Janic Duplessis 40bcc38d91 Support the Slow Animations option of the iOS simulator (#21157)
Summary:
RN animations currently ignore the `Slow Animations` option on the iOS simulator because we don't use UIKit animations directly. This uses a private api to get the slow coefficient and use it in the native animated driver. We only compile the private api code on simulator so this won't cause issues for app store approval. One possible issue is that the api changes in new iOS versions but I think it's reasonable to do this.

Note that this won't work with JS driven animations, we could expose the slow coefficient as a constant and use that in JS but I decided not to implement it.
Pull Request resolved: https://github.com/facebook/react-native/pull/21157

Differential Revision: D9980306

Pulled By: sahrens

fbshipit-source-id: bdbce2e469261a75cb4b9a251e8e8f212bb9c4e7
2018-09-20 16:18:03 -07:00

217 lines
5.9 KiB
Objective-C

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