2017-08-01 14:44:03 -07:00

157 lines
6.7 KiB
Objective-C

//
// LOTPolystarAnimator.m
// Lottie
//
// Created by brandon_withrow on 7/27/17.
// Copyright © 2017 Airbnb. All rights reserved.
//
#import "LOTPolystarAnimator.h"
#import "LOTPointInterpolator.h"
#import "LOTNumberInterpolator.h"
#import "LOTBezierPath.h"
#import "CGGeometry+LOTAdditions.h"
const CGFloat kPOLYSTAR_MAGIC_NUMBER = .47829f;
@implementation LOTPolystarAnimator {
LOTNumberInterpolator *_outerRadiusInterpolator;
LOTNumberInterpolator *_innerRadiusInterpolator;
LOTNumberInterpolator *_outerRoundnessInterpolator;
LOTNumberInterpolator *_innerRoundnessInterpolator;
LOTPointInterpolator *_positionInterpolator;
LOTNumberInterpolator *_pointsInterpolator;
LOTNumberInterpolator *_rotationInterpolator;
}
- (instancetype _Nonnull )initWithInputNode:(LOTAnimatorNode *_Nullable)inputNode
shapeStar:(LOTShapeStar *_Nonnull)shapeStar {
self = [super initWithInputNode:inputNode keyName:shapeStar.keyname];
if (self) {
_outerRadiusInterpolator = [[LOTNumberInterpolator alloc] initWithKeyframes:shapeStar.outerRadius.keyframes];
_innerRadiusInterpolator = [[LOTNumberInterpolator alloc] initWithKeyframes:shapeStar.innerRadius.keyframes];
_outerRoundnessInterpolator = [[LOTNumberInterpolator alloc] initWithKeyframes:shapeStar.outerRoundness.keyframes];
_innerRoundnessInterpolator = [[LOTNumberInterpolator alloc] initWithKeyframes:shapeStar.innerRoundness.keyframes];
_pointsInterpolator = [[LOTNumberInterpolator alloc] initWithKeyframes:shapeStar.numberOfPoints.keyframes];
_rotationInterpolator = [[LOTNumberInterpolator alloc] initWithKeyframes:shapeStar.rotation.keyframes];
_positionInterpolator = [[LOTPointInterpolator alloc] initWithKeyframes:shapeStar.position.keyframes];
}
return self;
}
- (NSDictionary *)valueInterpolators {
return @{@"Points" : _pointsInterpolator,
@"Position" : _positionInterpolator,
@"Rotation" : _rotationInterpolator,
@"Inner Radius" : _innerRadiusInterpolator,
@"Outer Radius" : _outerRadiusInterpolator,
@"Inner Roundness" : _innerRoundnessInterpolator,
@"Outer Roundness" : _outerRoundnessInterpolator};
}
- (BOOL)needsUpdateForFrame:(NSNumber *)frame {
return ([_outerRadiusInterpolator hasUpdateForFrame:frame] ||
[_innerRadiusInterpolator hasUpdateForFrame:frame] ||
[_outerRoundnessInterpolator hasUpdateForFrame:frame] ||
[_innerRoundnessInterpolator hasUpdateForFrame:frame] ||
[_pointsInterpolator hasUpdateForFrame:frame] ||
[_rotationInterpolator hasUpdateForFrame:frame] ||
[_positionInterpolator hasUpdateForFrame:frame]);
}
- (void)performLocalUpdate {
CGFloat outerRadius = [_outerRadiusInterpolator floatValueForFrame:self.currentFrame];
CGFloat innerRadius = [_innerRadiusInterpolator floatValueForFrame:self.currentFrame];
CGFloat outerRoundness = [_outerRoundnessInterpolator floatValueForFrame:self.currentFrame] / 100.f;
CGFloat innerRoundness = [_innerRoundnessInterpolator floatValueForFrame:self.currentFrame] / 100.f;
CGFloat points = [_pointsInterpolator floatValueForFrame:self.currentFrame];
CGFloat rotation = [_rotationInterpolator floatValueForFrame:self.currentFrame];
CGPoint position = [_positionInterpolator pointValueForFrame:self.currentFrame];
