimationGroup()
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group.animations = [animation]
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group.beginTime = 1.0
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group.duration = 4.0
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group.repeatCount = .infinity
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node.geometry?.materials.first?.emission.addAnimation(group, forKey: "shimmer")
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}
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private func playAppearanceAnimation(velocity: CGFloat? = nil, smallAngle: Bool = false, mirror: Bool = false, explode: Bool = false) {
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guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
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return
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}
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let currentTime = CACurrentMediaTime()
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self.previousInteractionTimestamp = currentTime
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self.delayTapsTill = currentTime + 0.85
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if explode, let node = scene.rootNode.childNode(withName: "swirl", recursively: false), let particlesLeft = scene.rootNode.childNode(withName: "particles_left", recursively: false), let particlesRight = scene.rootNode.childNode(withName: "particles_right", recursively: false), let particlesBottomLeft = scene.rootNode.childNode(withName: "particles_left_bottom", recursively: false), let particlesBottomRight = scene.rootNode.childNode(withName: "particles_right_bottom", recursively: false) {
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if let leftParticleSystem = particlesLeft.particleSystems?.first, let rightParticleSystem = particlesRight.particleSystems?.first, let leftBottomParticleSystem = particlesBottomLeft.particleSystems?.first, let rightBottomParticleSystem = particlesBottomRight.particleSystems?.first {
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leftParticleSystem.speedFactor = 2.0
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leftParticleSystem.particleVelocity = 1.6
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leftParticleSystem.birthRate = 60.0
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leftParticleSystem.particleLifeSpan = 4.0
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rightParticleSystem.speedFactor = 2.0
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rightParticleSystem.particleVelocity = 1.6
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rightParticleSystem.birthRate = 60.0
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rightParticleSystem.particleLifeSpan = 4.0
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leftBottomParticleSystem.particleVelocity = 1.6
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leftBottomParticleSystem.birthRate = 24.0
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leftBottomParticleSystem.particleLifeSpan = 7.0
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rightBottomParticleSystem.particleVelocity = 1.6
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rightBottomParticleSystem.birthRate = 24.0
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rightBottomParticleSystem.particleLifeSpan = 7.0
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node.physicsField?.isActive = true
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Queue.mainQueue().after(1.0) {
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node.physicsField?.isActive = false
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leftParticleSystem.birthRate = 15.0
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leftParticleSystem.particleVelocity = 1.0
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leftParticleSystem.particleLifeSpan = 3.0
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rightParticleSystem.birthRate = 15.0
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rightParticleSystem.particleVelocity = 1.0
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rightParticleSystem.particleLifeSpan = 3.0
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leftBottomParticleSystem.particleVelocity = 1.0
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leftBottomParticleSystem.birthRate = 10.0
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leftBottomParticleSystem.particleLifeSpan = 5.0
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rightBottomParticleSystem.particleVelocity = 1.0
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rightBottomParticleSystem.birthRate = 10.0
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rightBottomParticleSystem.particleLifeSpan = 5.0
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let leftAnimation = POPBasicAnimation()
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leftAnimation.property = (POPAnimatableProperty.property(withName: "speedFactor", initializer: { property in
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property?.readBlock = { particleSystem, values in
|
|
values?.pointee = (particleSystem as! SCNParticleSystem).speedFactor
|
|
}
|
|
property?.writeBlock = { particleSystem, values in
|
|
(particleSystem as! SCNParticleSystem).speedFactor = values!.pointee
|
|
}
|
|
property?.threshold = 0.01
|
|
}) as! POPAnimatableProperty)
|
|
leftAnimation.fromValue = 1.2 as NSNumber
|
|
leftAnimation.toValue = 0.85 as NSNumber
|
|
leftAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
|
|
leftAnimation.duration = 0.5
|
|
leftParticleSystem.pop_add(leftAnimation, forKey: "speedFactor")
|
|
|
|
let rightAnimation = POPBasicAnimation()
|
|
rightAnimation.property = (POPAnimatableProperty.property(withName: "speedFactor", initializer: { property in
|
|
property?.readBlock = { particleSystem, values in
|
|
values?.pointee = (particleSystem as! SCNParticleSystem).speedFactor
|
|
}
|
|
property?.writeBlock = { particleSystem, values in
|
|
(particleSystem as! SCNParticleSystem).speedFactor = values!.pointee
|
|
}
|
|
property?.threshold = 0.01
|
|
}) as! POPAnimatableProperty)
|
|
rightAnimation.fromValue = 1.2 as NSNumber
|
|
rightAnimation.toValue = 0.85 as NSNumber
|
|
rightAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
|
|
rightAnimation.duration = 0.5
|
|
rightParticleSystem.pop_add(rightAnimation, forKey: "speedFactor")
|
|
}
|
|
}
|
|
}
|
|
|
|
var from = node.presentation.eulerAngles
|
|
if abs(from.y - .pi * 2.0) < 0.001 {
|
|
from.y = 0.0
|
|
}
|
|
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
|
|
springAnimation.completion = { [weak node] finished in
|
|
if finished {
|
|
node?.eulerAngles = SCNVector3(x: 0.0, y: 0.0, z: 0.0)
|
|
}
|
|
}
|
|
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))
|
|
if self.sceneView.superview == self {
|
|
self.sceneView.center = CGPoint(x: availableSize.width / 2.0, y: availableSize.height / 2.0)
|
|
}
|
|
|
|
self.hasIdleAnimations = component.hasIdleAnimations
|
|
|
|
return availableSize
|
|
}
|
|
}
|
|
|
|
func makeView() -> View {
|
|
return View(frame: CGRect(), isIntro: self.isIntro)
|
|
}
|
|
|
|
func update(view: View, availableSize: CGSize, state: EmptyComponentState, environment: Environment<Empty>, transition: Transition) -> CGSize {
|
|
return view.update(component: self, availableSize: availableSize, transition: transition)
|
|
}
|
|
}
|