I am trying to restructure this Github Swift project on Metaballs so that the circles are represented by SKShapeNodes that are moved around by SKActions instead of CABasicAnimation
.
I am not interested in the various Metaball parameters (the handleLenRate, Spacing and so on) appearing in the viewController. I basically want to be able to specify a start and end position for the animation using SKActions.
I am not certain how to achieve this, especially how to replace the startAnimation
function below with SKShapeNode's with SKActions:
func startAnimation() {
let loadingLayer = self.layer as! DBMetaballLoadingLayer
loadingAnimation = CABasicAnimation(keyPath: "movingBallCenterX")
loadingAnimation!.duration = 2.5
loadingAnimation!.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
loadingAnimation!.fromValue = NSValue(CGPoint:fromPoint)
loadingAnimation!.toValue = NSValue(CGPoint: toPoint)
loadingAnimation!.repeatCount = Float.infinity
loadingAnimation!.autoreverses = true
loadingLayer.addAnimation(loadingAnimation!, forKey: "loading")
}
Please see what I've been able to do below:
MBCircle
class:
struct MBCircle {
var center: CGPoint = CGPointZero
var radius: CGFloat = 0.0
var frame: CGRect {
get {
return CGRect(x: center.x - radius, y: center.y - radius, width: 2 * radius, height: 2 * radius)
}
}
}
struct DefaultConfig {
static let radius: CGFloat = 15.0
static let mv: CGFloat = 0.6
static let maxDistance: CGFloat = 10 * DefaultConfig.radius
static let handleLenRate: CGFloat = 2.0
static let spacing: CGFloat = 160.0
}
GameScene
class (representing both the DBMetaballLoadingLayer
and DBMetaballLoadingView
):
class GameScene: SKScene {
private let MOVE_BALL_SCALE_RATE: CGFloat = 0.75
private let ITEM_COUNT = 2
private let SCALE_RATE: CGFloat = 1.0//0.3
private var circlePaths = [MBCircle]()
var radius: CGFloat = DefaultConfig.radius
var maxLength: CGFloat {
get {
return (radius * 4 + spacing) * CGFloat(ITEM_COUNT)
}
}
var maxDistance: CGFloat = DefaultConfig.maxDistance
var mv: CGFloat = DefaultConfig.mv
var spacing: CGFloat = DefaultConfig.spacing {
didSet {
_adjustSpacing(spacing)
}
}
var handleLenRate: CGFloat = DefaultConfig.handleLenRate
var movingBallCenterX : CGFloat = 0.0 {
didSet {
if (circlePaths.count > 0) {
circlePaths[0].center = CGPoint(x: movingBallCenterX, y: circlePaths[0].center.y)
}
}
}
func _generalInit() {
circlePaths = Array(0..<ITEM_COUNT).map { i in
var circlePath = MBCircle()
circlePath.center = CGPoint(x: (radius * 10 + spacing) * CGFloat(i), y: radius * (1.0 + SCALE_RATE))
circlePath.radius = i == 0 ? radius * MOVE_BALL_SCALE_RATE : radius
circlePath.sprite = SKShapeNode(circleOfRadius: circlePath.radius)
circlePath.sprite?.position = circlePath.center
circlePath.sprite?.fillColor = UIColor.blueColor()
addChild(circlePath.sprite!)
return circlePath
}
}
func _adjustSpacing(spacing: CGFloat) {
if (ITEM_COUNT > 1 && circlePaths.count > 1) {
for i in 1..<ITEM_COUNT {
var circlePath = circlePaths[i]
circlePath.center = CGPoint(x: (radius*2 + spacing) * CGFloat(i), y: radius * (1.0 + SCALE_RATE))
}
}
}
func _renderPath(path: UIBezierPath) {
var shapeNode = SKShapeNode()
shapeNode.path = path.CGPath
shapeNode.fillColor = UIColor.blueColor()
addChild(shapeNode)
}
func _metaball(j: Int, i: Int, v: CGFloat, handeLenRate: CGFloat, maxDistance: CGFloat) {
let circle1 = circlePaths[i]
let circle2 = circlePaths[j]
let center1 = circle1.center
let center2 = circle2.center
let d = center1.distance(center2)
var radius1 = circle1.radius
var radius2 = circle2.radius
if (d > maxDistance) {
_renderPath(UIBezierPath(ovalInRect: circle2.frame))
} else {
let scale2 = 1 + SCALE_RATE * (1 - d / maxDistance)
radius2 *= scale2
_renderPath(UIBezierPath(ovalInRect: CGRect(x: circle2.center.x - radius2, y: circle2.center.y - radius2, width: 2 * radius2, height: 2 * radius2)))
}
if (radius1 == 0 || radius2 == 0) {
return
}
var u1: CGFloat = 0.0
var u2: CGFloat = 0.0
if (d > maxDistance || d <= abs(radius1 - radius2)) {
return
} else if (d < radius1 + radius2) {
u1 = acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d))
u2 = acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d))
} else {
u1 = 0.0
u2 = 0.0
}
