聊聊动画引擎 pop

聊聊动画引擎 pop



iOS可以通过CADisplayLink实现自定义动画引擎,pop就是基于此实现的,而且比原生Core Animation更强大好用。譬如当ViewController侧滑返回的时候,系统会将Core Animation的动画会停止,而基于CADisplayLink实现的动画则不会停止,因而可以实现类似网易云音乐从播放页侧滑时hold住专辑封面图旋转的效果。


八一八魔性的pop


1、实用的宏


#define POP_ARRAY_COUNT(x) sizeof(x) / sizeof(x[0])

 

#define FB_PROPERTY_GET(stype, property, ctype) \

- (ctype)property { \

  return ((stype *)_state)->property; \

}

 

#define FB_PROPERTY_SET(stype, property, mutator, ctype, ...) \

- (void)mutator (ctype)value { \

  if (value == ((stype *)_state)->property) \

    return; \

  ((stype *)_state)->property = value; \

  __VA_ARGS__ \

}

 

#define FB_PROPERTY_SET_OBJ_COPY(stype, property, mutator, ctype, ...) \

- (void)mutator (ctype)value { \

  if (value == ((stype *)_state)->property) \

    return; \

  ((stype *)_state)->property = [value copy]; \

  __VA_ARGS__ \

}


2、判定值的数据类型


pop定义了支持的值的数据类型


const POPValueType kPOPAnimatableSupportTypes[10] = {kPOPValueInteger, kPOPValueFloat, kPOPValuePoint, kPOPValueSize, kPOPValueRect, kPOPValueEdgeInsets, kPOPValueColor, kPOPValueSCNVector3, kPOPValueSCNVector4};


通过@encode指令,将给定类型编码的内部字符串与objcType对比,得到值的数据类型


static bool FBCompareTypeEncoding(const char *objctype, POPValueType type)

{

  switch (type)

  {

    case kPOPValueFloat:

      return (strcmp(objctype, @encode(float)) == 0

              || strcmp(objctype, @encode(double)) == 0

              );

 

    case kPOPValuePoint:

      return (strcmp(objctype, @encode(CGPoint)) == 0

#if !TARGET_OS_IPHONE

              || strcmp(objctype, @encode(NSPoint)) == 0

#endif

              );

 

    case kPOPValueSize:

      return (strcmp(objctype, @encode(CGSize)) == 0

#if !TARGET_OS_IPHONE

              || strcmp(objctype, @encode(NSSize)) == 0

#endif

              );

 

    case kPOPValueRect:

      return (strcmp(objctype, @encode(CGRect)) == 0

#if !TARGET_OS_IPHONE

              || strcmp(objctype, @encode(NSRect)) == 0

#endif

              );

    case kPOPValueEdgeInsets:

#if TARGET_OS_IPHONE

      return strcmp(objctype, @encode(UIEdgeInsets)) == 0;

#else

      return false;

#endif

 

    case kPOPValueAffineTransform:

      return strcmp(objctype, @encode(CGAffineTransform)) == 0;

 

    case kPOPValueTransform:

      return strcmp(objctype, @encode(CATransform3D)) == 0;

 

    case kPOPValueRange:

      return strcmp(objctype, @encode(CFRange)) == 0

      || strcmp(objctype, @encode (NSRange)) == 0;

 

    case kPOPValueInteger:

      return (strcmp(objctype, @encode(int)) == 0

              || strcmp(objctype, @encode(unsigned int)) == 0

              || strcmp(objctype, @encode(short)) == 0

              || strcmp(objctype, @encode(unsigned short)) == 0

              || strcmp(objctype, @encode(long)) == 0

              || strcmp(objctype, @encode(unsigned long)) == 0

              || strcmp(objctype, @encode(long long)) == 0

              || strcmp(objctype, @encode(unsigned long long)) == 0

              );

 

    case kPOPValueSCNVector3:

#if SCENEKIT_SDK_AVAILABLE

      return strcmp(objctype, @encode(SCNVector3)) == 0;

#else

      return false;

#endif

 

    case kPOPValueSCNVector4:

#if SCENEKIT_SDK_AVAILABLE

      return strcmp(objctype, @encode(SCNVector4)) == 0;

#else

      return false;

#endif

 

    default:

      return false;

  }

}


3、将值的数据类型标准化为Vector


举个CGRect类型的例子:


case kPOPValueRect:

      vec = Vector::new_cg_rect([value CGRectValue]);

 

Vector *Vector::new_cg_rect(const CGRect &r)

  {

    Vector *v = new Vector(4);

    v->_values[0] = r.origin.x;

    v->_values[1] = r.origin.y;

    v->_values[2] = r.size.width;

    v->_values[3] = r.size.height;

    return v;

