169 lines
5.4 KiB
Swift

import Foundation
import UIKit
import AsyncDisplayKit
import Display
final class BlobView: UIView {
let pointsCount: Int
let smoothness: CGFloat
let minRandomness: CGFloat
let maxRandomness: CGFloat
let minSpeed: CGFloat
let maxSpeed: CGFloat
let minScale: CGFloat
let maxScale: CGFloat
var scaleUpdated: ((CGFloat) -> Void)?
var level: CGFloat = 0 {
didSet {
if abs(self.level - oldValue) > 0.01 {
CATransaction.begin()
CATransaction.setDisableActions(true)
let lv = self.minScale + (self.maxScale - self.minScale) * self.level
self.shapeLayer.transform = CATransform3DMakeScale(lv, lv, 1)
self.scaleUpdated?(self.level)
CATransaction.commit()
}
}
}
private var speedLevel: CGFloat = 0
private var lastSpeedLevel: CGFloat = 0
private let shapeLayer: CAShapeLayer = {
let layer = CAShapeLayer()
layer.strokeColor = nil
return layer
}()
init(
pointsCount: Int,
minRandomness: CGFloat,
maxRandomness: CGFloat,
minSpeed: CGFloat,
maxSpeed: CGFloat,
minScale: CGFloat,
maxScale: CGFloat
) {
self.pointsCount = pointsCount
self.minRandomness = minRandomness
self.maxRandomness = maxRandomness
self.minSpeed = minSpeed
self.maxSpeed = maxSpeed
self.minScale = minScale
self.maxScale = maxScale
let angle = (CGFloat.pi * 2) / CGFloat(pointsCount)
self.smoothness = ((4 / 3) * tan(angle / 4)) / sin(angle / 2) / 2
super.init(frame: .zero)
self.layer.addSublayer(self.shapeLayer)
self.shapeLayer.transform = CATransform3DMakeScale(minScale, minScale, 1)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setColor(_ color: UIColor) {
self.shapeLayer.fillColor = color.cgColor
}
func updateSpeedLevel(to newSpeedLevel: CGFloat) {
self.speedLevel = max(self.speedLevel, newSpeedLevel)
}
func startAnimating() {
self.animateToNewShape()
}
func stopAnimating() {
self.shapeLayer.removeAnimation(forKey: "path")
}
private func animateToNewShape() {
if self.shapeLayer.path == nil {
let points = generateNextBlob(for: self.bounds.size)
self.shapeLayer.path = UIBezierPath.smoothCurve(through: points, length: bounds.width, smoothness: smoothness).cgPath
}
let nextPoints = generateNextBlob(for: self.bounds.size)
let nextPath = UIBezierPath.smoothCurve(through: nextPoints, length: bounds.width, smoothness: smoothness).cgPath
let animation = CABasicAnimation(keyPath: "path")
let previousPath = self.shapeLayer.path
self.shapeLayer.path = nextPath
animation.duration = CFTimeInterval(1.0 / (minSpeed + (maxSpeed - minSpeed) * speedLevel))
animation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
animation.fromValue = previousPath
animation.toValue = nextPath
animation.isRemovedOnCompletion = false
animation.fillMode = .forwards
animation.completion = { [weak self] finished in
if finished {
self?.animateToNewShape()
}
}
self.shapeLayer.add(animation, forKey: "path")
self.lastSpeedLevel = self.speedLevel
self.speedLevel = 0
}
// MARK: Helpers
private func generateNextBlob(for size: CGSize) -> [CGPoint] {
let randomness = minRandomness + (maxRandomness - minRandomness) * speedLevel
return blob(pointsCount: pointsCount, randomness: randomness)
.map {
return CGPoint(
x: $0.x * CGFloat(size.width),
y: $0.y * CGFloat(size.height)
)
}
}
func blob(pointsCount: Int, randomness: CGFloat) -> [CGPoint] {
let angle = (CGFloat.pi * 2) / CGFloat(pointsCount)
let rgen = { () -> CGFloat in
let accuracy: UInt32 = 1000
let random = arc4random_uniform(accuracy)
return CGFloat(random) / CGFloat(accuracy)
}
let rangeStart: CGFloat = 1 / (1 + randomness / 10)
let startAngle = angle * CGFloat(arc4random_uniform(100)) / CGFloat(100)
let points = (0 ..< pointsCount).map { i -> CGPoint in
let randPointOffset = (rangeStart + CGFloat(rgen()) * (1 - rangeStart)) / 2
let angleRandomness: CGFloat = angle * 0.1
let randAngle = angle + angle * ((angleRandomness * CGFloat(arc4random_uniform(100)) / CGFloat(100)) - angleRandomness * 0.5)
let pointX = sin(startAngle + CGFloat(i) * randAngle)
let pointY = cos(startAngle + CGFloat(i) * randAngle)
return CGPoint(
x: pointX * randPointOffset,
y: pointY * randPointOffset
)
}
return points
}
override func layoutSubviews() {
super.layoutSubviews()
CATransaction.begin()
CATransaction.setDisableActions(true)
self.shapeLayer.position = CGPoint(x: bounds.midX, y: bounds.midY)
CATransaction.commit()
}
}