unioil-loyalty-rn-app/ios/Pods/lottie-ios/Sources/Private/Utility/Extensions/MathKit.swift

451 lines
12 KiB
Swift

//
// MathKit.swift
// UIToolBox
//
// Created by Brandon Withrow on 10/10/18.
//
// From https://github.com/buba447/UIToolBox
import CoreGraphics
import Foundation
extension Int {
var cgFloat: CGFloat {
CGFloat(self)
}
}
extension Double {
var cgFloat: CGFloat {
CGFloat(self)
}
}
// MARK: - CGFloat + Interpolatable
extension CGFloat {
func remap(fromLow: CGFloat, fromHigh: CGFloat, toLow: CGFloat, toHigh: CGFloat) -> CGFloat {
guard (fromHigh - fromLow) != 0 else {
// Would produce NAN
return 0
}
return toLow + (self - fromLow) * (toHigh - toLow) / (fromHigh - fromLow)
}
/// Returns a value that is clamped between the two numbers
///
/// 1. The order of arguments does not matter.
func clamp(_ a: CGFloat, _ b: CGFloat) -> CGFloat {
CGFloat(Double(self).clamp(Double(a), Double(b)))
}
/// Returns the difference between the receiver and the given number.
/// - Parameter absolute: If *true* (Default) the returned value will always be positive.
func diff(_ a: CGFloat, absolute: Bool = true) -> CGFloat {
absolute ? abs(a - self) : a - self
}
func toRadians() -> CGFloat { self * .pi / 180 }
func toDegrees() -> CGFloat { self * 180 / .pi }
}
// MARK: - Double
extension Double {
func remap(fromLow: Double, fromHigh: Double, toLow: Double, toHigh: Double) -> Double {
toLow + (self - fromLow) * (toHigh - toLow) / (fromHigh - fromLow)
}
/// Returns a value that is clamped between the two numbers
///
/// 1. The order of arguments does not matter.
func clamp(_ a: Double, _ b: Double) -> Double {
let minValue = a <= b ? a : b
let maxValue = a <= b ? b : a
return max(min(self, maxValue), minValue)
}
}
extension CGRect {
// MARK: Lifecycle
/// Initializes a new CGRect with a center point and size.
init(center: CGPoint, size: CGSize) {
self.init(
x: center.x - (size.width * 0.5),
y: center.y - (size.height * 0.5),
width: size.width,
height: size.height)
}
// MARK: Internal
/// Returns the total area of the rect.
var area: CGFloat {
width * height
}
/// The center point of the rect. Settable.
var center: CGPoint {
get {
CGPoint(x: midX, y: midY)
}
set {
origin = CGPoint(
x: newValue.x - (size.width * 0.5),
y: newValue.y - (size.height * 0.5))
}
}
/// The top left point of the rect. Settable.
var topLeft: CGPoint {
get {
CGPoint(x: minX, y: minY)
}
set {
origin = CGPoint(
x: newValue.x,
y: newValue.y)
}
}
/// The bottom left point of the rect. Settable.
var bottomLeft: CGPoint {
get {
CGPoint(x: minX, y: maxY)
}
set {
origin = CGPoint(
x: newValue.x,
y: newValue.y - size.height)
}
}
/// The top right point of the rect. Settable.
var topRight: CGPoint {
get {
CGPoint(x: maxX, y: minY)
}
set {
origin = CGPoint(
x: newValue.x - size.width,
y: newValue.y)
}
}
/// The bottom right point of the rect. Settable.
var bottomRight: CGPoint {
get {
CGPoint(x: maxX, y: maxY)
}
set {
origin = CGPoint(
x: newValue.x - size.width,
y: newValue.y - size.height)
}
}
}
extension CGSize {
/// Operator convenience to add sizes with +
static func +(left: CGSize, right: CGSize) -> CGSize {
left.add(right)
}
/// Operator convenience to subtract sizes with -
static func -(left: CGSize, right: CGSize) -> CGSize {
left.subtract(right)
}
/// Operator convenience to multiply sizes with *
static func *(left: CGSize, right: CGFloat) -> CGSize {
CGSize(width: left.width * right, height: left.height * right)
}
/// Returns the scale float that will fit the receive inside of the given size.
