// Copyright 2014 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ui/gfx/geometry/cubic_bezier.h" #include #include #include "base/logging.h" namespace gfx { namespace { static const double kBezierEpsilon = 1e-7; static const int MAX_STEPS = 30; static double eval_bezier(double p1, double p2, double t) { const double p1_times_3 = 3.0 * p1; const double p2_times_3 = 3.0 * p2; const double h3 = p1_times_3; const double h1 = p1_times_3 - p2_times_3 + 1.0; const double h2 = p2_times_3 - 6.0 * p1; return t * (t * (t * h1 + h2) + h3); } static double eval_bezier_derivative(double p1, double p2, double t) { const double h1 = 9.0 * p1 - 9.0 * p2 + 3.0; const double h2 = 6.0 * p2 - 12.0 * p1; const double h3 = 3.0 * p1; return t * (t * h1 + h2) + h3; } // Finds t such that eval_bezier(x1, x2, t) = x. // There is a unique solution if x1 and x2 lie within (0, 1). static double bezier_interp(double x1, double x2, double x) { DCHECK_GE(1.0, x1); DCHECK_LE(0.0, x1); DCHECK_GE(1.0, x2); DCHECK_LE(0.0, x2); x1 = std::min(std::max(x1, 0.0), 1.0); x2 = std::min(std::max(x2, 0.0), 1.0); x = std::min(std::max(x, 0.0), 1.0); // We're just going to do bisection for now (for simplicity), but we could // easily do some newton steps if this turns out to be a bottleneck. double t = 0.0; double step = 1.0; for (int i = 0; i < MAX_STEPS; ++i, step *= 0.5) { const double error = eval_bezier(x1, x2, t) - x; if (std::abs(error) < kBezierEpsilon) break; t += error > 0.0 ? -step : step; } // We should have terminated the above loop because we got close to x, not // because we exceeded MAX_STEPS. Do a DCHECK here to confirm. DCHECK_GT(kBezierEpsilon, std::abs(eval_bezier(x1, x2, t) - x)); return t; } } // namespace CubicBezier::CubicBezier(double x1, double y1, double x2, double y2) : x1_(x1), y1_(y1), x2_(x2), y2_(y2) { InitGradients(); } CubicBezier::~CubicBezier() { } void CubicBezier::InitGradients() { if (x1_ > 0) start_gradient_ = y1_ / x1_; else if (!y1_ && x2_ > 0) start_gradient_ = y2_ / x2_; else start_gradient_ = 0; if (x2_ < 1) end_gradient_ = (y2_ - 1) / (x2_ - 1); else if (x2_ == 1 && x1_ < 1) end_gradient_ = (y1_ - 1) / (x1_ - 1); else end_gradient_ = 0; } double CubicBezier::Solve(double x) const { if (x < 0) return start_gradient_ * x; if (x > 1) return 1.0 + end_gradient_ * (x - 1.0); return eval_bezier(y1_, y2_, bezier_interp(x1_, x2_, x)); } double CubicBezier::Slope(double x) const { double t = bezier_interp(x1_, x2_, x); double dx_dt = eval_bezier_derivative(x1_, x2_, t); double dy_dt = eval_bezier_derivative(y1_, y2_, t); return dy_dt / dx_dt; } void CubicBezier::Range(double* min, double* max) const { *min = 0; *max = 1; if (0 <= y1_ && y1_ < 1 && 0 <= y2_ && y2_ <= 1) return; // Represent the function's derivative in the form at^2 + bt + c. // (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 * (y1_ - y2_) + 1; double b = 2 * (y2_ - 2 * y1_); double c = y1_; // Check if the derivative is constant. if (std::abs(a) < kBezierEpsilon && std::abs(b) < kBezierEpsilon) return; // Zeros of the function's derivative. double t_1 = 0; double t_2 = 0; if (std::abs(a) < kBezierEpsilon) { // The function's derivative is linear. t_1 = -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 = sqrt(discriminant); t_1 = (-b + discriminant_sqrt) / (2 * a); t_2 = (-b - discriminant_sqrt) / (2 * a); } double sol_1 = 0; double sol_2 = 0; if (0 < t_1 && t_1 < 1) sol_1 = eval_bezier(y1_, y2_, t_1); if (0 < t_2 && t_2 < 1) sol_2 = eval_bezier(y1_, y2_, t_2); *min = std::min(std::min(*min, sol_1), sol_2); *max = std::max(std::max(*max, sol_1), sol_2); } } // namespace gfx