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Obsolete CubicBezierEasing (#13137)

pull/13142/head
Julien Lebosquain 3 years ago
committed by GitHub
parent
commit
965d0e973d
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  1. 306
      src/Avalonia.Base/Animation/Easings/CubicBezier.cs
  2. 16
      src/Avalonia.Base/Animation/Easings/CubicBezierEasing.cs
  3. 3
      src/Avalonia.Base/Rendering/Composition/Compositor.cs

306
src/Avalonia.Base/Animation/Easings/CubicBezier.cs

@ -1,306 +0,0 @@
// ReSharper disable InconsistentNaming
// Ported from Chromium project https://github.com/chromium/chromium/blob/374d31b7704475fa59f7b2cb836b3b68afdc3d79/ui/gfx/geometry/cubic_bezier.cc
using System;
using Avalonia.Utilities;
// ReSharper disable CompareOfFloatsByEqualityOperator
// ReSharper disable CommentTypo
// ReSharper disable MemberCanBePrivate.Global
// ReSharper disable TooWideLocalVariableScope
// ReSharper disable UnusedMember.Global
#pragma warning disable 649
namespace Avalonia.Animation.Easings
{
/// <summary>
/// Represents a cubic bezier curve and can compute Y coordinate for a given X
/// </summary>
internal unsafe struct CubicBezier
{
const int CUBIC_BEZIER_SPLINE_SAMPLES = 11;
double ax_;
double bx_;
double cx_;
double ay_;
double by_;
double cy_;
double start_gradient_;
double end_gradient_;
double range_min_;
double range_max_;
private bool monotonically_increasing_;
fixed double spline_samples_[CUBIC_BEZIER_SPLINE_SAMPLES];
public CubicBezier(double p1x, double p1y, double p2x, double p2y) : this()
{
InitCoefficients(p1x, p1y, p2x, p2y);
InitGradients(p1x, p1y, p2x, p2y);
InitRange(p1y, p2y);
InitSpline();
}
public readonly double SampleCurveX(double t)
{
// `ax t^3 + bx t^2 + cx t' expanded using Horner's rule.
return ((ax_ * t + bx_) * t + cx_) * t;
}
readonly double SampleCurveY(double t)
{
return ((ay_ * t + by_) * t + cy_) * t;
}
readonly double SampleCurveDerivativeX(double t)
{
return (3.0 * ax_ * t + 2.0 * bx_) * t + cx_;
}
readonly double SampleCurveDerivativeY(double t)
{
return (3.0 * ay_ * t + 2.0 * by_) * t + cy_;
}
public readonly double SolveWithEpsilon(double x, double epsilon)
{
if (x < 0.0)
return 0.0 + start_gradient_ * x;
if (x > 1.0)
return 1.0 + end_gradient_ * (x - 1.0);
return SampleCurveY(SolveCurveX(x, epsilon));
}
void InitCoefficients(double p1x,
double p1y,
double p2x,
double p2y)
{
// Calculate the polynomial coefficients, implicit first and last control
// points are (0,0) and (1,1).
cx_ = 3.0 * p1x;
bx_ = 3.0 * (p2x - p1x) - cx_;
ax_ = 1.0 - cx_ - bx_;
cy_ = 3.0 * p1y;
by_ = 3.0 * (p2y - p1y) - cy_;
ay_ = 1.0 - cy_ - by_;
#if DEBUG
// Bezier curves with x-coordinates outside the range [0,1] for internal
// control points may have multiple values for t for a given value of x.
// In this case, calls to SolveCurveX may produce ambiguous results.
monotonically_increasing_ = p1x >= 0 && p1x <= 1 && p2x >= 0 && p2x <= 1;
#endif
}
void InitGradients(double p1x,
double p1y,
double p2x,
double p2y)
{
// End-point gradients are used to calculate timing function results
// outside the range [0, 1].
//
// There are four possibilities for the gradient at each end:
// (1) the closest control point is not horizontally coincident with regard to
// (0, 0) or (1, 1). In this case the line between the end point and
// the control point is tangent to the bezier at the end point.
// (2) the closest control point is coincident with the end point. In
// this case the line between the end point and the far control
// point is tangent to the bezier at the end point.
// (3) both internal control points are coincident with an endpoint. There
// are two special case that fall into this category:
// CubicBezier(0, 0, 0, 0) and CubicBezier(1, 1, 1, 1). Both are
// equivalent to linear.
// (4) the closest control point is horizontally coincident with the end
// point, but vertically distinct. In this case the gradient at the
// end point is Infinite. However, this causes issues when
// interpolating. As a result, we break down to a simple case of
