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171 lines
5.1 KiB
Swift
171 lines
5.1 KiB
Swift
//
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// PolygonNode.swift
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// lottie-swift
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//
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// Created by Brandon Withrow on 1/21/19.
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//
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import Foundation
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import QuartzCore
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// MARK: - PolygonNodeProperties
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final class PolygonNodeProperties: NodePropertyMap, KeypathSearchable {
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// MARK: Lifecycle
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init(star: Star) {
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keypathName = star.name
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direction = star.direction
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position = NodeProperty(provider: KeyframeInterpolator(keyframes: star.position.keyframes))
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outerRadius = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRadius.keyframes))
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outerRoundedness = NodeProperty(provider: KeyframeInterpolator(keyframes: star.outerRoundness.keyframes))
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rotation = NodeProperty(provider: KeyframeInterpolator(keyframes: star.rotation.keyframes))
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points = NodeProperty(provider: KeyframeInterpolator(keyframes: star.points.keyframes))
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keypathProperties = [
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"Position" : position,
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"Outer Radius" : outerRadius,
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"Outer Roundedness" : outerRoundedness,
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"Rotation" : rotation,
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"Points" : points,
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]
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properties = Array(keypathProperties.values)
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}
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// MARK: Internal
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var keypathName: String
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var childKeypaths: [KeypathSearchable] = []
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let keypathProperties: [String: AnyNodeProperty]
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let properties: [AnyNodeProperty]
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let direction: PathDirection
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let position: NodeProperty<Vector3D>
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let outerRadius: NodeProperty<Vector1D>
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let outerRoundedness: NodeProperty<Vector1D>
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let rotation: NodeProperty<Vector1D>
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let points: NodeProperty<Vector1D>
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}
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// MARK: - PolygonNode
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final class PolygonNode: AnimatorNode, PathNode {
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// MARK: Lifecycle
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init(parentNode: AnimatorNode?, star: Star) {
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pathOutput = PathOutputNode(parent: parentNode?.outputNode)
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properties = PolygonNodeProperties(star: star)
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self.parentNode = parentNode
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}
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// MARK: Internal
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/// Magic number needed for constructing path.
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static let PolygonConstant: CGFloat = 0.25
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let properties: PolygonNodeProperties
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let pathOutput: PathOutputNode
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let parentNode: AnimatorNode?
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var hasLocalUpdates = false
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var hasUpstreamUpdates = false
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var lastUpdateFrame: CGFloat? = nil
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// MARK: Animator Node
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var propertyMap: NodePropertyMap & KeypathSearchable {
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properties
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}
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var isEnabled = true {
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didSet {
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pathOutput.isEnabled = isEnabled
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}
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}
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func rebuildOutputs(frame: CGFloat) {
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let path = BezierPath.polygon(
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position: properties.position.value.pointValue,
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numberOfPoints: properties.points.value.cgFloatValue,
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outerRadius: properties.outerRadius.value.cgFloatValue,
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outerRoundedness: properties.outerRoundedness.value.cgFloatValue,
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rotation: properties.rotation.value.cgFloatValue,
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direction: properties.direction)
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pathOutput.setPath(path, updateFrame: frame)
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}
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}
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extension BezierPath {
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/// Creates a `BezierPath` in the shape of a polygon
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static func polygon(
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position: CGPoint,
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numberOfPoints: CGFloat,
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outerRadius: CGFloat,
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outerRoundedness inputOuterRoundedness: CGFloat,
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rotation: CGFloat,
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direction: PathDirection)
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-> BezierPath
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{
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var currentAngle = (rotation - 90).toRadians()
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let anglePerPoint = ((2 * CGFloat.pi) / numberOfPoints)
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let outerRoundedness = inputOuterRoundedness * 0.01
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var point = CGPoint(
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x: outerRadius * cos(currentAngle),
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y: outerRadius * sin(currentAngle))
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var vertices = [CurveVertex(point: point + position, inTangentRelative: .zero, outTangentRelative: .zero)]
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var previousPoint = point
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currentAngle += anglePerPoint;
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for _ in 0..<Int(ceil(numberOfPoints)) {
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previousPoint = point
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point = CGPoint(
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x: outerRadius * cos(currentAngle),
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y: outerRadius * sin(currentAngle))
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if outerRoundedness != 0 {
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let cp1Theta = (atan2(previousPoint.y, previousPoint.x) - CGFloat.pi / 2)
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let cp1Dx = cos(cp1Theta);
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let cp1Dy = sin(cp1Theta);
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let cp2Theta = (atan2(point.y, point.x) - CGFloat.pi / 2)
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let cp2Dx = cos(cp2Theta)
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let cp2Dy = sin(cp2Theta)
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let cp1 = CGPoint(
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x: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp1Dx,
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y: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp1Dy)
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let cp2 = CGPoint(
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x: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp2Dx,
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y: outerRadius * outerRoundedness * PolygonNode.PolygonConstant * cp2Dy)
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let previousVertex = vertices[vertices.endIndex - 1]
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vertices[vertices.endIndex - 1] = CurveVertex(
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previousVertex.inTangent,
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previousVertex.point,
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previousVertex.point - cp1)
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vertices.append(CurveVertex(point: point + position, inTangentRelative: cp2, outTangentRelative: .zero))
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} else {
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vertices.append(CurveVertex(point: point + position, inTangentRelative: .zero, outTangentRelative: .zero))
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}
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currentAngle += anglePerPoint;
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}
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let reverse = direction == .counterClockwise
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if reverse {
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vertices = vertices.reversed()
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}
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var path = BezierPath()
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for vertex in vertices {
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path.addVertex(reverse ? vertex.reversed() : vertex)
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}
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path.close()
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return path
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}
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}
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