Refactoring

This commit is contained in:
Isaac 2024-05-18 19:10:50 +04:00
parent ca50ed466a
commit 422447656b
6 changed files with 57 additions and 53 deletions

View File

@ -78,7 +78,7 @@ private final class ReferenceCompareTest {
}
var continueFromName: String?
//continueFromName = "778160933443732778.json"
//continueFromName = "569118802063655905.json"
let _ = await processAnimationFolderAsync(basePath: bundlePath, path: "", stopOnFailure: true, process: { path, name, alwaysDraw in
if let continueFromNameValue = continueFromName {

View File

@ -64,7 +64,7 @@ void getGradientParameters(int numberOfColors, GradientColorSet const &colors, s
if (location >= colorLocations[i] && location <= colorLocations[i + 1]) {
double localLocation = 0.0;
if (colorLocations[i] != colorLocations[i + 1]) {
localLocation = remapDouble(location, colorLocations[i], colorLocations[i + 1], 0.0, 1.0);
localLocation = remapFloat(location, colorLocations[i], colorLocations[i + 1], 0.0, 1.0);
}
color = ValueInterpolator<Color>::interpolate(gradientColors[i], gradientColors[i + 1], localLocation, std::nullopt, std::nullopt);
break;
@ -76,7 +76,7 @@ void getGradientParameters(int numberOfColors, GradientColorSet const &colors, s
if (location >= alphaLocations[i] && location <= alphaLocations[i + 1]) {
double localLocation = 0.0;
if (alphaLocations[i] != alphaLocations[i + 1]) {
localLocation = remapDouble(location, alphaLocations[i], alphaLocations[i + 1], 0.0, 1.0);
localLocation = remapFloat(location, alphaLocations[i], alphaLocations[i + 1], 0.0, 1.0);
}
alpha = ValueInterpolator<double>::interpolate(alphaValues[i], alphaValues[i + 1], localLocation, std::nullopt, std::nullopt);
break;

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@ -2,13 +2,13 @@
namespace lottie {
double remapDouble(double value, double fromLow, double fromHigh, double toLow, double toHigh) {
float remapFloat(float value, float fromLow, float fromHigh, float toLow, float toHigh) {
return toLow + (value - fromLow) * (toHigh - toLow) / (fromHigh - fromLow);
}
double clampDouble(double value, double a, double b) {
double minValue = a <= b ? a : b;
double maxValue = a <= b ? b : a;
float clampFloat(float value, float a, float b) {
float minValue = a <= b ? a : b;
float maxValue = a <= b ? b : a;
return std::max(std::min(value, maxValue), minValue);
}

View File

@ -5,9 +5,9 @@
namespace lottie {
double remapDouble(double value, double fromLow, double fromHigh, double toLow, double toHigh);
float remapFloat(float value, float fromLow, float fromHigh, float toLow, float toHigh);
double clampDouble(double value, double a, double b);
float clampFloat(float value, float a, float b);
}

View File

@ -100,8 +100,8 @@ public:
if (to.inTangent.has_value()) {
inTanPoint = to.inTangent.value();
}
double progress = remapDouble(keyTime, startTime, endTime, 0.0, 1.0);
if (!outTanPoint.isZero() || inTanPoint != Vector2D(1.0, 1.0)) {
double progress = remapFloat(keyTime, startTime, endTime, 0.0f, 1.0f);
if (!outTanPoint.isZero() || inTanPoint != Vector2D(1.0f, 1.0f)) {
/// Cubic interpolation
progress = cubicBezierInterpolate(progress, Vector2D::Zero(), outTanPoint, inTanPoint, Vector2D(1.0, 1.0));
}

