2019-11-14 23:27:44 +04:00

68 lines
1.5 KiB
Swift

import Foundation
import UIKit
struct ViewportItemSpring {
let stiffness: CGFloat
let damping: CGFloat
let mass: CGFloat
var velocity: CGFloat = 0.0
init(stiffness: CGFloat, damping: CGFloat, mass: CGFloat) {
self.stiffness = stiffness
self.damping = damping
self.mass = mass
}
}
private func a(_ a1: CGFloat, _ a2: CGFloat) -> CGFloat
{
return 1.0 - 3.0 * a2 + 3.0 * a1
}
private func b(_ a1: CGFloat, _ a2: CGFloat) -> CGFloat
{
return 3.0 * a2 - 6.0 * a1
}
private func c(_ a1: CGFloat) -> CGFloat
{
return 3.0 * a1
}
private func calcBezier(_ t: CGFloat, _ a1: CGFloat, _ a2: CGFloat) -> CGFloat
{
return ((a(a1, a2)*t + b(a1, a2))*t + c(a1)) * t
}
private func calcSlope(_ t: CGFloat, _ a1: CGFloat, _ a2: CGFloat) -> CGFloat
{
return 3.0 * a(a1, a2) * t * t + 2.0 * b(a1, a2) * t + c(a1)
}
private func getTForX(_ x: CGFloat, _ x1: CGFloat, _ x2: CGFloat) -> CGFloat {
var t = x
var i = 0
while i < 4 {
let currentSlope = calcSlope(t, x1, x2)
if currentSlope == 0.0 {
return t
} else {
let currentX = calcBezier(t, x1, x2) - x
t -= currentX / currentSlope
}
i += 1
}
return t
}
public func bezierPoint(_ x1: CGFloat, _ y1: CGFloat, _ x2: CGFloat, _ y2: CGFloat, _ x: CGFloat) -> CGFloat
{
var value = calcBezier(getTForX(x, x1, x2), y1, y2)
if value >= 0.997 {
value = 1.0
}
return value
}