This app provides monitoring and information features for the common freifunk user and the technical stuff of a freifunk community.
Code base is taken from a TUM Practical Course project and added here to see if Freifunk Altdorf can use it.
https://www.freifunk-altdorf.de
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215 lines
5.8 KiB
215 lines
5.8 KiB
/** |
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* Copyright (c) 2015-present, Facebook, Inc. |
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* |
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* This source code is licensed under the MIT license found in the |
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* LICENSE file in the root directory of this source tree. |
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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 "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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const NSTimeInterval MAX_DELTA_TIME = 0.064; |
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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 _stiffness; |
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CGFloat _damping; |
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CGFloat _mass; |
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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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NSInteger _iterations; |
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NSInteger _currentLoop; |
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NSTimeInterval _t; // Current time (startTime + dt) |
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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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_lastPosition = valueNode.value; |
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_valueNode = valueNode; |
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_lastVelocity = [RCTConvert CGFloat:config[@"initialVelocity"]]; |
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_callback = [callback copy]; |
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[self resetAnimationConfig:config]; |
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} |
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return self; |
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} |
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- (void)resetAnimationConfig:(NSDictionary *)config |
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{ |
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NSNumber *iterations = [RCTConvert NSNumber:config[@"iterations"]] ?: @1; |
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_toValue = [RCTConvert CGFloat:config[@"toValue"]]; |
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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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_stiffness = [RCTConvert CGFloat:config[@"stiffness"]]; |
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_damping = [RCTConvert CGFloat:config[@"damping"]]; |
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_mass = [RCTConvert CGFloat:config[@"mass"]]; |
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_initialVelocity = _lastVelocity; |
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_fromValue = _lastPosition; |
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_fromValue = _lastPosition; |
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_lastVelocity = _initialVelocity; |
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_animationHasFinished = iterations.integerValue == 0; |
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_iterations = iterations.integerValue; |
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_currentLoop = 1; |
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_animationStartTime = _animationCurrentTime = -1; |
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_animationHasBegun = YES; |
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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 = _animationCurrentTime = -1; |
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_animationHasBegun = YES; |
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} |
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- (void)stopAnimation |
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{ |
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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)stepAnimationWithTime:(NSTimeInterval)currentTime |
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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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// calculate delta time |
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NSTimeInterval deltaTime; |
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if(_animationStartTime == -1) { |
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_t = 0.0; |
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_animationStartTime = currentTime; |
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deltaTime = 0.0; |
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} else { |
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// Handle frame drops, and only advance dt by a max of MAX_DELTA_TIME |
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deltaTime = MIN(MAX_DELTA_TIME, currentTime - _animationCurrentTime); |
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_t = _t + deltaTime; |
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} |
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// store the timestamp |
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_animationCurrentTime = currentTime; |
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CGFloat c = _damping; |
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CGFloat m = _mass; |
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CGFloat k = _stiffness; |
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CGFloat v0 = -_initialVelocity; |
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CGFloat zeta = c / (2 * sqrtf(k * m)); |
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CGFloat omega0 = sqrtf(k / m); |
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CGFloat omega1 = omega0 * sqrtf(1.0 - (zeta * zeta)); |
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CGFloat x0 = _toValue - _fromValue; |
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CGFloat position; |
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CGFloat velocity; |
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if (zeta < 1) { |
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// Under damped |
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CGFloat envelope = expf(-zeta * omega0 * _t); |
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position = |
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_toValue - |
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envelope * |
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((v0 + zeta * omega0 * x0) / omega1 * sinf(omega1 * _t) + |
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x0 * cosf(omega1 * _t)); |
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// This looks crazy -- it's actually just the derivative of the |
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// oscillation function |
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velocity = |
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zeta * |
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omega0 * |
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envelope * |
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(sinf(omega1 * _t) * (v0 + zeta * omega0 * x0) / omega1 + |
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x0 * cosf(omega1 * _t)) - |
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envelope * |
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(cosf(omega1 * _t) * (v0 + zeta * omega0 * x0) - |
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omega1 * x0 * sinf(omega1 * _t)); |
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} else { |
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CGFloat envelope = expf(-omega0 * _t); |
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position = _toValue - envelope * (x0 + (v0 + omega0 * x0) * _t); |
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velocity = |
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envelope * (v0 * (_t * omega0 - 1) + _t * x0 * (omega0 * omega0)); |
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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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// Conditions for stopping the spring animation |
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BOOL isOvershooting = NO; |
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if (_overshootClamping && _stiffness != 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 (_stiffness != 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 (_stiffness != 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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if (_iterations == -1 || _currentLoop < _iterations) { |
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_lastPosition = _fromValue; |
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_lastVelocity = _initialVelocity; |
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// Set _animationStartTime to -1 to reset instance variables on the next animation step. |
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_animationStartTime = -1; |
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_currentLoop++; |
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[self onUpdate:_fromValue]; |
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} else { |
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_animationHasFinished = YES; |
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} |
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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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@end
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