View File

@ -176,12 +176,12 @@ Vector3D interpolate(
return Vector3D(interpolate(from.x, to.x, amount), interpolate(from.y, to.y, amount), interpolate(from.z, to.z, amount));
}
static double cubicRoot(double value) {
static float cubicRoot(float value) {
return pow(value, 1.0 / 3.0);
}
static double SolveQuadratic(double a, double b, double c) {
double result = (-b + sqrt((b * b) - 4 * a * c)) / (2 * a);
static float SolveQuadratic(float a, float b, float c) {
float result = (-b + sqrt((b * b) - 4 * a * c)) / (2 * a);
if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result;
}
@ -194,35 +194,39 @@ static double SolveQuadratic(double a, double b, double c) {
return -1.0;
}
static double SolveCubic(double a, double b, double c, double d) {
if (a == 0.0) {
inline bool isApproximatelyEqual(float value, float other) {
return std::abs(value - other) <= FLT_EPSILON;
}
static float SolveCubic(double a, double b, double c, double d) {
if (isApproximatelyEqual(a, 0.0f)) {
return SolveQuadratic(b, c, d);
}
if (d == 0.0) {
if (isApproximatelyEqual(d, 0.0f)) {
return 0.0;
}
b /= a;
c /= a;
d /= a;
double q = (3.0 * c - (b * b)) / 9.0;
double r = (-27.0 * d + b * (9.0 * c - 2.0 * (b * b))) / 54.0;
double disc = (q * q * q) + (r * r);
double term1 = b / 3.0;
float q = (3.0 * c - (b * b)) / 9.0;
float r = (-27.0 * d + b * (9.0 * c - 2.0 * (b * b))) / 54.0;
float disc = (q * q * q) + (r * r);
float term1 = b / 3.0;
if (disc > 0.0) {
double s = r + sqrt(disc);
float s = r + sqrt(disc);
s = (s < 0) ? -cubicRoot(-s) : cubicRoot(s);
double t = r - sqrt(disc);
float t = r - sqrt(disc);
t = (t < 0) ? -cubicRoot(-t) : cubicRoot(t);
double result = -term1 + s + t;
float result = -term1 + s + t;
if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result;
}
} else if (disc == 0) {
double r13 = (r < 0) ? -cubicRoot(-r) : cubicRoot(r);
} else if (isApproximatelyEqual(disc, 0.0f)) {
float r13 = (r < 0) ? -cubicRoot(-r) : cubicRoot(r);
double result = -term1 + 2.0 * r13;
float result = -term1 + 2.0 * r13;
if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result;
}
@ -233,11 +237,11 @@ static double SolveCubic(double a, double b, double c, double d) {
}
} else {
q = -q;
double dum1 = q * q * q;
float dum1 = q * q * q;
dum1 = acos(r / sqrt(dum1));
double r13 = 2.0 * sqrt(q);
float r13 = 2.0 * sqrt(q);
double result = -term1 + r13 * cos(dum1 / 3.0);
float result = -term1 + r13 * cos(dum1 / 3.0);
if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result;
}
@ -251,45 +255,45 @@ static double SolveCubic(double a, double b, double c, double d) {
}
}
return -1;
return -1.0;
}
float cubicBezierInterpolate(float value, Vector2D const &P0, Vector2D const &P1, Vector2D const &P2, Vector2D const &P3) {
double t = 0.0;
if (value == P0.x) {
float t = 0.0;
if (isApproximatelyEqual(value, P0.x)) {
// Handle corner cases explicitly to prevent rounding errors
t = 0.0;
} else if (value == P3.x) {
} else if (isApproximatelyEqual(value, P3.x)) {
t = 1.0;
} else {
// Calculate t
double a = -P0.x + 3 * P1.x - 3 * P2.x + P3.x;
double b = 3 * P0.x - 6 * P1.x + 3 * P2.x;
double c = -3 * P0.x + 3 * P1.x;
double d = P0.x - value;
double tTemp = SolveCubic(a, b, c, d);
if (tTemp == -1.0) {
float a = -P0.x + 3 * P1.x - 3 * P2.x + P3.x;
float b = 3 * P0.x - 6 * P1.x + 3 * P2.x;
float c = -3 * P0.x + 3 * P1.x;
float d = P0.x - value;
float tTemp = SolveCubic(a, b, c, d);
if (isApproximatelyEqual(tTemp, -1.0f)) {
return -1.0;
}
t = tTemp;
}
// Calculate y from t
double oneMinusT = 1.0 - t;
float oneMinusT = 1.0 - t;
return (oneMinusT * oneMinusT * oneMinusT) * P0.y + 3 * t * (oneMinusT * oneMinusT) * P1.y + 3 * (t * t) * (1 - t) * P2.y + (t * t * t) * P3.y;
}
struct InterpolationPoint2D {
InterpolationPoint2D(Vector2D const point_, double distance_) :
InterpolationPoint2D(Vector2D const point_, float distance_) :
point(point_), distance(distance_) {
}
Vector2D point;
double distance;
float distance;
};
namespace {
double interpolateFloat(float value, float to, float amount) {
float interpolateFloat(float value, float to, float amount) {
return value + ((to - value) * amount);
}
}
@ -331,14 +335,14 @@ Vector2D Vector2D::interpolate(
return interpolate(to, amount);
}
double step = 1.0 / (double)samples;
float step = 1.0 / (float)samples;
std::vector<InterpolationPoint2D> points;
points.push_back(InterpolationPoint2D(*this, 0.0));
double totalLength = 0.0;
float totalLength = 0.0;
Vector2D previousPoint = *this;
double previousAmount = 0.0;
float previousAmount = 0.0;
int closestPoint = 0;
@ -356,13 +360,13 @@ Vector2D Vector2D::interpolate(
previousPoint = newPoint;
}
double accurateDistance = amount * totalLength;
float accurateDistance = amount * totalLength;
auto point = points[closestPoint];
bool foundPoint = false;
double pointAmount = ((double)closestPoint) * step;
double nextPointAmount = pointAmount + step;
float pointAmount = ((float)closestPoint) * step;
float nextPointAmount = pointAmount + step;
int refineIterations = 0;
while (!foundPoint) {
@ -372,7 +376,7 @@ Vector2D Vector2D::interpolate(
if (nextPoint.distance < accurateDistance) {
point = nextPoint;
closestPoint = closestPoint + 1;
pointAmount = ((double)closestPoint) * step;
pointAmount = ((float)closestPoint) * step;
nextPointAmount = pointAmount + step;
if (closestPoint == (int)points.size()) {
foundPoint = true;
@ -386,14 +390,14 @@ Vector2D Vector2D::interpolate(
continue;
}
point = points[closestPoint];
pointAmount = ((double)closestPoint) * step;
pointAmount = ((float)closestPoint) * step;
nextPointAmount = pointAmount + step;
continue;
}
/// Now we are certain the point is the closest point under the distance
auto pointDiff = nextPoint.distance - point.distance;
auto proposedPointAmount = remapDouble((accurateDistance - point.distance) / pointDiff, 0.0, 1.0, pointAmount, nextPointAmount);
auto proposedPointAmount = remapFloat((accurateDistance - point.distance) / pointDiff, 0.0, 1.0, pointAmount, nextPointAmount);
auto newPoint = pointOnPath(to, outTangent, inTangent, proposedPointAmount);
auto newDistance = point.distance + point.point.distanceTo(newPoint);