// 0 gradient under these conditions.
if (p1x > 0)
start_gradient_ = p1y / p1x;
else if (p1y == 0 && p2x > 0)
start_gradient_ = p2y / p2x;
else if (p1y == 0 && p2y == 0)
start_gradient_ = 1;
else
start_gradient_ = 0;
if (p2x < 1)
end_gradient_ = (p2y - 1) / (p2x - 1);
else if (p2y == 1 && p1x < 1)
end_gradient_ = (p1y - 1) / (p1x - 1);
else if (p2y == 1 && p1y == 1)
end_gradient_ = 1;
else
end_gradient_ = 0;
}
const double kBezierEpsilon = 1e-7;
void InitRange(double p1y, double p2y)
{
range_min_ = 0;
range_max_ = 1;
if (0 <= p1y && p1y < 1 && 0 <= p2y && p2y <= 1)
return;
double epsilon = kBezierEpsilon;
// Represent the function's derivative in the form at^2 + bt + c
// as in sampleCurveDerivativeY.
// (Technically this is (dy/dt)*(1/3), which is suitable for finding zeros
// but does not actually give the slope of the curve.)
double a = 3.0 * ay_;
double b = 2.0 * by_;
double c = cy_;
// Check if the derivative is constant.
if (Math.Abs(a) < epsilon && Math.Abs(b) < epsilon)
return;
// Zeros of the function's derivative.
double t1;
double t2 = 0;
if (Math.Abs(a) < epsilon)
{
// The function's derivative is linear.
t1 = -c / b;
}
else
{
// The function's derivative is a quadratic. We find the zeros of this
// quadratic using the quadratic formula.
double discriminant = b * b - 4 * a * c;
if (discriminant < 0)
return;
double discriminant_sqrt = Math.Sqrt(discriminant);
t1 = (-b + discriminant_sqrt) / (2 * a);
t2 = (-b - discriminant_sqrt) / (2 * a);
}
double sol1 = 0;
double sol2 = 0;
// If the solution is in the range [0,1] then we include it, otherwise we
// ignore it.
// An interesting fact about these beziers is that they are only
// actually evaluated in [0,1]. After that we take the tangent at that point
// and linearly project it out.
if (0 < t1 && t1 < 1)
sol1 = SampleCurveY(t1);
if (0 < t2 && t2 < 1)
sol2 = SampleCurveY(t2);
range_min_ = Math.Min(Math.Min(range_min_, sol1), sol2);
range_max_ = Math.Max(Math.Max(range_max_, sol1), sol2);
}
void InitSpline()
{
double delta_t = 1.0 / (CUBIC_BEZIER_SPLINE_SAMPLES - 1);
for (int i = 0; i < CUBIC_BEZIER_SPLINE_SAMPLES; i++)
{
spline_samples_[i] = SampleCurveX(i * delta_t);
}
}
const int kMaxNewtonIterations = 4;
public readonly double SolveCurveX(double x, double epsilon)
{
if (x < 0 || x > 1)
throw new ArgumentException();
double t0 = 0;
double t1 = 0;
double t2 = x;
double x2 = 0;
double d2;
int i;
#if DEBUG
if (!monotonically_increasing_)
throw new InvalidOperationException();
#endif
// Linear interpolation of spline curve for initial guess.
double delta_t = 1.0 / (CUBIC_BEZIER_SPLINE_SAMPLES - 1);
for (i = 1; i < CUBIC_BEZIER_SPLINE_SAMPLES; i++)
{
if (x <= spline_samples_[i])
{
t1 = delta_t * i;
t0 = t1 - delta_t;
t2 = t0 + (t1 - t0) * (x - spline_samples_[i - 1]) /
(spline_samples_[i] - spline_samples_[i - 1]);
break;
}
}
// Perform a few iterations of Newton's method -- normally very fast.
// See https://en.wikipedia.org/wiki/Newton%27s_method.
double newton_epsilon = Math.Min(kBezierEpsilon, epsilon);
for (i = 0; i < kMaxNewtonIterations; i++)
{
x2 = SampleCurveX(t2) - x;
if (Math.Abs(x2) < newton_epsilon)
return t2;
d2 = SampleCurveDerivativeX(t2);
if (Math.Abs(d2) < kBezierEpsilon)
break;
t2 = t2 - x2 / d2;
}
if (Math.Abs(x2) < epsilon)
return t2;
// Fall back to the bisection method for reliability.
while (t0 < t1)
{
x2 = SampleCurveX(t2);
if (Math.Abs(x2 - x) < epsilon)
return t2;
if (x > x2)
t0 = t2;
else
t1 = t2;
t2 = (t1 + t0) * .5;
}
// Failure.
return t2;
}
public readonly double Solve(double x)
{
return SolveWithEpsilon(x, kBezierEpsilon);
}
public readonly double SlopeWithEpsilon(double x, double epsilon)
{
x = MathUtilities.Clamp(x, 0.0, 1.0);
double t = SolveCurveX(x, epsilon);
double dx = SampleCurveDerivativeX(t);
double dy = SampleCurveDerivativeY(t);
return dy / dx;
}
public readonly double Slope(double x)
{
return SlopeWithEpsilon(x, kBezierEpsilon);
}
public readonly double RangeMin => range_min_;
public readonly double RangeMax => range_max_;
}
}

