/** * Copyright (c) 2015-present, Facebook, Inc. * All rights reserved. * * This source code is licensed under the BSD-style license found in the * LICENSE file in the root directory of this source tree. An additional grant * of patent rights can be found in the PATENTS file in the same directory. */ #import "RCTSpringAnimation.h" #import #import #import #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])) { NSNumber *iterations = [RCTConvert NSNumber:config[@"iterations"]] ?: @1; _animationId = animationId; _toValue = [RCTConvert CGFloat:config[@"toValue"]]; _fromValue = valueNode.value; _lastPosition = 0; _valueNode = valueNode; _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 = [RCTConvert CGFloat:config[@"initialVelocity"]]; _callback = [callback copy]; _lastPosition = _fromValue; _lastVelocity = _initialVelocity; _animationHasFinished = iterations.integerValue == 0; _iterations = iterations.integerValue; _currentLoop = 1; } return self; } 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; } // 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