Reputation: 80811
I am trying to create a custom animation that has the same animation curve as if I were using a CAMediaTimingFunction
(I am doing the animation in OpenGL, so I am unable to use this). I would also like to stay away from UIKit
in general as I would like it to be as multi-platform as possible.
CAMediaTimingFunction
uses a cubic Bezier function to calculate the animation progress from the time that has elapsed. I have no idea how it does it though.
From what I understand, cubic Bezier functions are defined parametrically and it turns messy when you try to derive a cartesian equation from them.
To be clear: I want a method that takes an x-value input and returns a y-value output along a cubic Bezier curve. The control points would be limited from (0, 0) to (1, 1).
What I was planning on doing is generating a locus of points (say 100) for the bezier curve using the parametric equation in the following function twice for each point (once for x
, once for y
), using 100 values of t
from 0
to 1
static inline CGFloat bezierFunc1D(CGFloat t, CGFloat p0, CGFloat p1, CGFloat p2, CGFloat p3) {
return
(1-t)*(1-t)*(1-t) * p0
+ 3 * (1-t)*(1-t) * t * p1
+ 3 * (1-t) * t*t * p2
+ t*t*t * p3;
}
This is where p0
through to p3
are the control points and t
is the parametric scalar from 0
to 1
. I could optimise this fairly easily by pre-calculating the squared and cubed values of t
.
I was then going to use linear interpolation in order to generate an array of points where the values of x
are linearly seperated (e.g x = 0.01, 0.02... 0.99
) and then use this array to define my animation progress for the time elapsed.
Is this the best way of going about this problem? It seems like a fairly intensive process for quite a simple task, even though it could all be pre-calculated at launch.
I saw on this question the answerer recommended simply eliminating x
and define the function as y
against t
. However, this will give pretty inaccurate results, as a linear Bezier curve from 0.0
to 1.0
will not animate linearly.
Is there a more efficient approach to this?
Does anyone know how Apple achieves this in CAMediaTimingFunction
or is there a library out there that achieves the same result?
Or is there a simpler alternative to using a cubic Bezier function that will give a smooth animation curve on both the in and out stages of the animation?
Upvotes: 0
Views: 1557
Reputation: 385660
This is how Apple samples the CSS equivalent of CAMediaTimingFunction
in WebKit. The function of interest is double solve(double x, double epsilon)
, which returns the y
for x ± epsilon
.
/*
* Copyright (C) 2008 Apple Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef UnitBezier_h
#define UnitBezier_h
#include <math.h>
namespace WebCore {
struct UnitBezier {
UnitBezier(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;
}
double sampleCurveX(double t)
{
// `ax t^3 + bx t^2 + cx t' expanded using Horner's rule.
return ((ax * t + bx) * t + cx) * t;
}
double sampleCurveY(double t)
{
return ((ay * t + by) * t + cy) * t;
}
double sampleCurveDerivativeX(double t)
{
return (3.0 * ax * t + 2.0 * bx) * t + cx;
}
// Given an x value, find a parametric value it came from.
double solveCurveX(double x, double epsilon)
{
double t0;
double t1;
double t2;
double x2;
double d2;
int i;
// First try a few iterations of Newton's method -- normally very fast.
for (t2 = x, i = 0; i < 8; i++) {
x2 = sampleCurveX(t2) - x;
if (fabs (x2) < epsilon)
return t2;
d2 = sampleCurveDerivativeX(t2);
if (fabs(d2) < 1e-6)
break;
t2 = t2 - x2 / d2;
}
// Fall back to the bisection method for reliability.
t0 = 0.0;
t1 = 1.0;
t2 = x;
if (t2 < t0)
return t0;
if (t2 > t1)
return t1;
while (t0 < t1) {
x2 = sampleCurveX(t2);
if (fabs(x2 - x) < epsilon)
return t2;
if (x > x2)
t0 = t2;
else
t1 = t2;
t2 = (t1 - t0) * .5 + t0;
}
// Failure.
return t2;
}
double solve(double x, double epsilon)
{
return sampleCurveY(solveCurveX(x, epsilon));
}
private:
double ax;
double bx;
double cx;
double ay;
double by;
double cy;
};
}
#endif
Upvotes: 4