Created
February 13, 2021 12:41
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struct Wave: Shape { | |
var offset: Angle | |
var percent: Double | |
var animatableData: Double { | |
get { offset.degrees } | |
set { offset = Angle(degrees: newValue) } | |
} | |
func path(in rect: CGRect) -> Path { | |
var p = Path() | |
let waveHeight = 0.015 * rect.height | |
let yOffset = CGFloat(1 - percent) * (rect.height - 4 * waveHeight) + 2 * waveHeight | |
let startAngle = offset | |
let endAngle = offset + Angle(degrees: 360) | |
p.move(to: CGPoint(x: 0, y: yOffset + waveHeight * CGFloat(sin(offset.radians)))) | |
for angle in stride(from: startAngle.degrees, through: endAngle.degrees, by: 5) { | |
let x = CGFloat((angle - startAngle.degrees) / 360) * rect.width | |
p.addLine(to: CGPoint(x: x, y: yOffset + waveHeight * CGFloat(sin(Angle(degrees: angle).radians)))) | |
} | |
p.addLine(to: CGPoint(x: rect.width, y: rect.height)) | |
p.addLine(to: CGPoint(x: 0, y: rect.height)) | |
p.closeSubpath() | |
return p | |
} | |
} |
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