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? var continueFromName: String?
//continueFromName = "778160933443732778.json" //continueFromName = "569118802063655905.json"
let _ = await processAnimationFolderAsync(basePath: bundlePath, path: "", stopOnFailure: true, process: { path, name, alwaysDraw in let _ = await processAnimationFolderAsync(basePath: bundlePath, path: "", stopOnFailure: true, process: { path, name, alwaysDraw in
if let continueFromNameValue = continueFromName { if let continueFromNameValue = continueFromName {

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

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

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@ -5,9 +5,9 @@
namespace lottie { 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()) { if (to.inTangent.has_value()) {
inTanPoint = to.inTangent.value(); inTanPoint = to.inTangent.value();
} }
double progress = remapDouble(keyTime, startTime, endTime, 0.0, 1.0); double progress = remapFloat(keyTime, startTime, endTime, 0.0f, 1.0f);
if (!outTanPoint.isZero() || inTanPoint != Vector2D(1.0, 1.0)) { if (!outTanPoint.isZero() || inTanPoint != Vector2D(1.0f, 1.0f)) {
/// Cubic interpolation /// Cubic interpolation
progress = cubicBezierInterpolate(progress, Vector2D::Zero(), outTanPoint, inTanPoint, Vector2D(1.0, 1.0)); 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)); 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); return pow(value, 1.0 / 3.0);
} }
static double SolveQuadratic(double a, double b, double c) { static float SolveQuadratic(float a, float b, float c) {
double result = (-b + sqrt((b * b) - 4 * a * c)) / (2 * a); float result = (-b + sqrt((b * b) - 4 * a * c)) / (2 * a);
if (isInRangeOrEqual(result, 0.0, 1.0)) { if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result; return result;
} }
@ -194,35 +194,39 @@ static double SolveQuadratic(double a, double b, double c) {
return -1.0; return -1.0;
} }
static double SolveCubic(double a, double b, double c, double d) { inline bool isApproximatelyEqual(float value, float other) {
if (a == 0.0) { 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); return SolveQuadratic(b, c, d);
} }
if (d == 0.0) { if (isApproximatelyEqual(d, 0.0f)) {
return 0.0; return 0.0;
} }
b /= a; b /= a;
c /= a; c /= a;
d /= a; d /= a;
double q = (3.0 * c - (b * b)) / 9.0; float q = (3.0 * c - (b * b)) / 9.0;
double r = (-27.0 * d + b * (9.0 * c - 2.0 * (b * b))) / 54.0; float r = (-27.0 * d + b * (9.0 * c - 2.0 * (b * b))) / 54.0;
double disc = (q * q * q) + (r * r); float disc = (q * q * q) + (r * r);
double term1 = b / 3.0; float term1 = b / 3.0;
if (disc > 0.0) { if (disc > 0.0) {
double s = r + sqrt(disc); float s = r + sqrt(disc);
s = (s < 0) ? -cubicRoot(-s) : cubicRoot(s); s = (s < 0) ? -cubicRoot(-s) : cubicRoot(s);
double t = r - sqrt(disc); float t = r - sqrt(disc);
t = (t < 0) ? -cubicRoot(-t) : cubicRoot(t); t = (t < 0) ? -cubicRoot(-t) : cubicRoot(t);
double result = -term1 + s + t; float result = -term1 + s + t;
if (isInRangeOrEqual(result, 0.0, 1.0)) { if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result; return result;
} }
} else if (disc == 0) { } else if (isApproximatelyEqual(disc, 0.0f)) {
double r13 = (r < 0) ? -cubicRoot(-r) : cubicRoot(r); 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)) { if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result; return result;
} }
@ -233,11 +237,11 @@ static double SolveCubic(double a, double b, double c, double d) {
} }
} else { } else {
q = -q; q = -q;
double dum1 = q * q * q; float dum1 = q * q * q;
dum1 = acos(r / sqrt(dum1)); 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)) { if (isInRangeOrEqual(result, 0.0, 1.0)) {
return result; 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) { float cubicBezierInterpolate(float value, Vector2D const &P0, Vector2D const &P1, Vector2D const &P2, Vector2D const &P3) {
double t = 0.0; float t = 0.0;
if (value == P0.x) { if (isApproximatelyEqual(value, P0.x)) {
