在iOS开发中使用friction和tension的弹性动效

在iOS系统弹性动效的API接口

+ (void)animateWithDuration:(NSTimeInterval)duration
                      delay:(NSTimeInterval)delay
     usingSpringWithDamping:(CGFloat)dampingRatio
      initialSpringVelocity:(CGFloat)velocity
                    options:(UIViewAnimationOptions)options
                 animations:(void (^)(void))animations
                 completion:(void (^ __nullable)(BOOL finished))completion API_AVAILABLE(ios(7.0));

参数为duration(时长),dampingRatio(弹性系数),velocity (初始速度);
并没有friction(摩擦力),tension(拉力),mass(质量)参数。

如何将friction,tension转化为duration,dampingRatio,velocity呢?

在著名App动效设计软件Framer的开源库Framer的开源库,找到以下转换代码(CoffeeScript):

epsilon =  0.001
minDuration = 0.01
maxDuration = 10.0
minDamping = Number.MIN_VALUE
maxDamping = 1

# Newton's method
approximateRoot = (func, derivative, initialGuess, times=12) ->
    result = initialGuess
    for i in [1...times]
        result = result - func(result) / derivative(result)
    return result

angularFrequency = (undampedFrequency, dampingRatio) ->
    undampedFrequency * Math.sqrt(1 - Math.pow(dampingRatio, 2))

exports.computeDampingRatio = computeDampingRatio = (tension, friction, mass = 1) ->
    friction / (2 * Math.sqrt(mass * tension))

# Tries to compute the duration of a spring,
# but can't for certain velocities and if dampingRatio >= 1
# In those cases it will return null
exports.computeDuration = (tension, friction, velocity = 0, mass = 1) ->
    dampingRatio = computeDampingRatio(tension, friction)
    undampedFrequency = Math.sqrt(tension / mass)
    # This is basically duration extracted out of the envelope functions
    if dampingRatio < 1
        a = Math.sqrt(1 - Math.pow(dampingRatio, 2))
        b = velocity / (a * undampedFrequency)
        c = dampingRatio / a
        d = - ((b - c) / epsilon)
        if d <= 0
            return null
        duration = Math.log(d) / (dampingRatio * undampedFrequency)
    else
        return null
    return duration

exports.computeDerivedCurveOptions = (dampingRatio, duration, velocity = 0, mass = 1) ->
    dampingRatio = Math.max(Math.min(dampingRatio, maxDamping), minDamping)
    duration = Math.max(Math.min(duration, maxDuration), minDuration)

    if dampingRatio < 1
        envelope = (undampedFrequency) ->
            exponentialDecay = undampedFrequency * dampingRatio
            currentDisplacement = exponentialDecay * duration
            a = (exponentialDecay) - velocity
            b = angularFrequency(undampedFrequency, dampingRatio)
            c = Math.exp(-currentDisplacement)
            return epsilon - (a / b) * c

        derivative = (undampedFrequency) ->
            exponentialDecay = undampedFrequency * dampingRatio
            currentDisplacement = exponentialDecay * duration
            d = currentDisplacement * velocity + velocity
            e = Math.pow(dampingRatio, 2) * Math.pow(undampedFrequency, 2) * duration
            f = Math.exp(-currentDisplacement)
            g = angularFrequency(Math.pow(undampedFrequency, 2), dampingRatio)
            factor = if (- envelope(undampedFrequency) + epsilon) > 0 then -1 else 1
            return factor * ((d - e) * f) / g
    else
        envelope = (undampedFrequency) ->
            a = Math.exp(-undampedFrequency * duration)
            b = (undampedFrequency - velocity) * duration + 1
            return -epsilon + a * b

        derivative = (undampedFrequency) ->
            a = Math.exp(-undampedFrequency * duration)
            b = (velocity - undampedFrequency) * Math.pow(duration, 2)
            return a * b

    result =
        tension: 100
        friction: 10
        velocity: velocity

    initialGuess = 5 / duration
    undampedFrequency = approximateRoot(envelope, derivative, initialGuess)
    unless isNaN(undampedFrequency)
        result.tension = Math.pow(undampedFrequency, 2) * mass
        result.friction = dampingRatio * 2 * Math.sqrt(mass * result.tension)
    return result

简化并转化为oc代码后


+ (void)animateWithFriction:(CGFloat)friction
                    Tension:(CGFloat)tension
                      delay:(NSTimeInterval)delay
                 animations:(void (^)(void))animations
                 completion:(void (^ __nullable)(BOOL finished))completion {
    //初始速度默认为1
    [UIView animateWithFriction:friction
                        Tension:tension
                           mass:1
                          delay:delay
          initialSpringVelocity:0
                        options:0
                     animations:animations
                     completion:completion];
}

+ (void)animateWithFriction:(CGFloat)friction
                    Tension:(CGFloat)tension
                       mass:(CGFloat)mass
                      delay:(NSTimeInterval)delay
      initialSpringVelocity:(CGFloat)velocity
                    options:(UIViewAnimationOptions)options
                 animations:(void (^)(void))animations completion:(void (^ __nullable)(BOOL finished))completion {
    CGFloat damping = friction / sqrt(2 * (1 * tension));
    CGFloat undampedFrequency = sqrt(tension / mass);
    
    CGFloat epsilon = 0.001;
    NSTimeInterval duration = 0;

    if (damping < 1) {
        CGFloat a = sqrt(1 - pow(damping, 2));
        CGFloat b = velocity / (a * undampedFrequency);
        CGFloat c = damping / a;
        CGFloat d = -((b - c) / epsilon);
        if (d > 0) {
            duration = log(d) / (damping * undampedFrequency);
        }
    }
    [UIView animateWithDuration:duration
                          delay:delay
         usingSpringWithDamping:damping
          initialSpringVelocity:velocity
                        options:options
                     animations:animations
                     completion:completion];
}
pixate动效

设计输出的pixate文件的动效可以直接方便在iOS上编码实现。

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