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-rw-r--r--chromium/cc/animation/timing_function.cc118
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diff --git a/chromium/cc/animation/timing_function.cc b/chromium/cc/animation/timing_function.cc
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+++ b/chromium/cc/animation/timing_function.cc
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+// Copyright 2012 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 <algorithm>
+#include <cmath>
+
+#include "base/logging.h"
+#include "cc/animation/timing_function.h"
+
+namespace cc {
+
+namespace {
+
+static const double BEZIER_EPSILON = 1e-7;
+static const int MAX_STEPS = 30;
+
+static double eval_bezier(double x1, double x2, double t) {
+ const double x1_times_3 = 3.0 * x1;
+ const double x2_times_3 = 3.0 * x2;
+ const double h3 = x1_times_3;
+ const double h1 = x1_times_3 - x2_times_3 + 1.0;
+ const double h2 = x2_times_3 - 6.0 * x1;
+ return t * (t * (t * h1 + h2) + h3);
+}
+
+static double bezier_interp(double x1,
+ double y1,
+ double x2,
+ double y2,
+ 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);
+
+ // Step 1. Find the t corresponding to the given x. I.e., we want t such that
+ // eval_bezier(x1, x2, t) = x. There is a unique solution if x1 and x2 lie
+ // within (0, 1).
+ //
+ // 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) < BEZIER_EPSILON)
+ 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(BEZIER_EPSILON, std::abs(eval_bezier(x1, x2, t) - x));
+
+ // Step 2. Return the interpolated y values at the t we computed above.
+ return eval_bezier(y1, y2, t);
+}
+
+} // namespace
+
+TimingFunction::TimingFunction() {}
+
+TimingFunction::~TimingFunction() {}
+
+double TimingFunction::Duration() const {
+ return 1.0;
+}
+
+scoped_ptr<CubicBezierTimingFunction> CubicBezierTimingFunction::Create(
+ double x1, double y1, double x2, double y2) {
+ return make_scoped_ptr(new CubicBezierTimingFunction(x1, y1, x2, y2));
+}
+
+CubicBezierTimingFunction::CubicBezierTimingFunction(double x1,
+ double y1,
+ double x2,
+ double y2)
+ : x1_(x1), y1_(y1), x2_(x2), y2_(y2) {}
+
+CubicBezierTimingFunction::~CubicBezierTimingFunction() {}
+
+float CubicBezierTimingFunction::GetValue(double x) const {
+ return static_cast<float>(bezier_interp(x1_, y1_, x2_, y2_, x));
+}
+
+scoped_ptr<AnimationCurve> CubicBezierTimingFunction::Clone() const {
+ return make_scoped_ptr(
+ new CubicBezierTimingFunction(*this)).PassAs<AnimationCurve>();
+}
+
+// These numbers come from
+// http://www.w3.org/TR/css3-transitions/#transition-timing-function_tag.
+scoped_ptr<TimingFunction> EaseTimingFunction::Create() {
+ return CubicBezierTimingFunction::Create(
+ 0.25, 0.1, 0.25, 1.0).PassAs<TimingFunction>();
+}
+
+scoped_ptr<TimingFunction> EaseInTimingFunction::Create() {
+ return CubicBezierTimingFunction::Create(
+ 0.42, 0.0, 1.0, 1.0).PassAs<TimingFunction>();
+}
+
+scoped_ptr<TimingFunction> EaseOutTimingFunction::Create() {
+ return CubicBezierTimingFunction::Create(
+ 0.0, 0.0, 0.58, 1.0).PassAs<TimingFunction>();
+}
+
+scoped_ptr<TimingFunction> EaseInOutTimingFunction::Create() {
+ return CubicBezierTimingFunction::Create(
+ 0.42, 0.0, 0.58, 1).PassAs<TimingFunction>();
+}
+
+} // namespace cc