// Handle corner cases explicitly to prevent rounding errors // Handle corner cases explicitly to prevent rounding errors
t = 0.0; t = 0.0;
} else if (value == P3.x) { } else if (isApproximatelyEqual(value, P3.x)) {
t = 1.0; t = 1.0;
} else { } else {
// Calculate t // Calculate t
double a = -P0.x + 3 * P1.x - 3 * P2.x + P3.x; float a = -P0.x + 3 * P1.x - 3 * P2.x + P3.x;
double b = 3 * P0.x - 6 * P1.x + 3 * P2.x; float b = 3 * P0.x - 6 * P1.x + 3 * P2.x;
double c = -3 * P0.x + 3 * P1.x; float c = -3 * P0.x + 3 * P1.x;
double d = P0.x - value; float d = P0.x - value;
double tTemp = SolveCubic(a, b, c, d); float tTemp = SolveCubic(a, b, c, d);
if (tTemp == -1.0) { if (isApproximatelyEqual(tTemp, -1.0f)) {
return -1.0; return -1.0;
} }
t = tTemp; t = tTemp;
} }
// Calculate y from t // 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; 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 { struct InterpolationPoint2D {
InterpolationPoint2D(Vector2D const point_, double distance_) : InterpolationPoint2D(Vector2D const point_, float distance_) :
point(point_), distance(distance_) { point(point_), distance(distance_) {
} }
Vector2D point; Vector2D point;
double distance; float distance;
}; };
namespace { namespace {
double interpolateFloat(float value, float to, float amount) { float interpolateFloat(float value, float to, float amount) {
return value + ((to - value) * amount); return value + ((to - value) * amount);
} }
} }
@ -331,14 +335,14 @@ Vector2D Vector2D::interpolate(
return interpolate(to, amount); return interpolate(to, amount);
} }
double step = 1.0 / (double)samples; float step = 1.0 / (float)samples;
std::vector<InterpolationPoint2D> points; std::vector<InterpolationPoint2D> points;
points.push_back(InterpolationPoint2D(*this, 0.0)); points.push_back(InterpolationPoint2D(*this, 0.0));
double totalLength = 0.0; float totalLength = 0.0;
Vector2D previousPoint = *this; Vector2D previousPoint = *this;
double previousAmount = 0.0; float previousAmount = 0.0;
int closestPoint = 0; int closestPoint = 0;
@ -356,13 +360,13 @@ Vector2D Vector2D::interpolate(
previousPoint = newPoint; previousPoint = newPoint;
} }
double accurateDistance = amount * totalLength; float accurateDistance = amount * totalLength;
auto point = points[closestPoint]; auto point = points[closestPoint];
bool foundPoint = false; bool foundPoint = false;
double pointAmount = ((double)closestPoint) * step; float pointAmount = ((float)closestPoint) * step;
double nextPointAmount = pointAmount + step; float nextPointAmount = pointAmount + step;
int refineIterations = 0; int refineIterations = 0;
while (!foundPoint) { while (!foundPoint) {
@ -372,7 +376,7 @@ Vector2D Vector2D::interpolate(
if (nextPoint.distance < accurateDistance) { if (nextPoint.distance < accurateDistance) {
point = nextPoint; point = nextPoint;
closestPoint = closestPoint + 1; closestPoint = closestPoint + 1;
pointAmount = ((double)closestPoint) * step; pointAmount = ((float)closestPoint) * step;
nextPointAmount = pointAmount + step; nextPointAmount = pointAmount + step;
if (closestPoint == (int)points.size()) { if (closestPoint == (int)points.size()) {
foundPoint = true; foundPoint = true;
@ -386,14 +390,14 @@ Vector2D Vector2D::interpolate(
continue; continue;
} }
point = points[closestPoint]; point = points[closestPoint];
pointAmount = ((double)closestPoint) * step; pointAmount = ((float)closestPoint) * step;
nextPointAmount = pointAmount + step; nextPointAmount = pointAmount + step;
continue; continue;
} }
/// Now we are certain the point is the closest point under the distance /// Now we are certain the point is the closest point under the distance
auto pointDiff = nextPoint.distance - point.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 newPoint = pointOnPath(to, outTangent, inTangent, proposedPointAmount);
auto newDistance = point.distance + point.point.distanceTo(newPoint); auto newDistance = point.distance + point.point.distanceTo(newPoint);