func scaleThatFits(_ size: CGSize) -> CGFloat {
CGFloat.minimum(width / size.width, height / size.height)
}
/// Adds receiver size to give size.
func add(_ size: CGSize) -> CGSize {
CGSize(width: width + size.width, height: height + size.height)
}
/// Subtracts given size from receiver size.
func subtract(_ size: CGSize) -> CGSize {
CGSize(width: width - size.width, height: height - size.height)
}
/// Multiplies receiver size by the given size.
func multiply(_ size: CGSize) -> CGSize {
CGSize(width: width * size.width, height: height * size.height)
}
}
// MARK: - CGLine
/// A struct that defines a line segment with two CGPoints
struct CGLine {
// MARK: Lifecycle
/// Initializes a line segment with start and end points
init(start: CGPoint, end: CGPoint) {
self.start = start
self.end = end
}
// MARK: Internal
/// The Start of the line segment.
var start: CGPoint
/// The End of the line segment.
var end: CGPoint
/// The length of the line segment.
var length: CGFloat {
end.distanceTo(start)
}
/// Returns a line segment that is normalized to a length of 1
func normalize() -> CGLine {
let len = length
guard len > 0 else {
return self
}
let relativeEnd = end - start
let relativeVector = CGPoint(x: relativeEnd.x / len, y: relativeEnd.y / len)
let absoluteVector = relativeVector + start
return CGLine(start: start, end: absoluteVector)
}
/// Trims a line segment to the given length
func trimmedToLength(_ toLength: CGFloat) -> CGLine {
let len = length
guard len > 0 else {
return self
}
let relativeEnd = end - start
let relativeVector = CGPoint(x: relativeEnd.x / len, y: relativeEnd.y / len)
let sizedVector = CGPoint(x: relativeVector.x * toLength, y: relativeVector.y * toLength)
let absoluteVector = sizedVector + start
return CGLine(start: start, end: absoluteVector)
}
/// Flips a line vertically and horizontally from the start point.
func flipped() -> CGLine {
let relativeEnd = end - start
let flippedEnd = CGPoint(x: relativeEnd.x * -1, y: relativeEnd.y * -1)
return CGLine(start: start, end: flippedEnd + start)
}
/// Move the line to the new start point.
func transpose(_ toPoint: CGPoint) -> CGLine {
let diff = toPoint - start
let newEnd = end + diff
return CGLine(start: toPoint, end: newEnd)
}
}
infix operator +|
infix operator +-
extension CGPoint {
/// Returns the length between the receiver and *CGPoint.zero*
var vectorLength: CGFloat {
distanceTo(.zero)
}
var isZero: Bool {
x == 0 && y == 0
}
/// Operator convenience to divide points with /
static func / (lhs: CGPoint, rhs: CGFloat) -> CGPoint {
CGPoint(x: lhs.x / CGFloat(rhs), y: lhs.y / CGFloat(rhs))
}
/// Operator convenience to multiply points with *
static func * (lhs: CGPoint, rhs: CGFloat) -> CGPoint {
CGPoint(x: lhs.x * CGFloat(rhs), y: lhs.y * CGFloat(rhs))
}
/// Operator convenience to add points with +
static func +(left: CGPoint, right: CGPoint) -> CGPoint {
left.add(right)
}
/// Operator convenience to subtract points with -
static func -(left: CGPoint, right: CGPoint) -> CGPoint {
left.subtract(right)
}
static func +|(left: CGPoint, right: CGFloat) -> CGPoint {
CGPoint(x: left.x, y: left.y + right)
}
static func +-(left: CGPoint, right: CGFloat) -> CGPoint {
CGPoint(x: left.x + right, y: left.y)
}
/// Returns the distance between the receiver and the given point.