  }


通过Vector的两个参数size_t _count;、CGFloat *_values;将给定的类型抽象出来,实现解耦。此外还有一个好处,当创建属性动画为kPOPLayerBounds,但toValue属性赋值的是一个NSNumber,得益于_values是数组指针,并不会引发数组越界导致的crash,只是动画效果不可预期。


4、基于NSRunLoop的动画更新机制


- (void)_scheduleProcessPendingList

{

  // see WebKit for magic numbers, eg http://trac.webkit.org/changeset/166540

  static const CFIndex CATransactionCommitRunLoopOrder = 2000000;

  static const CFIndex POPAnimationApplyRunLoopOrder = CATransactionCommitRunLoopOrder - 1;

 

  // lock

  OSSpinLockLock(&_lock);

 

  if (!_pendingListObserver) {

    __weak POPAnimator *weakSelf = self;

 

    _pendingListObserver = CFRunLoopObserverCreateWithHandler(kCFAllocatorDefault, kCFRunLoopBeforeWaiting | kCFRunLoopExit, false, POPAnimationApplyRunLoopOrder, ^(CFRunLoopObserverRef observer, CFRunLoopActivity activity) {

      [weakSelf _processPendingList];

    });

 

    if (_pendingListObserver) {

      CFRunLoopAddObserver(CFRunLoopGetMain(), _pendingListObserver,  kCFRunLoopCommonModes);

    }

  }

 

  // unlock

  OSSpinLockUnlock(&_lock);

}


在主线程RunLoop中添加观察者,监听了kCFAllocatorDefault、kCFRunLoopBeforeWaiting、kCFRunLoopExit事件,在收到回调的时候,处理_pendingList里的动画。


5、更新动画的回调数组


static POPStaticAnimatablePropertyState _staticStates[] =

{

  /* CALayer */

 

  {kPOPLayerBackgroundColor,

    ^(CALayer *obj, CGFloat values[]) {

      POPCGColorGetRGBAComponents(obj.backgroundColor, values);

    },

    ^(CALayer *obj, const CGFloat values[]) {

      CGColorRef color = POPCGColorRGBACreate(values);

      [obj setBackgroundColor:color];

      CGColorRelease(color);

    },

    kPOPThresholdColor

  },

 

  {kPOPLayerBounds,

    ^(CALayer *obj, CGFloat values[]) {

      values_from_rect(values, [obj bounds]);

    },

    ^(CALayer *obj, const CGFloat values[]) {

      [obj setBounds:values_to_rect(values)];

    },

    kPOPThresholdPoint

  },

...


封装不同的动画行为,实现类似模板模式,只需统一调用,即可更新动画


// write value

write(obj, currentVec->data());


6、动画插值的动态实现


switch (type) {

      case kPOPAnimationSpring:

        advanced = advance(time, dt, obj);

        break;

      case kPOPAnimationDecay:

        advanced = advance(time, dt, obj);

        break;

      case kPOPAnimationBasic: {

        advanced = advance(time, dt, obj);

        computedProgress = true;

        break;

      }

      case kPOPAnimationCustom: {

        customFinished = [self _advance:obj currentTime:time elapsedTime:dt] ? false : true;

        advanced = true;

        break;

      }

      default:

        break;

    }


可以看出总共有四种动画插值的算法,以kPOPAnimationBasic为例:


bool advance(CFTimeInterval time, CFTimeInterval dt, id obj) {

    // default timing function

    if (!timingFunction) {

      ((POPBasicAnimation *)self).timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionDefault];

    }

 

    // solve for normalized time, aka progresss [0, 1]

    CGFloat p = 1.0f;

    if (duration > 0.0f) {

        // cap local time to duration

        CFTimeInterval t = MIN(time - startTime, duration) / duration;

        p = POPTimingFunctionSolve(timingControlPoints, t, SOLVE_EPS(duration));

        timeProgress = t;

    } else {

        timeProgress = 1.;

    }

 

    // interpolate and advance

    interpolate(valueType, valueCount, fromVec->data(), toVec->data(), currentVec->data(), p);

    progress = p;

    clampCurrentValue();

 

    return true;

  }


依照给定的timingFunction,使用POPTimingFunctionSolve计算贝塞尔曲线的变化率,再通过混合计算#define MIX(a, b, f) ((a) + (f) * ((b) - (a))),最终得到动画的插值。


小结


pop中还有很多有意思的地方,譬如TransformationMatrix里的矩阵操作,这里就暂且不挖WebCore底层了。简而言之,无论性能(c++混编)、易用、容错,pop都有着作为引擎该有的特性,而它所暴露的和Core Animation相似的接口也让人极易上手!

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