let angle1 = center1.angleBetween(center2)
let angle2 = acos((radius1 - radius2) / d)
let angle1a = angle1 + u1 + (angle2 - u1) * v
let angle1b = angle1 - u1 - (angle2 - u1) * v
let angle2a = angle1 + CGFloat(M_PI) - u2 - (CGFloat(M_PI) - u2 - angle2) * v
let angle2b = angle1 - CGFloat(M_PI) + u2 + (CGFloat(M_PI) - u2 - angle2) * v
let p1a = center1.point(radians: angle1a, withLength: radius1)
let p1b = center1.point(radians: angle1b, withLength: radius1)
let p2a = center2.point(radians: angle2a, withLength: radius2)
let p2b = center2.point(radians: angle2b, withLength: radius2)
let totalRadius = radius1 + radius2
var d2 = min(v * handeLenRate, p1a.minus(p2a).length() / totalRadius)
d2 *= min(1, d * 2 / totalRadius)
radius1 *= d2
radius2 *= d2
let cp1a = p1a.point(radians: angle1a - CGFloat(M_PI_2), withLength: radius1)
let cp2a = p2a.point(radians: angle2a + CGFloat(M_PI_2), withLength: radius2)
let cp2b = p2b.point(radians: angle2b - CGFloat(M_PI_2), withLength: radius2)
let cp1b = p1b.point(radians: angle1b + CGFloat(M_PI_2), withLength: radius1)
let pathJoinedCircles = UIBezierPath()
pathJoinedCircles.moveToPoint(p1a)
pathJoinedCircles.addCurveToPoint(p2a, controlPoint1: cp1a, controlPoint2: cp2a)
pathJoinedCircles.addLineToPoint(p2b)
pathJoinedCircles.addCurveToPoint(p1b, controlPoint1: cp2b, controlPoint2: cp1b)
pathJoinedCircles.addLineToPoint(p1a)
pathJoinedCircles.closePath()
_renderPath(pathJoinedCircles)
}
func startAnimation() {
}
override func didMoveToView(view: SKView) {
_generalInit()
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
I didn't make any changes to the CGPointExtension
class.
UPDATE
I am still trying to get the metaball effect, this is my progress so far based on suggestions from Alessandro Ornano:
import SpriteKit
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
let dx = point.x - self.x
let dy = point.y - self.y
return sqrt(dx * dx + dy * dy)
}
func angleBetween(point: CGPoint) -> CGFloat {
return atan2(point.y - self.y, point.x - self.x)
}
func point(radians radians: CGFloat, withLength length: CGFloat) -> CGPoint {
return CGPoint(x: self.x + length * cos(radians), y: self.y + length * sin(radians))
}
func minus(point: CGPoint) -> CGPoint {
return CGPoint(x: self.x - point.x, y: self.y - point.y)
}
func length() -> CGFloat {
return sqrt(self.x * self.x + self.y + self.y)
}
}
class GameScene: SKScene {
var dBCircle : SKShapeNode!
let radiusDBCircle: CGFloat = 10
let radiusBall: CGFloat = 15
var balls = [SKShapeNode]()
var distanceBtwBalls : CGFloat = 15
private let SCALE_RATE: CGFloat = 0.3
override func didMoveToView(view: SKView) {
// Some parameters
let strokeColor = SKColor.orangeColor()
let dBHeight = CGRectGetMaxY(self.frame)-84 // 64 navigationController height + 20 reasonable distance
let dBStartX = CGRectGetMidX(self.frame)-160 // extreme left
let dBStopX = CGRectGetMidX(self.frame)+160 // extreme right
let dBWidth = dBStopX - dBStartX
let totalBalls = 7 // first and last will be hidden
let ballArea = dBWidth / CGFloat(totalBalls-1)
distanceBtwBalls = ((ballArea-(radiusBall*2))+radiusBall*2)
// Create dbCircle
dBCircle = SKShapeNode.init(circleOfRadius: radiusDBCircle)
dBCircle.position = CGPointMake(CGRectGetMidX(self.frame), dBHeight)
dBCircle.strokeColor = strokeColor
dBCircle.name = "dBCircle"
dBCircle.fillColor = UIColor.clearColor()
addChild(dBCircle)
// Make static balls
for i in 0..<totalBalls {
let ball = SKShapeNode.init(circleOfRadius: radiusBall)
ball.position = CGPointMake(dBStartX+(distanceBtwBalls*CGFloat(i)), dBHeight)
ball.strokeColor = strokeColor
ball.name = "ball"
ball.fillColor = UIColor.clearColor()
balls.append(ball)
if i == 0 || i == totalBalls-1 {
ball.hidden = true
}
addChild(ball)
}
mediaTimingFunctionEaseInEaseOutEmulate(dBCircle,dBStartX: dBStartX,dBStopX: dBStopX)
}
func mediaTimingFunctionEaseInEaseOutEmulate(node:SKShapeNode,dBStartX:CGFloat,dBStopX:CGFloat) {
let actionMoveLeft = SKAction.moveToX(dBStartX, duration:1.7)
actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut
let actionMoveRight = SKAction.moveToX(dBStopX, duration:1.7)
actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut
node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