func distanceTo(_ a: CGPoint) -> CGFloat {
let xDist = a.x - x
let yDist = a.y - y
return CGFloat(sqrt((xDist * xDist) + (yDist * yDist)))
}
func rounded(decimal: CGFloat) -> CGPoint {
CGPoint(x: round(decimal * x) / decimal, y: round(decimal * y) / decimal)
}
func interpolate(
_ to: CGPoint,
outTangent: CGPoint,
inTangent: CGPoint,
amount: CGFloat,
maxIterations: Int = 3,
samples: Int = 20,
accuracy: CGFloat = 1)
-> CGPoint
{
if amount == 0 {
return self
}
if amount == 1 {
return to
}
if
colinear(outTangent, inTangent) == true,
outTangent.colinear(inTangent, to) == true
{
return interpolate(to: to, amount: amount)
}
let step = 1 / CGFloat(samples)
var points: [(point: CGPoint, distance: CGFloat)] = [(point: self, distance: 0)]
var totalLength: CGFloat = 0
var previousPoint = self
var previousAmount = CGFloat(0)
var closestPoint = 0
while previousAmount < 1 {
previousAmount = previousAmount + step
if previousAmount < amount {
closestPoint = closestPoint + 1
}
let newPoint = pointOnPath(to, outTangent: outTangent, inTangent: inTangent, amount: previousAmount)
let distance = previousPoint.distanceTo(newPoint)
totalLength = totalLength + distance
points.append((point: newPoint, distance: totalLength))
previousPoint = newPoint
}
let accurateDistance = amount * totalLength
var point = points[closestPoint]
var foundPoint = false
var pointAmount = CGFloat(closestPoint) * step
var nextPointAmount: CGFloat = pointAmount + step
var refineIterations = 0
while foundPoint == false {
refineIterations = refineIterations + 1
/// First see if the next point is still less than the projected length.
let nextPoint = points[closestPoint + 1]
if nextPoint.distance < accurateDistance {
point = nextPoint
closestPoint = closestPoint + 1
pointAmount = CGFloat(closestPoint) * step
nextPointAmount = pointAmount + step
if closestPoint == points.count {
foundPoint = true
}
continue
}
if accurateDistance < point.distance {
closestPoint = closestPoint - 1
if closestPoint < 0 {
foundPoint = true
continue
}
point = points[closestPoint]
pointAmount = CGFloat(closestPoint) * step
nextPointAmount = pointAmount + step
continue
}
/// Now we are certain the point is the closest point under the distance
let pointDiff = nextPoint.distance - point.distance
let proposedPointAmount = ((accurateDistance - point.distance) / pointDiff)
.remap(fromLow: 0, fromHigh: 1, toLow: pointAmount, toHigh: nextPointAmount)
let newPoint = pointOnPath(to, outTangent: outTangent, inTangent: inTangent, amount: proposedPointAmount)
let newDistance = point.distance + point.point.distanceTo(newPoint)
pointAmount = proposedPointAmount
point = (point: newPoint, distance: newDistance)
if
accurateDistance - newDistance <= accuracy ||
newDistance - accurateDistance <= accuracy
{
foundPoint = true
}
if refineIterations == maxIterations {
foundPoint = true
}
}
return point.point
}
func pointOnPath(_ to: CGPoint, outTangent: CGPoint, inTangent: CGPoint, amount: CGFloat) -> CGPoint {
let a = interpolate(to: outTangent, amount: amount)
let b = outTangent.interpolate(to: inTangent, amount: amount)
let c = inTangent.interpolate(to: to, amount: amount)
let d = a.interpolate(to: b, amount: amount)
let e = b.interpolate(to: c, amount: amount)
let f = d.interpolate(to: e, amount: amount)
return f
}
func colinear(_ a: CGPoint, _ b: CGPoint) -> Bool {
let area = x * (a.y - b.y) + a.x * (b.y - y) + b.x * (y - a.y);
let accuracy: CGFloat = 0.05
if area < accuracy, area > -accuracy {
return true
}
return false
}
/// Subtracts the given point from the receiving point.
func subtract(_ point: CGPoint) -> CGPoint {
CGPoint(
x: x - point.x,
y: y - point.y)
}
/// Adds the given point from the receiving point.
func add(_ point: CGPoint) -> CGPoint {
CGPoint(
x: x + point.x,
y: y + point.y)
}
}