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Add KeySpline class from WPF source

pull/3844/head
Deadpikle 7 years ago
parent
commit
7e6f0b8265
  1. 271
      src/Avalonia.Animation/KeySpline.cs

271
src/Avalonia.Animation/KeySpline.cs

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Globalization;
using System.Text;
using Avalonia;
using Avalonia.Utilities;
// From: https://github.com/dotnet/wpf/blob/ae1790531c3b993b56eba8b1f0dd395a3ed7de75/src/Microsoft.DotNet.Wpf/src/PresentationCore/System/Windows/Media/Animation/KeySpline.cs
namespace Avalonia.Animation
{
[TypeConverter(typeof(KeySplineTypeConverter))]
public class KeySpline : AvaloniaObject
{
// Control points
private double _controlPointX1;
private double _controlPointY1;
private double _controlPointX2;
private double _controlPointY2;
private bool _isSpecified;
private bool _isDirty;
// The parameter that corresponds to the most recent time
private double _parameter;
// Cached coefficients
private double _Bx; // 3*points[0].X
private double _Cx; // 3*points[1].X
private double _Cx_Bx; // 2*(Cx - Bx)
private double _three_Cx; // 3 - Cx
private double _By; // 3*points[0].Y
private double _Cy; // 3*points[1].Y
// constants
private const double _accuracy = .001; // 1/3 the desired accuracy in X
private const double _fuzz = .000001; // computational zero
public KeySpline()
{
_controlPointX1 = 0.0;
_controlPointY1 = 0.0;
_controlPointX2 = 1.0;
_controlPointY2 = 1.0;
_isDirty = true;
}
public KeySpline(double x1, double y1, double x2, double y2)
{
_controlPointX1 = x1;
_controlPointY1 = y1;
_controlPointX2 = x2;
_controlPointY2 = y2;
_isDirty = true;
}
public static KeySpline Parse(string value, CultureInfo culture)
{
using (var tokenizer = new StringTokenizer((string)value, CultureInfo.InvariantCulture, exceptionMessage: "Invalid KeySpline."))
{
return new KeySpline(tokenizer.ReadDouble(), tokenizer.ReadDouble(), tokenizer.ReadDouble(), tokenizer.ReadDouble());
}
}
public double ControlPointX1
{
get => _controlPointX1;
set => _controlPointX1 = value;
}
public double ControlPointY1
{
get => _controlPointY1;
set => _controlPointY1 = value;
}
public double ControlPointX2
{
get => _controlPointX2;
set => _controlPointX2 = value;
}
public double ControlPointY2
{
get => _controlPointY2;
set => _controlPointY2 = value;
}
/// <summary>
/// Calculates spline progress from a linear progress.
/// </summary>
/// <param name="linearProgress">the linear progress</param>
/// <returns>the spline progress</returns>
public double GetSplineProgress(double linearProgress)
{
//ReadPreamble();
if (_isDirty)
{
Build();
}
if (!_isSpecified)
{
return linearProgress;
}
else
{
SetParameterFromX(linearProgress);
return GetBezierValue(_By, _Cy, _parameter);
}
}
/// <summary>
/// Compute cached coefficients.
/// </summary>
private void Build()
{
if (_controlPointX1 == 0 && _controlPointY1 == 0 && _controlPointX2 == 1 && _controlPointY2 == 1)
{
// This KeySpline would have no effect on the progress.
_isSpecified = false;
}
else
{
_isSpecified = true;
_parameter = 0;
// X coefficients
_Bx = 3 * _controlPointX1;
_Cx = 3 * _controlPointX2;
_Cx_Bx = 2 * (_Cx - _Bx);
_three_Cx = 3 - _Cx;
// Y coefficients
_By = 3 * _controlPointY1;
_Cy = 3 * _controlPointY2;
}
_isDirty = false;
}
/// <summary>
/// Get an X or Y value with the Bezier formula.
/// </summary>
/// <param name="b">the second Bezier coefficient</param>
/// <param name="c">the third Bezier coefficient</param>
/// <param name="t">the parameter value to evaluate at</param>
/// <returns>the value of the Bezier function at the given parameter</returns>
static private double GetBezierValue(double b, double c, double t)
{
double s = 1.0 - t;
double t2 = t * t;
return b * t * s * s + c * t2 * s + t2 * t;
}
/// <summary>
/// Get X and dX/dt at a given parameter
/// </summary>
/// <param name="t">the parameter value to evaluate at</param>
/// <param name="x">the value of x there</param>
/// <param name="dx">the value of dx/dt there</param>
private void GetXAndDx(double t, out double x, out double dx)
{
double s = 1.0 - t;
double t2 = t * t;
double s2 = s * s;
x = _Bx * t * s2 + _Cx * t2 * s + t2 * t;
dx = _Bx * s2 + _Cx_Bx * s * t + _three_Cx * t2;
}
/// <summary>
/// Compute the parameter value that corresponds to a given X value, using a modified
/// clamped Newton-Raphson algorithm to solve the equation X(t) - time = 0. We make
/// use of some known properties of this particular function:
/// * We are only interested in solutions in the interval [0,1]
/// * X(t) is increasing, so we can assume that if X(t) > time t > solution. We use
/// that to clamp down the search interval with every probe.
/// * The derivative of X and Y are between 0 and 3.
/// </summary>
/// <param name="time">the time, scaled to fit in [0,1]</param>
private void SetParameterFromX(double time)
{
// Dynamic search interval to clamp with
double bottom = 0;
double top = 1;
if (time == 0)
{
_parameter = 0;
}
else if (time == 1)
{
_parameter = 1;
}
else
{
// Loop while improving the guess
while (top - bottom > _fuzz)
{
double x, dx, absdx;
// Get x and dx/dt at the current parameter
GetXAndDx(_parameter, out x, out dx);
absdx = Math.Abs(dx);
// Clamp down the search interval, relying on the monotonicity of X(t)
if (x > time)
{
top = _parameter; // because parameter > solution
}
else
{
bottom = _parameter; // because parameter < solution
}
// The desired accuracy is in ultimately in y, not in x, so the
// accuracy needs to be multiplied by dx/dy = (dx/dt) / (dy/dt).
// But dy/dt <=3, so we omit that
if (Math.Abs(x - time) < _accuracy * absdx)
{
break; // We're there
}
if (absdx > _fuzz)
{
// Nonzero derivative, use Newton-Raphson to obtain the next guess
double next = _parameter - (x - time) / dx;
// If next guess is out of the search interval then clamp it in
if (next >= top)
{
_parameter = (_parameter + top) / 2;
}
else if (next <= bottom)
{
_parameter = (_parameter + bottom) / 2;
}
else
{
// Next guess is inside the search interval, accept it
_parameter = next;
}
}
else // Zero derivative, halve the search interval
{
_parameter = (bottom + top) / 2;
}
}
}
}
}
public class KeySplineTypeConverter : TypeConverter
{
public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType)
{
return sourceType == typeof(string);
}
public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value)
{
return KeySpline.Parse((string)value, culture);
}
}
}
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