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Summary: To make React Native play nicely with our internal build infrastructure we need to properly namespace all of our header includes. Where previously you could do `#import "RCTBridge.h"`, you must now write this as `#import <React/RCTBridge.h>`. If your xcode project still has a custom header include path, both variants will likely continue to work, but for new projects, we're defaulting the header include path to `$(BUILT_PRODUCTS_DIR)/usr/local/include`, where the React and CSSLayout targets will copy a subset of headers too. To make Xcode copy headers phase work properly, you may need to add React as an explicit dependency to your app's scheme and disable "parallelize build". Reviewed By: mmmulani Differential Revision: D4213120 fbshipit-source-id: 84a32a4b250c27699e6795f43584f13d594a9a82
202 lines
5.7 KiB
Objective-C
202 lines
5.7 KiB
Objective-C
/**
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* Copyright (c) 2015-present, Facebook, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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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 "RCTAnimationUtils.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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@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 _tension;
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CGFloat _friction;
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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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}
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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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_toValue = [RCTConvert CGFloat:config[@"toValue"]];
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_fromValue = valueNode.value;
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_valueNode = valueNode;
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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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_tension = [RCTConvert CGFloat:config[@"tension"]];
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_friction = [RCTConvert CGFloat:config[@"friction"]];
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_initialVelocity = [RCTConvert CGFloat:config[@"initialVelocity"]];
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_callback = [callback copy];
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_lastPosition = _fromValue;
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_lastVelocity = _initialVelocity;
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}
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return self;
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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 = CACurrentMediaTime();
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_animationCurrentTime = _animationStartTime;
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_animationHasBegun = YES;
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}
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- (void)stopAnimation
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{
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_animationHasFinished = YES;
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}
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- (void)removeAnimation
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{
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[self stopAnimation];
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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)stepAnimation
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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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// We are using a fixed time step and a maximum number of iterations.
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// The following post provides a lot of thoughts into how to build this
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// loop: http://gafferongames.com/game-physics/fix-your-timestep/
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CGFloat TIMESTEP_MSEC = 1;
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// Velocity is based on seconds instead of milliseconds
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CGFloat step = TIMESTEP_MSEC / 1000;
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NSTimeInterval currentTime = CACurrentMediaTime();
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NSInteger numSteps = floorf((currentTime - _animationCurrentTime) / step);
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_animationCurrentTime = currentTime;
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if (numSteps == 0) {
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return;
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}
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CGFloat position = _lastPosition;
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CGFloat velocity = _lastVelocity;
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CGFloat tempPosition = _lastPosition;
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CGFloat tempVelocity = _lastVelocity;
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for (NSInteger i = 0; i < numSteps; ++i) {
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// This is using RK4. A good blog post to understand how it works:
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// http://gafferongames.com/game-physics/integration-basics/
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CGFloat aVelocity = velocity;
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CGFloat aAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + aVelocity * step / 2;
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tempVelocity = velocity + aAcceleration * step / 2;
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CGFloat bVelocity = tempVelocity;
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CGFloat bAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + bVelocity * step / 2;
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tempVelocity = velocity + bAcceleration * step / 2;
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CGFloat cVelocity = tempVelocity;
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CGFloat cAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + cVelocity * step / 2;
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tempVelocity = velocity + cAcceleration * step / 2;
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CGFloat dVelocity = tempVelocity;
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CGFloat dAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + cVelocity * step / 2;
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tempVelocity = velocity + cAcceleration * step / 2;
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CGFloat dxdt = (aVelocity + 2 * (bVelocity + cVelocity) + dVelocity) / 6;
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CGFloat dvdt = (aAcceleration + 2 * (bAcceleration + cAcceleration) + dAcceleration) / 6;
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position += dxdt * step;
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velocity += dvdt * step;
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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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if (_animationHasFinished) {
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return;
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}
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// Conditions for stopping the spring animation
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BOOL isOvershooting = NO;
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if (_overshootClamping && _tension != 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 (_tension != 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 (_tension != 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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[self stopAnimation];
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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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- (void)cleanupAnimationUpdate
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{
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[_valueNode cleanupAnimationUpdate];
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}
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@end
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