216 lines
5.8 KiB
Objective-C
216 lines
5.8 KiB
Objective-C
/**
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* Copyright (c) 2015-present, Facebook, Inc.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#import "RCTSpringAnimation.h"
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#import <UIKit/UIKit.h>
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#import <React/RCTConvert.h>
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#import <React/RCTDefines.h>
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#import "RCTValueAnimatedNode.h"
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@interface RCTSpringAnimation ()
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@property (nonatomic, strong) NSNumber *animationId;
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@property (nonatomic, strong) RCTValueAnimatedNode *valueNode;
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@property (nonatomic, assign) BOOL animationHasBegun;
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@property (nonatomic, assign) BOOL animationHasFinished;
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@end
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const NSTimeInterval MAX_DELTA_TIME = 0.064;
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@implementation RCTSpringAnimation
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{
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CGFloat _toValue;
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CGFloat _fromValue;
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BOOL _overshootClamping;
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CGFloat _restDisplacementThreshold;
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CGFloat _restSpeedThreshold;
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CGFloat _stiffness;
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CGFloat _damping;
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CGFloat _mass;
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CGFloat _initialVelocity;
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NSTimeInterval _animationStartTime;
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NSTimeInterval _animationCurrentTime;
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RCTResponseSenderBlock _callback;
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CGFloat _lastPosition;
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CGFloat _lastVelocity;
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NSInteger _iterations;
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NSInteger _currentLoop;
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NSTimeInterval _t; // Current time (startTime + dt)
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}
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- (instancetype)initWithId:(NSNumber *)animationId
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config:(NSDictionary *)config
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forNode:(RCTValueAnimatedNode *)valueNode
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callBack:(nullable RCTResponseSenderBlock)callback
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{
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if ((self = [super init])) {
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_animationId = animationId;
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_lastPosition = valueNode.value;
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_valueNode = valueNode;
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_lastVelocity = [RCTConvert CGFloat:config[@"initialVelocity"]];
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_callback = [callback copy];
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[self resetAnimationConfig:config];
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}
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return self;
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}
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- (void)resetAnimationConfig:(NSDictionary *)config
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{
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NSNumber *iterations = [RCTConvert NSNumber:config[@"iterations"]] ?: @1;
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_toValue = [RCTConvert CGFloat:config[@"toValue"]];
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_overshootClamping = [RCTConvert BOOL:config[@"overshootClamping"]];
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_restDisplacementThreshold = [RCTConvert CGFloat:config[@"restDisplacementThreshold"]];
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_restSpeedThreshold = [RCTConvert CGFloat:config[@"restSpeedThreshold"]];
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_stiffness = [RCTConvert CGFloat:config[@"stiffness"]];
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_damping = [RCTConvert CGFloat:config[@"damping"]];
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_mass = [RCTConvert CGFloat:config[@"mass"]];
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_initialVelocity = _lastVelocity;
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_fromValue = _lastPosition;
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_fromValue = _lastPosition;
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_lastVelocity = _initialVelocity;
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_animationHasFinished = iterations.integerValue == 0;
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_iterations = iterations.integerValue;
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_currentLoop = 1;
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_animationStartTime = _animationCurrentTime = -1;
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_animationHasBegun = YES;
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}
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RCT_NOT_IMPLEMENTED(- (instancetype)init)
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- (void)startAnimation
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{
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_animationStartTime = _animationCurrentTime = -1;
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_animationHasBegun = YES;
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}
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- (void)stopAnimation
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{
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_valueNode = nil;
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if (_callback) {
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_callback(@[@{
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@"finished": @(_animationHasFinished)
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}]);
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}
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}
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- (void)stepAnimationWithTime:(NSTimeInterval)currentTime
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{
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if (!_animationHasBegun || _animationHasFinished) {
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// Animation has not begun or animation has already finished.
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return;
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}
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// calculate delta time
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NSTimeInterval deltaTime;
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if(_animationStartTime == -1) {
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_t = 0.0;
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_animationStartTime = currentTime;
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deltaTime = 0.0;
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} else {
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// Handle frame drops, and only advance dt by a max of MAX_DELTA_TIME
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deltaTime = MIN(MAX_DELTA_TIME, currentTime - _animationCurrentTime);
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_t = _t + deltaTime;
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}
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// store the timestamp
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_animationCurrentTime = currentTime;
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CGFloat c = _damping;
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CGFloat m = _mass;
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CGFloat k = _stiffness;
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CGFloat v0 = -_initialVelocity;
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CGFloat zeta = c / (2 * sqrtf(k * m));
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CGFloat omega0 = sqrtf(k / m);
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CGFloat omega1 = omega0 * sqrtf(1.0 - (zeta * zeta));
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CGFloat x0 = _toValue - _fromValue;
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CGFloat position;
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CGFloat velocity;
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if (zeta < 1) {
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// Under damped
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CGFloat envelope = expf(-zeta * omega0 * _t);
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position =
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_toValue -
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envelope *
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((v0 + zeta * omega0 * x0) / omega1 * sinf(omega1 * _t) +
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x0 * cosf(omega1 * _t));
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// This looks crazy -- it's actually just the derivative of the
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// oscillation function
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velocity =
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zeta *
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omega0 *
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envelope *
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(sinf(omega1 * _t) * (v0 + zeta * omega0 * x0) / omega1 +
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x0 * cosf(omega1 * _t)) -
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envelope *
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(cosf(omega1 * _t) * (v0 + zeta * omega0 * x0) -
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omega1 * x0 * sinf(omega1 * _t));
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} else {
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CGFloat envelope = expf(-omega0 * _t);
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position = _toValue - envelope * (x0 + (v0 + omega0 * x0) * _t);
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velocity =
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envelope * (v0 * (_t * omega0 - 1) + _t * x0 * (omega0 * omega0));
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}
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_lastPosition = position;
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_lastVelocity = velocity;
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[self onUpdate:position];
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// Conditions for stopping the spring animation
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BOOL isOvershooting = NO;
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if (_overshootClamping && _stiffness != 0) {
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if (_fromValue < _toValue) {
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isOvershooting = position > _toValue;
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} else {
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isOvershooting = position < _toValue;
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}
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}
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BOOL isVelocity = ABS(velocity) <= _restSpeedThreshold;
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BOOL isDisplacement = YES;
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if (_stiffness != 0) {
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isDisplacement = ABS(_toValue - position) <= _restDisplacementThreshold;
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}
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if (isOvershooting || (isVelocity && isDisplacement)) {
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if (_stiffness != 0) {
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// Ensure that we end up with a round value
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if (_animationHasFinished) {
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return;
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}
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[self onUpdate:_toValue];
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}
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if (_iterations == -1 || _currentLoop < _iterations) {
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_lastPosition = _fromValue;
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_lastVelocity = _initialVelocity;
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// Set _animationStartTime to -1 to reset instance variables on the next animation step.
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_animationStartTime = -1;
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_currentLoop++;
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[self onUpdate:_fromValue];
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} else {
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_animationHasFinished = YES;
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}
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}
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}
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- (void)onUpdate:(CGFloat)outputValue
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{
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_valueNode.value = outputValue;
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[_valueNode setNeedsUpdate];
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}
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@end
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