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349 lines
12 KiB
349 lines
12 KiB
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Globalization;
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using System.Text;
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using Avalonia;
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using Avalonia.Utilities;
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// Ported from WPF open-source code.
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// https://github.com/dotnet/wpf/blob/ae1790531c3b993b56eba8b1f0dd395a3ed7de75/src/Microsoft.DotNet.Wpf/src/PresentationCore/System/Windows/Media/Animation/KeySpline.cs
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namespace Avalonia.Animation
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{
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/// <summary>
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/// Determines how an animation is used based on a cubic bezier curve.
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/// X1 and X2 must be between 0.0 and 1.0, inclusive.
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/// See https://docs.microsoft.com/en-us/dotnet/api/system.windows.media.animation.keyspline
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/// </summary>
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[TypeConverter(typeof(KeySplineTypeConverter))]
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public class KeySpline : AvaloniaObject
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{
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// Control points
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private double _controlPointX1;
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private double _controlPointY1;
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private double _controlPointX2;
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private double _controlPointY2;
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private bool _isSpecified;
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private bool _isDirty;
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// The parameter that corresponds to the most recent time
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private double _parameter;
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// Cached coefficients
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private double _Bx; // 3*points[0].X
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private double _Cx; // 3*points[1].X
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private double _Cx_Bx; // 2*(Cx - Bx)
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private double _three_Cx; // 3 - Cx
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private double _By; // 3*points[0].Y
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private double _Cy; // 3*points[1].Y
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// constants
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private const double _accuracy = .001; // 1/3 the desired accuracy in X
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private const double _fuzz = .000001; // computational zero
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/// <summary>
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/// Create a <see cref="KeySpline"/> with X1 = Y1 = 0 and X2 = Y2 = 1.
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/// </summary>
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public KeySpline()
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{
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_controlPointX1 = 0.0;
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_controlPointY1 = 0.0;
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_controlPointX2 = 1.0;
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_controlPointY2 = 1.0;
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_isDirty = true;
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}
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/// <summary>
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/// Create a <see cref="KeySpline"/> with the given parameters
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/// </summary>
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/// <param name="x1">X coordinate for the first control point</param>
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/// <param name="y1">Y coordinate for the first control point</param>
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/// <param name="x2">X coordinate for the second control point</param>
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/// <param name="y2">Y coordinate for the second control point</param>
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public KeySpline(double x1, double y1, double x2, double y2)
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{
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_controlPointX1 = x1;
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_controlPointY1 = y1;
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_controlPointX2 = x2;
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_controlPointY2 = y2;
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_isDirty = true;
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}
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/// <summary>
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/// Parse a <see cref="KeySpline"/> from a string. The string
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/// needs to contain 4 values in it for the 2 control points.
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/// </summary>
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/// <param name="value">string with 4 values in it</param>
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/// <param name="culture">culture of the string</param>
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/// <exception cref="FormatException">Thrown if the string does not have 4 values</exception>
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/// <returns>A <see cref="KeySpline"/> with the appropriate values set</returns>
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public static KeySpline Parse(string value, CultureInfo culture)
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{
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using (var tokenizer = new StringTokenizer((string)value, CultureInfo.InvariantCulture, exceptionMessage: "Invalid KeySpline."))
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{
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return new KeySpline(tokenizer.ReadDouble(), tokenizer.ReadDouble(), tokenizer.ReadDouble(), tokenizer.ReadDouble());
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}
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}
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/// <summary>
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/// X coordinate of the first control point
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/// </summary>
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public double ControlPointX1
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{
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get => _controlPointX1;
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set
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{
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if (IsValidXValue(value))
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{
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_controlPointX1 = value;
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}
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else
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{
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throw new ArgumentException("Invalid KeySpline X1 value. Must be >= 0.0 and <= 1.0.");
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}
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}
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}
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/// <summary>
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/// Y coordinate of the first control point
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/// </summary>
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public double ControlPointY1
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{
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get => _controlPointY1;
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set => _controlPointY1 = value;
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}
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/// <summary>
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/// X coordinate of the second control point
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/// </summary>
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public double ControlPointX2
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{
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get => _controlPointX2;
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set
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{
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if (IsValidXValue(value))
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{
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_controlPointX2 = value;
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}
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else
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{
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throw new ArgumentException("Invalid KeySpline X2 value. Must be >= 0.0 and <= 1.0.");
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}
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}
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}
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/// <summary>
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/// Y coordinate of the second control point
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/// </summary>
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public double ControlPointY2
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{
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get => _controlPointY2;
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set => _controlPointY2 = value;
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}
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/// <summary>
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/// Calculates spline progress from a linear progress.
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/// </summary>
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/// <param name="linearProgress">the linear progress</param>
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/// <returns>the spline progress</returns>
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public double GetSplineProgress(double linearProgress)
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{
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if (_isDirty)
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{
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Build();
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}
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if (!_isSpecified)
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{
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return linearProgress;
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}
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else
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{
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SetParameterFromX(linearProgress);
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return GetBezierValue(_By, _Cy, _parameter);
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}
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}
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/// <summary>
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/// Check to see whether the <see cref="KeySpline"/> is valid by looking
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/// at its X values.
