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#include "bezierevaluator_p.h"
#include <private/keyframe_p.h>
#include <QtCore/qglobal.h>
#include <QtCore/qdebug.h>
#include <cmath>
QT_BEGIN_NAMESPACE
namespace {
inline double qCbrt(double x)
{
// Android is just broken and doesn't define cbrt in std namespace
#if defined(Q_OS_ANDROID)
if (x > 0.0)
return std::pow(x, 1.0 / 3.0);
else if (x < 0.0)
return -std::pow(-x, 1.0 / 3.0);
else
return 0.0;
#else
return std::cbrt(x);
#endif
}
} // anonymous
namespace Qt3DAnimation {
namespace Animation {
/*!
\internal
Evaluates the value of the cubic bezier at time \a time.
This requires first finding the value of the bezier parameter, u,
corresponding to the requested time which should itself be
sandwiched by the provided times and keyframes.
Once u is found, substitute this back into the cubic Bezier
equation using the y components of the keyframe control points.
*/
float BezierEvaluator::valueForTime(float time) const
{
const float u = parameterForTime(time);
// Calculate powers of u and (1-u) that we need
const float u2 = u * u;
const float u3 = u2 * u;
const float mu = 1.0f - u;
const float mu2 = mu * mu;
const float mu3 = mu2 * mu;
// The cubic Bezier control points
const float p0 = m_keyframe0.value;
const float p1 = m_keyframe0.rightControlPoint.y();
const float p2 = m_keyframe1.leftControlPoint.y();
const float p3 = m_keyframe1.value;
// Evaluate the cubic Bezier function
return p0 * mu3 + 3.0f * p1 * mu2 * u + 3.0f * p2 * mu * u2 + p3 * u3;
}
/*!
\internal
Calculates the value of the Bezier parameter, u, for the
requested time which is the x coordinate of the Keyframes.
Given 4 ordered control points p0, p1, p2, and p3, the cubic
Bezier equation is:
x(u) = (1-u)^3 p0 + 3 (1-u)^2 u p1 + 3 (1-u) u^2 p2 + u^3 p3
To find the value of u that corresponds with a given x
value (time in the case of keyframes), we can expand the
above equation, and then collect terms to arrive at:
0 = a u^3 + b u^2 + c u + d
where
a = p3 - p0 + 3 (p1 - p2)
b = 3 (p0 - 2 p1 + p2)
c = 3 (p1 - p0)
d = p0 - x(u)
We can then use findCubicRoots to locate the single root of
this cubic equation found in the range [0,1] used for this
section of the FCurve. This works because the FCurve ensures
that the function it represents via the Bezier control points
in the Keyframes is single valued. (as a function of time).
Time, therefore must be single valued on the interval and
therefore have a single root for any given time in the interval
covered by the Keyframes.
*/
float BezierEvaluator::parameterForTime(float time) const
{
Q_ASSERT(time >= m_time0);
Q_ASSERT(time <= m_time1);
const float p0 = m_time0;
const float p1 = m_keyframe0.rightControlPoint.x();
const float p2 = m_keyframe1.leftControlPoint.x();
const float p3 = m_time1;
const float coeffs[4] = {
p0 - time, // d
3.0f * (p1 - p0), // c
3.0f * (p0 - 2.0f * p1 + p2), // b
p3 - p0 + 3.0f * (p1 - p2) // a
};
float roots[3];
const int numberOfRoots = findCubicRoots(coeffs, roots);
for (int i = 0; i < numberOfRoots; ++i) {
if (roots[i] >= -0.01f && roots[i] <= 1.01f)
return qMin(qMax(roots[i], 0.0f), 1.0f);
}
qWarning() << "Failed to find root of cubic bezier at time" << time
<< "with coeffs: a =" << coeffs[3] << "b =" << coeffs[2]
<< "c =" << coeffs[1] << "d =" << coeffs[0];
return 0.0f;
}
bool almostZero(float value, float threshold=1e-3f)
{
// 1e-3 might seem excessively fuzzy, but any smaller value will make the
// factors a, b, and c large enough to knock out the cubic solver.
return value > -threshold && value < threshold;
}
/*!
\internal
Finds the roots of the cubic equation ax^3 + bx^2 + cx + d = 0 for
real coefficients and returns the number of roots. The roots are
put into the \a roots array. The coefficients should be passed in
as coeffs[0] = d, coeffs[1] = c, coeffs[2] = b, coeffs[3] = a.
*/
int BezierEvaluator::findCubicRoots(const float coeffs[4], float roots[3])
{
const float a = coeffs[3];
const float b = coeffs[2];
const float c = coeffs[1];
const float d = coeffs[0];
// Simple cases with linear, quadratic or invalid equations
if (almostZero(a)) {
if (almostZero(b)) {
if (almostZero(c))
return 0;
roots[0] = -d / c;
return 1;
}
const float discriminant = c * c - 4.f * b * d;
if (discriminant < 0.f)
return 0;
if (discriminant == 0.f) {
roots[0] = -c / (2.f * b);
return 1;
}
roots[0] = (-c + std::sqrt(discriminant)) / (2.f * b);
roots[1] = (-c - std::sqrt(discriminant)) / (2.f * b);
return 2;
}
// See https://en.wikipedia.org/wiki/Cubic_function#General_solution_to_the_cubic_equation_with_real_coefficients
// for a description. We depress the general cubic to a form that can more easily be solved. Solve it and then
// substitue the results back to get the roots of the original cubic.
int numberOfRoots = 0;
const double oneThird = 1.0 / 3.0;
const double piByThree = M_PI / 3.0;
// Put cubic into normal format: x^3 + Ax^2 + Bx + C = 0
const double A = double(b / a);
const double B = double(c / a);
const double C = double(d / a);
// Substitute x = y - A/3 to eliminate quadratic term (depressed form):
// x^3 + px + q = 0
const double Asq = A * A;
const double p = oneThird * (-oneThird * Asq + B);
const double q = 1.0 / 2.0 * (2.0 / 27.0 * A * Asq - oneThird * A * B + C);
// Use Cardano's formula
const double pCubed = p * p * p;
const double discriminant = q * q + pCubed;
if (almostZero(discriminant, 1e-6f)) {
if (qIsNull(q)) {
// One repeated triple root
roots[0] = 0.0;
numberOfRoots = 1;
} else {
// One single and one double root
double u = qCbrt(-q);
roots[0] = 2.0 * u;
roots[1] = -u;
numberOfRoots = 2;
}
} else if (discriminant < 0) {
// Three real solutions
double phi = oneThird * std::acos(-q / std::sqrt(-pCubed));
double t = 2.0 * std::sqrt(-p);
roots[0] = t * std::cos(phi);
roots[1] = -t * std::cos(phi + piByThree);
roots[2] = -t * std::cos(phi - piByThree);
numberOfRoots = 3;
} else {
// One real solution
double sqrtDisc = std::sqrt(discriminant);
double u = qCbrt(sqrtDisc - q);
double v = -qCbrt(sqrtDisc + q);
roots[0] = u + v;
numberOfRoots = 1;
}
// Substitute back in
const double sub = oneThird * A;
for (int i = 0; i < numberOfRoots; ++i) {
roots[i] -= sub;
// Take care of cases where we are close to zero or one
if (almostZero(roots[i], 1e-6f))
roots[i] = 0.f;
if (almostZero(roots[i] - 1.f, 1e-6f))
roots[i] = 1.f;
}
return numberOfRoots;
}
} // namespace Animation
} // namespace Qt3DAnimation
QT_END_NAMESPACE