2022-06-06 18:25:58 +04:00

226 lines
7.0 KiB
Swift

//
// RectNode.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/21/19.
//
import CoreGraphics
import Foundation
// MARK: - RectNodeProperties
final class RectNodeProperties: NodePropertyMap, KeypathSearchable {
// MARK: Lifecycle
init(rectangle: Rectangle) {
keypathName = rectangle.name
direction = rectangle.direction
position = NodeProperty(provider: KeyframeInterpolator(keyframes: rectangle.position.keyframes))
size = NodeProperty(provider: KeyframeInterpolator(keyframes: rectangle.size.keyframes))
cornerRadius = NodeProperty(provider: KeyframeInterpolator(keyframes: rectangle.cornerRadius.keyframes))
keypathProperties = [
"Position" : position,
"Size" : size,
"Roundness" : cornerRadius,
]
properties = Array(keypathProperties.values)
}
// MARK: Internal
var keypathName: String
let keypathProperties: [String: AnyNodeProperty]
let properties: [AnyNodeProperty]
let direction: PathDirection
let position: NodeProperty<Vector3D>
let size: NodeProperty<Vector3D>
let cornerRadius: NodeProperty<Vector1D>
}
// MARK: - RectangleNode
final class RectangleNode: AnimatorNode, PathNode {
// MARK: Lifecycle
init(parentNode: AnimatorNode?, rectangle: Rectangle) {
properties = RectNodeProperties(rectangle: rectangle)
pathOutput = PathOutputNode(parent: parentNode?.outputNode)
self.parentNode = parentNode
}
// MARK: Internal
let properties: RectNodeProperties
let pathOutput: PathOutputNode
let parentNode: AnimatorNode?
var hasLocalUpdates = false
var hasUpstreamUpdates = false
var lastUpdateFrame: CGFloat? = nil
// MARK: Animator Node
var propertyMap: NodePropertyMap & KeypathSearchable {
properties
}
var isEnabled = true {
didSet {
pathOutput.isEnabled = isEnabled
}
}
func rebuildOutputs(frame: CGFloat) {
pathOutput.setPath(
.rectangle(
position: properties.position.value.pointValue,
size: properties.size.value.sizeValue,
cornerRadius: properties.cornerRadius.value.cgFloatValue,
direction: properties.direction),
updateFrame: frame)
}
}
// MARK: - BezierPath + rectangle
extension BezierPath {
/// Constructs a `BezierPath` in the shape of a rectangle, optionally with rounded corners
static func rectangle(
position: CGPoint,
size inputSize: CGSize,
cornerRadius: CGFloat,
direction: PathDirection)
-> BezierPath
{
let size = inputSize * 0.5
let radius = min(min(cornerRadius, size.width) , size.height)
var bezierPath = BezierPath()
let points: [CurveVertex]
if radius <= 0 {
/// No Corners
points = [
/// Lead In
CurveVertex(
point: CGPoint(x: size.width, y: -size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 1
CurveVertex(
point: CGPoint(x: size.width, y: size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 2
CurveVertex(
point: CGPoint(x: -size.width, y: size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 3
CurveVertex(
point: CGPoint(x: -size.width, y: -size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
/// Corner 4
CurveVertex(
point: CGPoint(x: size.width, y: -size.height),
inTangentRelative: .zero,
outTangentRelative: .zero)
.translated(position),
]
} else {
let controlPoint = radius * EllipseNode.ControlPointConstant
points = [
/// Lead In
CurveVertex(
CGPoint(x: radius, y: 0),
CGPoint(x: radius, y: 0),
CGPoint(x: radius, y: 0))
.translated(CGPoint(x: -radius, y: radius))
.translated(CGPoint(x: size.width, y: -size.height))
.translated(position),
/// Corner 1
CurveVertex(
CGPoint(x: radius, y: 0), // In tangent
CGPoint(x: radius, y: 0), // Point
CGPoint(x: radius, y: controlPoint))
.translated(CGPoint(x: -radius, y: -radius))
.translated(CGPoint(x: size.width, y: size.height))
.translated(position),
CurveVertex(
CGPoint(x: controlPoint, y: radius), // In tangent
CGPoint(x: 0, y: radius), // Point
CGPoint(x: 0, y: radius)) // Out Tangent
.translated(CGPoint(x: -radius, y: -radius))
.translated(CGPoint(x: size.width, y: size.height))
.translated(position),
/// Corner 2
CurveVertex(
CGPoint(x: 0, y: radius), // In tangent
CGPoint(x: 0, y: radius), // Point
CGPoint(x: -controlPoint, y: radius))// Out tangent
.translated(CGPoint(x: radius, y: -radius))
.translated(CGPoint(x: -size.width, y: size.height))
.translated(position),
CurveVertex(
CGPoint(x: -radius, y: controlPoint), // In tangent
CGPoint(x: -radius, y: 0), // Point
CGPoint(x: -radius, y: 0)) // Out tangent
.translated(CGPoint(x: radius, y: -radius))
.translated(CGPoint(x: -size.width, y: size.height))
.translated(position),
/// Corner 3
CurveVertex(
CGPoint(x: -radius, y: 0), // In tangent
CGPoint(x: -radius, y: 0), // Point
CGPoint(x: -radius, y: -controlPoint)) // Out tangent
.translated(CGPoint(x: radius, y: radius))
.translated(CGPoint(x: -size.width, y: -size.height))
.translated(position),
CurveVertex(
CGPoint(x: -controlPoint, y: -radius), // In tangent
CGPoint(x: 0, y: -radius), // Point
CGPoint(x: 0, y: -radius)) // Out tangent
.translated(CGPoint(x: radius, y: radius))
.translated(CGPoint(x: -size.width, y: -size.height))
.translated(position),
/// Corner 4
CurveVertex(
CGPoint(x: 0, y: -radius), // In tangent
CGPoint(x: 0, y: -radius), // Point
CGPoint(x: controlPoint, y: -radius)) // Out tangent
.translated(CGPoint(x: -radius, y: radius))
.translated(CGPoint(x: size.width, y: -size.height))
.translated(position),
CurveVertex(
CGPoint(x: radius, y: -controlPoint), // In tangent
CGPoint(x: radius, y: 0), // Point
CGPoint(x: radius, y: 0)) // Out tangent
.translated(CGPoint(x: -radius, y: radius))
.translated(CGPoint(x: size.width, y: -size.height))
.translated(position),
]
}
let reversed = direction == .counterClockwise
let pathPoints = reversed ? points.reversed() : points
for point in pathPoints {
bezierPath.addVertex(reversed ? point.reversed() : point)
}
bezierPath.close()
return bezierPath
}
}