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/**
* Copyright (c) 2006, Sun Microsystems, 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:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer. * 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. * Neither the name of the
* TimingFramework project nor the names of its contributors may be used to
* endorse or promote products derived from this software without specific prior
* written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER 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
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package org.jaudiolibs.pipes.graph;
import java.awt.geom.Point2D;
import java.util.ArrayList;
/**
* This class interpolates fractional values using Bezier splines. The anchor
* points * for the spline are assumed to be (0, 0) and (1, 1). Control points
* should all be in the range [0, 1].
*
* For more information on how splines are used to interpolate, refer to the
* SMIL specification at http://w3c.org.
*
* This class provides one simple built-in facility for non-linear
* interpolation. Applications are free to define their own Interpolator
* implementation and use that instead when particular non-linear effects are
* desired.
*
* @author Chet
*/
final class SplineEasing implements Easing {
// Note: (x0,y0) and (x1,y1) are implicitly (0, 0) and (1,1) respectively
private double x1, y1, x2, y2;
private ArrayList lengths = new ArrayList();
/**
* Creates a new instance of SplineInterpolator with the control points
* defined by (x1, y1) and (x2, y2). The anchor points are implicitly
* defined as (0, 0) and (1, 1).
*
* @throws IllegalArgumentException This exception is thrown when values
* beyond the allowed [0,1] range are passed in
*/
public SplineEasing(double x1, double y1, double x2, double y2) {
if (x1 < 0 || x1 > 1.0f
|| y1 < 0 || y1 > 1.0f
|| x2 < 0 || x2 > 1.0f
|| y2 < 0 || y2 > 1.0f) {
throw new IllegalArgumentException("Control points must be in "
+ "the range [0, 1]:");
}
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
// Now contruct the array of all lengths to t in [0, 1.0]
double prevX = 0.0f;
double prevY = 0.0f;
double prevLength = 0.0f; // cumulative length
for (double t = 0.01f; t <= 1.0f; t += .01f) {
Point2D.Double xy = getXY(t);
double length = prevLength
+ (double) Math.sqrt((xy.x - prevX) * (xy.x - prevX)
+ (xy.y - prevY) * (xy.y - prevY));
LengthItem lengthItem = new LengthItem(length, t);
lengths.add(lengthItem);
prevLength = length;
prevX = xy.x;
prevY = xy.y;
}
// Now calculate the fractions so that we can access the lengths
// array with values in [0,1]. prevLength now holds the total
// length of the spline.
for (int i = 0; i < lengths.size(); ++i) {
LengthItem lengthItem = (LengthItem) lengths.get(i);
lengthItem.setFraction(prevLength);
}
}
/**
* Calculates the XY point for a given t value.
*
* The general spline equation is: x = b0*x0 + b1*x1 + b2*x2 + b3*x3 y =
* b0*y0 + b1*y1 + b2*y2 + b3*y3 where: b0 = (1-t)^3 b1 = 3 * t * (1-t)^2 b2
* = 3 * t^2 * (1-t) b3 = t^3 We know that (x0,y0) == (0,0) and (x1,y1) ==
* (1,1) for our splines, so this simplifies to: x = b1*x1 + b2*x2 + b3 y =
* b1*x1 + b2*x2 + b3
*
* @param t parametric value for spline calculation
*/
private Point2D.Double getXY(double t) {
Point2D.Double xy;
double invT = (1 - t);
double b1 = 3 * t * (invT * invT);
double b2 = 3 * (t * t) * invT;
double b3 = t * t * t;
xy = new Point2D.Double(
(b1 * x1) + (b2 * x2) + b3,
(b1 * y1) + (b2 * y2) + b3);
return xy;
}
/**
* Utility function: When we are evaluating the spline, we only care about
* the Y values. See {@link getXY getXY} for the details.
*/
private double getY(double t) {
Point2D.Double xy;
double invT = (1 - t);
double b1 = 3 * t * (invT * invT);
double b2 = 3 * (t * t) * invT;
double b3 = t * t * t;
return (b1 * y1) + (b2 * y2) + b3;
}
/**
* Given a fraction of time along the spline (which we can interpret as the
* length along a spline), return the interpolated value of the spline. We
* first calculate the t value for the length (by doing a lookup in our
* array of previousloy calculated values and then linearly interpolating
* between the nearest values) and then calculate the Y value for this t.
*
* @param lengthFraction Fraction of time in a given time interval.
* @return interpolated fraction between 0 and 1
*/
@Override
public double calculate(double lengthFraction) {
// REMIND: speed this up with binary search
double interpolatedT = 1.0f;
double prevT = 0.0f;
double prevLength = 0.0f;
for (int i = 0; i < lengths.size(); ++i) {
LengthItem lengthItem = (LengthItem) lengths.get(i);
double fraction = lengthItem.getFraction();
double t = lengthItem.getT();
if (lengthFraction <= fraction) {
// answer lies between last item and this one
double proportion = (lengthFraction - prevLength)
/ (fraction - prevLength);
interpolatedT = prevT + proportion * (t - prevT);
return getY(interpolatedT);
}
prevLength = fraction;
prevT = t;
}
return getY(interpolatedT);
}
/**
* Struct used to store information about length values. Specifically, each
* item stores the "length" (which can be thought of as the time elapsed
* along the spline path), the "t" value at this length (used to calculate
* the (x,y) point along the spline), and the "fraction" which is equal to
* the length divided by the total absolute length of the spline. After we
* calculate all LengthItems for a give spline, we have a list of entries
* which can return the t values for fractional lengths from 0 to 1.
*/
static class LengthItem {
double length;
double t;
double fraction;
LengthItem(double length, double t, double fraction) {
this.length = length;
this.t = t;
this.fraction = fraction;
}
LengthItem(double length, double t) {
this.length = length;
this.t = t;
}
public double getLength() {
return length;
}
public double getT() {
return t;
}
public double getFraction() {
return fraction;
}
void setFraction(double totalLength) {
fraction = length / totalLength;
}
}
}