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214 lines
5.9 KiB
214 lines
5.9 KiB
// Copyright 2014 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "ui/gfx/geometry/cubic_bezier.h"
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#include <algorithm>
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#include <cmath>
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#include "base/logging.h"
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namespace gfx {
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static const double kBezierEpsilon = 1e-7;
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CubicBezier::CubicBezier(double p1x, double p1y, double p2x, double p2y) {
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InitCoefficients(p1x, p1y, p2x, p2y);
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InitGradients(p1x, p1y, p2x, p2y);
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InitRange(p1y, p2y);
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}
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CubicBezier::CubicBezier(const CubicBezier& other) = default;
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void CubicBezier::InitCoefficients(double p1x,
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double p1y,
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double p2x,
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double p2y) {
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// Calculate the polynomial coefficients, implicit first and last control
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// points are (0,0) and (1,1).
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cx_ = 3.0 * p1x;
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bx_ = 3.0 * (p2x - p1x) - cx_;
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ax_ = 1.0 - cx_ - bx_;
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cy_ = 3.0 * p1y;
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by_ = 3.0 * (p2y - p1y) - cy_;
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ay_ = 1.0 - cy_ - by_;
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}
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void CubicBezier::InitGradients(double p1x,
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double p1y,
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double p2x,
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double p2y) {
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// End-point gradients are used to calculate timing function results
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// outside the range [0, 1].
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//
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// There are three possibilities for the gradient at each end:
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// (1) the closest control point is not horizontally coincident with regard to
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// (0, 0) or (1, 1). In this case the line between the end point and
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// the control point is tangent to the bezier at the end point.
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// (2) the closest control point is coincident with the end point. In
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// this case the line between the end point and the far control
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// point is tangent to the bezier at the end point.
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// (3) the closest control point is horizontally coincident with the end
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// point, but vertically distinct. In this case the gradient at the
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// end point is Infinite. However, this causes issues when
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// interpolating. As a result, we break down to a simple case of
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// 0 gradient under these conditions.
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if (p1x > 0)
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start_gradient_ = p1y / p1x;
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else if (!p1y && p2x > 0)
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start_gradient_ = p2y / p2x;
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else
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start_gradient_ = 0;
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if (p2x < 1)
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end_gradient_ = (p2y - 1) / (p2x - 1);
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else if (p2x == 1 && p1x < 1)
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end_gradient_ = (p1y - 1) / (p1x - 1);
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else
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end_gradient_ = 0;
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}
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// This works by taking taking the derivative of the cubic bezier, on the y
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// axis. We can then solve for where the derivative is zero to find the min
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// and max distance along the line. We the have to solve those in terms of time
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// rather than distance on the x-axis
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void CubicBezier::InitRange(double p1y, double p2y) {
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range_min_ = 0;
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range_max_ = 1;
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if (0 <= p1y && p1y < 1 && 0 <= p2y && p2y <= 1)
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return;
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const double epsilon = kBezierEpsilon;
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// Represent the function's derivative in the form at^2 + bt + c
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// as in sampleCurveDerivativeY.
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// (Technically this is (dy/dt)*(1/3), which is suitable for finding zeros
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// but does not actually give the slope of the curve.)
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const double a = 3.0 * ay_;
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const double b = 2.0 * by_;
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const double c = cy_;
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// Check if the derivative is constant.
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if (std::abs(a) < epsilon && std::abs(b) < epsilon)
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return;
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// Zeros of the function's derivative.
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double t1 = 0;
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double t2 = 0;
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if (std::abs(a) < epsilon) {
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// The function's derivative is linear.
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t1 = -c / b;
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} else {
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// The function's derivative is a quadratic. We find the zeros of this
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// quadratic using the quadratic formula.
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double discriminant = b * b - 4 * a * c;
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if (discriminant < 0)
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return;
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double discriminant_sqrt = sqrt(discriminant);
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t1 = (-b + discriminant_sqrt) / (2 * a);
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t2 = (-b - discriminant_sqrt) / (2 * a);
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}
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double sol1 = 0;
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double sol2 = 0;
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// If the solution is in the range [0,1] then we include it, otherwise we
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// ignore it.
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// An interesting fact about these beziers is that they are only
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// actually evaluated in [0,1]. After that we take the tangent at that point
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// and linearly project it out.
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if (0 < t1 && t1 < 1)
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sol1 = SampleCurveY(t1);
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if (0 < t2 && t2 < 1)
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sol2 = SampleCurveY(t2);
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range_min_ = std::min(std::min(range_min_, sol1), sol2);
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range_max_ = std::max(std::max(range_max_, sol1), sol2);
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}
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double CubicBezier::GetDefaultEpsilon() {
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return kBezierEpsilon;
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}
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double CubicBezier::SolveCurveX(double x, double epsilon) const {
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DCHECK_GE(x, 0.0);
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DCHECK_LE(x, 1.0);
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double t0;
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double t1;
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double t2;
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double x2;
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double d2;
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int i;
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// First try a few iterations of Newton's method -- normally very fast.
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for (t2 = x, i = 0; i < 8; i++) {
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x2 = SampleCurveX(t2) - x;
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if (fabs(x2) < epsilon)
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return t2;
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d2 = SampleCurveDerivativeX(t2);
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if (fabs(d2) < 1e-6)
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break;
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t2 = t2 - x2 / d2;
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}
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// Fall back to the bisection method for reliability.
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t0 = 0.0;
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t1 = 1.0;
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t2 = x;
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while (t0 < t1) {
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x2 = SampleCurveX(t2);
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if (fabs(x2 - x) < epsilon)
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return t2;
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if (x > x2)
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t0 = t2;
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else
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t1 = t2;
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t2 = (t1 - t0) * .5 + t0;
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}
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// Failure.
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return t2;
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}
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double CubicBezier::Solve(double x) const {
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return SolveWithEpsilon(x, kBezierEpsilon);
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}
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double CubicBezier::SlopeWithEpsilon(double x, double epsilon) const {
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x = std::min(std::max(x, 0.0), 1.0);
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double t = SolveCurveX(x, epsilon);
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double dx = SampleCurveDerivativeX(t);
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double dy = SampleCurveDerivativeY(t);
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return dy / dx;
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}
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double CubicBezier::Slope(double x) const {
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return SlopeWithEpsilon(x, kBezierEpsilon);
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}
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double CubicBezier::GetX1() const {
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return cx_ / 3.0;
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}
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double CubicBezier::GetY1() const {
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return cy_ / 3.0;
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}
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double CubicBezier::GetX2() const {
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return (bx_ + cx_) / 3.0 + GetX1();
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}
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double CubicBezier::GetY2() const {
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return (by_ + cy_) / 3.0 + GetY1();
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}
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} // namespace gfx
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