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Building modern, elegant and fast Swing applications
/*
* Copyright (c) 2005-2018 Trident Kirill Grouchnikov. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* o Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* o 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.
*
* o Neither the name of Trident Kirill Grouchnikov 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 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.
*/
package org.pushingpixels.trident.ease;
import java.util.ArrayList;
/**
* Spline easer. Is based on the code from
* TimingFramework by Chet
* Haase and Romain Guy.
*
* @author Kirill Grouchnikov
*/
public class Spline implements TimelineEase {
// private float easeAmount;
public Spline(float easeAmount) {
this(easeAmount, 0, 1 - easeAmount, 1);
// this.easeAmount = easeAmount;
}
private static class FloatPoint {
public float x;
public float y;
public FloatPoint(float x, float y) {
this.x = x;
this.y = y;
}
}
// Note: (x0,y0) and (x1,y1) are implicitly (0, 0) and (1,1) respectively
private float 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 Spline(float x1, float y1, float x2, float 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]
float prevX = 0.0f;
float prevY = 0.0f;
float prevLength = 0.0f; // cumulative length
for (float t = 0.01f; t <= 1.0f; t += .01f) {
FloatPoint xy = getXY(t);
float length = prevLength + (float) 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 FloatPoint getXY(float t) {
FloatPoint xy;
float invT = (1 - t);
float b1 = 3 * t * (invT * invT);
float b2 = 3 * (t * t) * invT;
float b3 = t * t * t;
xy = new FloatPoint((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 float getY(float t) {
float invT = (1 - t);
float b1 = 3 * t * (invT * invT);
float b2 = 3 * (t * t) * invT;
float 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
*/
public float map(float lengthFraction) {
// REMIND: speed this up with binary search
float interpolatedT = 1.0f;
float prevT = 0.0f;
float prevLength = 0.0f;
for (int i = 0; i < lengths.size(); ++i) {
LengthItem lengthItem = (LengthItem) lengths.get(i);
float fraction = lengthItem.getFraction();
float t = lengthItem.getT();
if (lengthFraction <= fraction) {
// answer lies between last item and this one
float 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.
*/
class LengthItem {
float length;
float t;
float fraction;
LengthItem(float length, float t, float fraction) {
this.length = length;
this.t = t;
this.fraction = fraction;
}
LengthItem(float length, float t) {
this.length = length;
this.t = t;
}
public float getLength() {
return length;
}
public float getT() {
return t;
}
public float getFraction() {
return fraction;
}
void setFraction(float totalLength) {
fraction = length / totalLength;
}
}