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/// </summary>
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/// <returns>true if the X values for this <see cref="KeySpline"/> fall in
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/// acceptable range; false otherwise.</returns>
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public bool IsValid()
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{
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return IsValidXValue(_controlPointX1) && IsValidXValue(_controlPointX2);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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private bool IsValidXValue(double value)
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{
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return value >= 0.0 && value <= 1.0;
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}
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/// <summary>
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/// Compute cached coefficients.
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/// </summary>
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private void Build()
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{
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if (_controlPointX1 == 0 && _controlPointY1 == 0 && _controlPointX2 == 1 && _controlPointY2 == 1)
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{
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// This KeySpline would have no effect on the progress.
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_isSpecified = false;
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}
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else
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{
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_isSpecified = true;
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_parameter = 0;
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// X coefficients
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_Bx = 3 * _controlPointX1;
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_Cx = 3 * _controlPointX2;
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_Cx_Bx = 2 * (_Cx - _Bx);
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_three_Cx = 3 - _Cx;
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// Y coefficients
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_By = 3 * _controlPointY1;
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_Cy = 3 * _controlPointY2;
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}
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_isDirty = false;
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}
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/// <summary>
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/// Get an X or Y value with the Bezier formula.
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/// </summary>
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/// <param name="b">the second Bezier coefficient</param>
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/// <param name="c">the third Bezier coefficient</param>
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/// <param name="t">the parameter value to evaluate at</param>
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/// <returns>the value of the Bezier function at the given parameter</returns>
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static private double GetBezierValue(double b, double c, double t)
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{
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double s = 1.0 - t;
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double t2 = t * t;
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return b * t * s * s + c * t2 * s + t2 * t;
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}
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/// <summary>
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/// Get X and dX/dt at a given parameter
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/// </summary>
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/// <param name="t">the parameter value to evaluate at</param>
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/// <param name="x">the value of x there</param>
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/// <param name="dx">the value of dx/dt there</param>
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private void GetXAndDx(double t, out double x, out double dx)
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{
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double s = 1.0 - t;
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double t2 = t * t;
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double s2 = s * s;
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x = _Bx * t * s2 + _Cx * t2 * s + t2 * t;
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dx = _Bx * s2 + _Cx_Bx * s * t + _three_Cx * t2;
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}
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/// <summary>
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/// Compute the parameter value that corresponds to a given X value, using a modified
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/// clamped Newton-Raphson algorithm to solve the equation X(t) - time = 0. We make
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/// use of some known properties of this particular function:
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/// * We are only interested in solutions in the interval [0,1]
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/// * X(t) is increasing, so we can assume that if X(t) > time t > solution. We use
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/// that to clamp down the search interval with every probe.
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/// * The derivative of X and Y are between 0 and 3.
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/// </summary>
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/// <param name="time">the time, scaled to fit in [0,1]</param>
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private void SetParameterFromX(double time)
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{
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// Dynamic search interval to clamp with
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double bottom = 0;
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double top = 1;
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if (time == 0)
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{
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_parameter = 0;
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}
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else if (time == 1)
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{
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_parameter = 1;
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}
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else
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{
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// Loop while improving the guess
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while (top - bottom > _fuzz)
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{
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double x, dx, absdx;
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// Get x and dx/dt at the current parameter
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GetXAndDx(_parameter, out x, out dx);
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absdx = Math.Abs(dx);
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// Clamp down the search interval, relying on the monotonicity of X(t)
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if (x > time)
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{
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top = _parameter; // because parameter > solution
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}
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else
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{
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bottom = _parameter; // because parameter < solution
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}
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// The desired accuracy is in ultimately in y, not in x, so the
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// accuracy needs to be multiplied by dx/dy = (dx/dt) / (dy/dt).
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// But dy/dt <=3, so we omit that
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if (Math.Abs(x - time) < _accuracy * absdx)
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{
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break; // We're there
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}
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if (absdx > _fuzz)
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{
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// Nonzero derivative, use Newton-Raphson to obtain the next guess
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double next = _parameter - (x - time) / dx;
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// If next guess is out of the search interval then clamp it in
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if (next >= top)
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{
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_parameter = (_parameter + top) / 2;
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}
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else if (next <= bottom)
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{
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_parameter = (_parameter + bottom) / 2;
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}
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else
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{
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// Next guess is inside the search interval, accept it
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_parameter = next;
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}
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}
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else // Zero derivative, halve the search interval
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{
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_parameter = (bottom + top) / 2;
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}
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}
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}
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}
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}
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/// <summary>
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/// Converts string values to <see cref="KeySpline"/> values
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/// </summary>
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public class KeySplineTypeConverter : TypeConverter
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{
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public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType)
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{
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return sourceType == typeof(string);
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}
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public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value)
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{
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return KeySpline.Parse((string)value, culture);
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}
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}
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}
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