LOTBezierPath *path = [[LOTBezierPath alloc] init];
path.cacheLengths = self.pathShouldCacheLengths;
CGFloat currentAngle = LOT_DegreesToRadians(rotation - 90);
CGFloat anglePerPoint = (CGFloat)((2 * M_PI) / points);
CGFloat halfAnglePerPoint = anglePerPoint / 2.0f;
CGFloat partialPointAmount = points - floor(points);
if (partialPointAmount != 0) {
currentAngle += halfAnglePerPoint * (1.f - partialPointAmount);
}
CGFloat x;
CGFloat y;
CGFloat previousX;
CGFloat previousY;
CGFloat partialPointRadius = 0;
if (partialPointAmount != 0) {
partialPointRadius = innerRadius + partialPointAmount * (outerRadius - innerRadius);
x = (CGFloat) (partialPointRadius * cosf(currentAngle));
y = (CGFloat) (partialPointRadius * sinf(currentAngle));
[path LOT_moveToPoint:CGPointMake(x, y)];
currentAngle += anglePerPoint * partialPointAmount / 2.f;
} else {
x = (float) (outerRadius * cosf(currentAngle));
y = (float) (outerRadius * sinf(currentAngle));
[path LOT_moveToPoint:CGPointMake(x, y)];
currentAngle += halfAnglePerPoint;
}
// True means the line will go to outer radius. False means inner radius.
BOOL longSegment = false;
CGFloat numPoints = ceil(points) * 2;
for (int i = 0; i < numPoints; i++) {
CGFloat radius = longSegment ? outerRadius : innerRadius;
CGFloat dTheta = halfAnglePerPoint;
if (partialPointRadius != 0 && i == numPoints - 2) {
dTheta = anglePerPoint * partialPointAmount / 2.f;
}
if (partialPointRadius != 0 && i == numPoints - 1) {
radius = partialPointRadius;
}
previousX = x;
previousY = y;
x = (CGFloat) (radius * cosf(currentAngle));
y = (CGFloat) (radius * sinf(currentAngle));
if (innerRoundness == 0 && outerRoundness == 0) {
[path LOT_addLineToPoint:CGPointMake(x, y)];
} else {
CGFloat cp1Theta = (CGFloat) (atan2f(previousY, previousX) - M_PI / 2.f);
CGFloat cp1Dx = (CGFloat) cosf(cp1Theta);
CGFloat cp1Dy = (CGFloat) sinf(cp1Theta);
CGFloat cp2Theta = (CGFloat) (atan2f(y, x) - M_PI / 2.f);
CGFloat cp2Dx = (CGFloat) cosf(cp2Theta);
CGFloat cp2Dy = (CGFloat) sinf(cp2Theta);
CGFloat cp1Roundedness = longSegment ? innerRoundness : outerRoundness;
CGFloat cp2Roundedness = longSegment ? outerRoundness : innerRoundness;
CGFloat cp1Radius = longSegment ? innerRadius : outerRadius;
CGFloat cp2Radius = longSegment ? outerRadius : innerRadius;
CGFloat cp1x = cp1Radius * cp1Roundedness * kPOLYSTAR_MAGIC_NUMBER * cp1Dx;
CGFloat cp1y = cp1Radius * cp1Roundedness * kPOLYSTAR_MAGIC_NUMBER * cp1Dy;
CGFloat cp2x = cp2Radius * cp2Roundedness * kPOLYSTAR_MAGIC_NUMBER * cp2Dx;
CGFloat cp2y = cp2Radius * cp2Roundedness * kPOLYSTAR_MAGIC_NUMBER * cp2Dy;
if (partialPointAmount != 0) {
if (i == 0) {
cp1x *= partialPointAmount;
cp1y *= partialPointAmount;
} else if (i == numPoints - 1) {
cp2x *= partialPointAmount;
cp2y *= partialPointAmount;
}
}
[path LOT_addCurveToPoint:CGPointMake(x, y)
controlPoint1:CGPointMake(previousX - cp1x, previousY - cp1y)
controlPoint2:CGPointMake(x + cp2x, y + cp2y)];
}
currentAngle += dTheta;
longSegment = !longSegment;
}
[path LOT_closePath];
[path LOT_applyTransform:CGAffineTransformMakeTranslation(position.x, position.y)];
self.localPath = path;
}
@end