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Add support for springs for NativeAnimated on iOS
Summary: This diff adds support for native spring animations on iOS. This overlaps some spring work done by kmagiera on the Android side of things. **Test plan (required)** Run UIExplorer NativeAnimated examples before and after - compare the results. Pay special attention to the spring examples. Closes https://github.com/facebook/react-native/pull/9048 Differential Revision: D4056088 Pulled By: foghina fbshipit-source-id: a593408cb61cb850572bab4a0884f7157cece656
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Libraries/NativeAnimation/Drivers/RCTSpringAnimation.m
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Libraries/NativeAnimation/Drivers/RCTSpringAnimation.m
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/**
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* Copyright (c) 2015-present, Facebook, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*/
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#import "RCTSpringAnimation.h"
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#import <UIKit/UIKit.h>
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#import "RCTConvert.h"
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#import "RCTAnimationUtils.h"
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#import "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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@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 _tension;
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CGFloat _friction;
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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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}
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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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_toValue = [RCTConvert CGFloat:config[@"toValue"]];
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_fromValue = valueNode.value;
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_valueNode = valueNode;
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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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_tension = [RCTConvert CGFloat:config[@"tension"]];
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_friction = [RCTConvert CGFloat:config[@"friction"]];
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_initialVelocity = [RCTConvert CGFloat:config[@"initialVelocity"]];
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_callback = [callback copy];
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_lastPosition = _fromValue;
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_lastVelocity = _initialVelocity;
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}
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return self;
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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 = CACurrentMediaTime();
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_animationCurrentTime = _animationStartTime;
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_animationHasBegun = YES;
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}
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- (void)stopAnimation
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{
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_animationHasFinished = YES;
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}
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- (void)removeAnimation
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{
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[self stopAnimation];
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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)stepAnimation
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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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// We are using a fixed time step and a maximum number of iterations.
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// The following post provides a lot of thoughts into how to build this
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// loop: http://gafferongames.com/game-physics/fix-your-timestep/
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CGFloat TIMESTEP_MSEC = 1;
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// Velocity is based on seconds instead of milliseconds
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CGFloat step = TIMESTEP_MSEC / 1000;
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NSTimeInterval currentTime = CACurrentMediaTime();
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NSInteger numSteps = floorf((currentTime - _animationCurrentTime) / step);
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_animationCurrentTime = currentTime;
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if (numSteps == 0) {
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return;
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}
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CGFloat position = _lastPosition;
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CGFloat velocity = _lastVelocity;
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CGFloat tempPosition = _lastPosition;
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CGFloat tempVelocity = _lastVelocity;
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for (NSInteger i = 0; i < numSteps; ++i) {
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// This is using RK4. A good blog post to understand how it works:
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// http://gafferongames.com/game-physics/integration-basics/
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CGFloat aVelocity = velocity;
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CGFloat aAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + aVelocity * step / 2;
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tempVelocity = velocity + aAcceleration * step / 2;
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CGFloat bVelocity = tempVelocity;
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CGFloat bAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + bVelocity * step / 2;
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tempVelocity = velocity + bAcceleration * step / 2;
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CGFloat cVelocity = tempVelocity;
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CGFloat cAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + cVelocity * step / 2;
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tempVelocity = velocity + cAcceleration * step / 2;
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CGFloat dVelocity = tempVelocity;
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CGFloat dAcceleration = _tension * (_toValue - tempPosition) - _friction * tempVelocity;
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tempPosition = position + cVelocity * step / 2;
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tempVelocity = velocity + cAcceleration * step / 2;
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CGFloat dxdt = (aVelocity + 2 * (bVelocity + cVelocity) + dVelocity) / 6;
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CGFloat dvdt = (aAcceleration + 2 * (bAcceleration + cAcceleration) + dAcceleration) / 6;
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position += dxdt * step;
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velocity += dvdt * step;
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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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if (_animationHasFinished) {
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return;
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}
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// Conditions for stopping the spring animation
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BOOL isOvershooting = NO;
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if (_overshootClamping && _tension != 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 (_tension != 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 (_tension != 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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[self stopAnimation];
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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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- (void)cleanupAnimationUpdate
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{
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[_valueNode cleanupAnimationUpdate];
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}
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@end
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