}
override func update(currentTime: NSTimeInterval) {
var i = 0
self.enumerateChildNodesWithName("ball") {
node, stop in
let ball = node as! SKShapeNode
if CGRectContainsRect(ball.frame, self.dBCircle.frame) {
if (ball.actionForKey("zoom") == nil) {
let zoomIn = SKAction.scaleTo(1.5, duration: 0.25)
let zoomOut = SKAction.scaleTo(1.0, duration: 0.25)
let seq = SKAction.sequence([zoomIn,zoomOut])
ball.runAction(seq,withKey: "zoom")
}
}
i += 1
}
movingBeziers()
}
func _renderPath(path: UIBezierPath) {
let shapeNode = SKShapeNode(path: path.CGPath)
shapeNode.fillColor = UIColor.blueColor()
addChild(shapeNode)
}
func movingBeziers() {
_renderPath(UIBezierPath(ovalInRect: dBCircle.frame))
for j in 1..<balls.count {
self.latestTestMetaball(j, circleShape: dBCircle, v: 0.6, handleLenRate: 2.0, maxDistance: self.distanceBtwBalls)
}
}
func latestTestMetaball (j: Int, circleShape: SKShapeNode, v: CGFloat, handleLenRate: CGFloat, maxDistance: CGFloat) {
let circle1 = circleShape
let circle2 = balls[j]
let center1 = circle1.position
let center2 = circle2.position
let d = center1.distance(center2)
var radius1 = circle1.frame.width
var radius2 = circle2.frame.width
var u1: CGFloat = 0.0
var u2: CGFloat = 0.0
if (d > maxDistance || d <= abs(radius1 - radius2)) {
return
} else if (d < radius1 + radius2) {
u1 = acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d))
u2 = acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d))
} else {
u1 = 0.0
u2 = 0.0
}
let angle1 = center1.angleBetween(center2)
let angle2 = acos((radius1 - radius2) / d)
let angle1a = angle1 + u1 + (angle2 - u1) * v
let angle1b = angle1 - u1 - (angle2 - u1) * v
let angle2a = angle1 + CGFloat(M_PI) - u2 - (CGFloat(M_PI) - u2 - angle2) * v
let angle2b = angle1 - CGFloat(M_PI) + u2 + (CGFloat(M_PI) - u2 - angle2) * v
let p1a = center1.point(radians: angle1a, withLength: radius1)
let p1b = center1.point(radians: angle1b, withLength: radius1)
let p2a = center2.point(radians: angle2a, withLength: radius2)
let p2b = center2.point(radians: angle2b, withLength: radius2)
let totalRadius = radius1 + radius2
var d2 = min(v * handleLenRate, p1a.minus(p2a).length() / totalRadius)
d2 *= min(1, d * 2 / totalRadius)
radius1 *= d2
radius2 *= d2
let cp1a = p1a.point(radians: angle1a - CGFloat(M_PI_2), withLength: radius1)
let cp2a = p2a.point(radians: angle2a + CGFloat(M_PI_2), withLength: radius2)
let cp2b = p2b.point(radians: angle2b - CGFloat(M_PI_2), withLength: radius2)
let cp1b = p1b.point(radians: angle1b + CGFloat(M_PI_2), withLength: radius1)
let pathJoinedCircles = UIBezierPath()
pathJoinedCircles.moveToPoint(p1a)
pathJoinedCircles.addCurveToPoint(p2a, controlPoint1: cp1a, controlPoint2: cp2a)
pathJoinedCircles.addLineToPoint(p2b)
pathJoinedCircles.addCurveToPoint(p1b, controlPoint1: cp2b, controlPoint2: cp1b)
pathJoinedCircles.addLineToPoint(p1a)
pathJoinedCircles.closePath()
let shapeNode = SKShapeNode(path: pathJoinedCircles.CGPath)
shapeNode.fillColor = UIColor.blueColor()
addChild(shapeNode)
}
}
Assuming that your question is how to replicate the same behaviour with nodes and SKAction, I believe this should do it.
Let me know if I need to update any part as I haven't tested it. You still need to use your actual values and objects.
I have referred to referred to How would I repeat an action forever in Swift? while making this reply.
You can easily achieve this kind of animation using
moveToX
and thetimingMode
parameter.New Swift 3 translation below at the end of this answer.
To make an example I use the Xcode Sprite-Kit "Hello, World!" official project demo:
Output:
Update (This part start to emulate the static ball and the dynamic ball moving left and right but without metaball animations)
New update with metaball animation:
Finally I've realize this result, my goal is to make it very similar to the original :
is it possible to make some variations to times (for example zoomIn or zoomOut time values or actionMoveLeft, actionMoveRight time values), this is the code:
Swift 3:
(I've made a little change to
maxDistance: 4 * self.radiusBall
withmaxDistance: 5 * self.radiusBall
to become more similar to the original but you can change it as you wish)