unioil-loyalty-rn-app/ios/Pods/lottie-ios/Sources/Private/Utility/Primitives/VectorsExtensions.swift

342 lines
6.9 KiB
Swift

//
// Vector.swift
// lottie-swift
//
// Created by Brandon Withrow on 1/7/19.
//
import CoreGraphics
import Foundation
import QuartzCore
// MARK: - Vector1D + Codable
/// Single value container. Needed because lottie sometimes wraps a Double in an array.
extension Vector1D: Codable {
// MARK: Lifecycle
public init(from decoder: Decoder) throws {
/// Try to decode an array of doubles
do {
var container = try decoder.unkeyedContainer()
value = try container.decode(Double.self)
} catch {
value = try decoder.singleValueContainer().decode(Double.self)
}
}
// MARK: Public
public func encode(to encoder: Encoder) throws {
var container = encoder.singleValueContainer()
try container.encode(value)
}
// MARK: Internal
var cgFloatValue: CGFloat {
CGFloat(value)
}
}
// MARK: - Vector1D + AnyInitializable
extension Vector1D: AnyInitializable {
init(value: Any) throws {
if
let array = value as? [Double],
let double = array.first
{
self.value = double
} else if let double = value as? Double {
self.value = double
} else {
throw InitializableError.invalidInput
}
}
}
extension Double {
var vectorValue: Vector1D {
Vector1D(self)
}
}
// MARK: - Vector2D
/// Needed for decoding json {x: y:} to a CGPoint
public struct Vector2D: Codable, Hashable {
// MARK: Lifecycle
init(x: Double, y: Double) {
self.x = x
self.y = y
}
public init(from decoder: Decoder) throws {
let container = try decoder.container(keyedBy: Vector2D.CodingKeys.self)
do {
let xValue: [Double] = try container.decode([Double].self, forKey: .x)
x = xValue[0]
} catch {
x = try container.decode(Double.self, forKey: .x)
}
do {
let yValue: [Double] = try container.decode([Double].self, forKey: .y)
y = yValue[0]
} catch {
y = try container.decode(Double.self, forKey: .y)
}
}
// MARK: Public
public func encode(to encoder: Encoder) throws {
var container = encoder.container(keyedBy: Vector2D.CodingKeys.self)
try container.encode(x, forKey: .x)
try container.encode(y, forKey: .y)
}
// MARK: Internal
var x: Double
var y: Double
var pointValue: CGPoint {
CGPoint(x: x, y: y)
}
// MARK: Private
private enum CodingKeys: String, CodingKey {
case x
case y
}
}
// MARK: AnyInitializable
extension Vector2D: AnyInitializable {
init(value: Any) throws {
guard let dictionary = value as? [String: Any] else {
throw InitializableError.invalidInput
}
if
let array = dictionary[CodingKeys.x.rawValue] as? [Double],
let double = array.first
{
x = double
} else if let double = dictionary[CodingKeys.x.rawValue] as? Double {
x = double
} else {
throw InitializableError.invalidInput
}
if
let array = dictionary[CodingKeys.y.rawValue] as? [Double],
let double = array.first
{
y = double
} else if let double = dictionary[CodingKeys.y.rawValue] as? Double {
y = double
} else {
throw InitializableError.invalidInput
}
}
}
extension CGPoint {
var vector2dValue: Vector2D {
Vector2D(x: Double(x), y: Double(y))
}
}
// MARK: - Vector3D + Codable
/// A three dimensional vector.
/// These vectors are encoded and decoded from [Double]
extension Vector3D: Codable {
// MARK: Lifecycle
init(x: CGFloat, y: CGFloat, z: CGFloat) {
self.x = Double(x)
self.y = Double(y)
self.z = Double(z)
}
public init(from decoder: Decoder) throws {
var container = try decoder.unkeyedContainer()
if !container.isAtEnd {
x = try container.decode(Double.self)
} else {
x = 0
}
if !container.isAtEnd {
y = try container.decode(Double.self)
} else {
y = 0
}
if !container.isAtEnd {
z = try container.decode(Double.self)
} else {
z = 0
}
}
// MARK: Public
public func encode(to encoder: Encoder) throws {
var container = encoder.unkeyedContainer()
try container.encode(x)
try container.encode(y)
try container.encode(z)
}
}
// MARK: - Vector3D + AnyInitializable
extension Vector3D: AnyInitializable {
init(value: Any) throws {
guard var array = value as? [Double] else {
throw InitializableError.invalidInput
}
x = array.count > 0 ? array.removeFirst() : 0
y = array.count > 0 ? array.removeFirst() : 0
z = array.count > 0 ? array.removeFirst() : 0
}
}
extension Vector3D {
public var pointValue: CGPoint {
CGPoint(x: x, y: y)
}
public var sizeValue: CGSize {
CGSize(width: x, height: y)
}
}
extension CGPoint {
var vector3dValue: Vector3D {
Vector3D(x: x, y: y, z: 0)
}
}
extension CGSize {
var vector3dValue: Vector3D {
Vector3D(x: width, y: height, z: 1)
}
}
extension CATransform3D {
static func makeSkew(skew: CGFloat, skewAxis: CGFloat) -> CATransform3D {
let mCos = cos(skewAxis.toRadians())
let mSin = sin(skewAxis.toRadians())
let aTan = tan(skew.toRadians())
let transform1 = CATransform3D(
m11: mCos,
m12: mSin,
m13: 0,
m14: 0,
m21: -mSin,
m22: mCos,
m23: 0,
m24: 0,
m31: 0,
m32: 0,
m33: 1,
m34: 0,
m41: 0,
m42: 0,
m43: 0,
m44: 1)
let transform2 = CATransform3D(
m11: 1,
m12: 0,
m13: 0,
m14: 0,
m21: aTan,
m22: 1,
m23: 0,
m24: 0,
m31: 0,
m32: 0,
m33: 1,
m34: 0,
m41: 0,
m42: 0,
m43: 0,
m44: 1)
let transform3 = CATransform3D(
m11: mCos,
m12: -mSin,
m13: 0,
m14: 0,
m21: mSin,
m22: mCos,
m23: 0,
m24: 0,
m31: 0,
m32: 0,
m33: 1,
m34: 0,
m41: 0,
m42: 0,
m43: 0,
m44: 1)
return CATransform3DConcat(transform3, CATransform3DConcat(transform2, transform1))
}
static func makeTransform(
anchor: CGPoint,
position: CGPoint,
scale: CGSize,
rotation: CGFloat,
skew: CGFloat?,
skewAxis: CGFloat?)
-> CATransform3D
{
if let skew = skew, let skewAxis = skewAxis {
return CATransform3DMakeTranslation(position.x, position.y, 0).rotated(rotation).skewed(skew: -skew, skewAxis: skewAxis)
.scaled(scale * 0.01).translated(anchor * -1)
}
return CATransform3DMakeTranslation(position.x, position.y, 0).rotated(rotation).scaled(scale * 0.01).translated(anchor * -1)
}
func rotated(_ degrees: CGFloat) -> CATransform3D {
CATransform3DRotate(self, degrees.toRadians(), 0, 0, 1)
}
func translated(_ translation: CGPoint) -> CATransform3D {
CATransform3DTranslate(self, translation.x, translation.y, 0)
}
func scaled(_ scale: CGSize) -> CATransform3D {
CATransform3DScale(self, scale.width, scale.height, 1)
}
func skewed(skew: CGFloat, skewAxis: CGFloat) -> CATransform3D {
CATransform3DConcat(CATransform3D.makeSkew(skew: skew, skewAxis: skewAxis), self)
}
}