16
src/Avalonia.Base/Animation/Easings/CubicBezierEasing.cs

@ -2,26 +2,16 @@ using System;
namespace Avalonia.Animation.Easings;
[Obsolete("Use SplineEasing instead")]
public sealed class CubicBezierEasing : IEasing
{
private CubicBezier _bezier;
//cubic-bezier(0.25, 0.1, 0.25, 1.0)
internal CubicBezierEasing(Point controlPoint1, Point controlPoint2)
private CubicBezierEasing()
{
ControlPoint1 = controlPoint1;
ControlPoint2 = controlPoint2;
if (controlPoint1.X < 0 || controlPoint1.X > 1 || controlPoint2.X < 0 || controlPoint2.X > 1)
throw new ArgumentException();
_bezier = new CubicBezier(controlPoint1.X, controlPoint1.Y, controlPoint2.X, controlPoint2.Y);
}
public Point ControlPoint2 { get; set; }
public Point ControlPoint1 { get; set; }
internal static IEasing Ease { get; } = new CubicBezierEasing(new Point(0.25, 0.1), new Point(0.25, 1));
double IEasing.Ease(double progress)
{
return _bezier.Solve(progress);
}
=> throw new NotSupportedException();
}

3
src/Avalonia.Base/Rendering/Composition/Compositor.cs

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Avalonia.Animation;
using Avalonia.Animation.Easings;
using Avalonia.Media;
using Avalonia.Metadata;
@ -85,7 +86,7 @@ namespace Avalonia.Rendering.Composition
_server = new ServerCompositor(loop, gpu, _batchObjectPool, _batchMemoryPool);
_triggerCommitRequested = () => scheduler.CommitRequested(this);
DefaultEasing = new CubicBezierEasing(new Point(0.25f, 0.1f), new Point(0.25f, 1f));
DefaultEasing = new SplineEasing(new KeySpline(0.25, 0.1, 0.25, 1.0));
}
/// <summary>

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