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/*
* librePvZ-animation: animation playing for librePvZ.
* Copyright (c) 2022 Ruifeng Xie
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
//! Blending two different animation segments.
//!
//! # References
//! - [_Smooth Transition Function (with fixed start & end points)_][smooth-transition]
//! on Math.StackExchange
//! - [_Example of a smooth 'step'-function that is constant below 0 and constant above 1_][smooth-step]
//! on Math.StackExchange
//!
//! [smooth-transition]: https://math.stackexchange.com/questions/3877887/smooth-transition-function-with-fixed-start-end-points
//! [smooth-step]: https://math.stackexchange.com/questions/846743/example-of-a-smooth-step-function-that-is-constant-below-0-and-constant-above
use std::ops::{Add, Mul};
use std::time::Duration;
/// The blend function for use. All functions below transitions from (0, 0) to (1, 1).
///
/// Below is a plot of the three supported blend methods:
/// - Linear: the orange line
/// - Smooth: the green line
/// - SmoothTanh (with <math><mi>α</mi><mo>=</mo><mn>1.5</mn></math>): the pink line
#[doc = include_str!("doc/transitions.svg")]
#[derive(Debug, Copy, Clone)]
pub enum BlendMethod {
/// A simple linear transition function:
#[doc = include_str!("doc/linear.mathml")]
Linear,
/// A smooth transition function using the exponential function:
#[doc = include_str!("doc/smooth.mathml")]
Smooth,
/// A smooth transition function using the hyperbolic tangent function
/// (with a parameter <math><mi>α</mi></math>):
#[doc = include_str!("doc/smooth_tanh.mathml")]
SmoothTanh(f32),
}
impl BlendMethod {
/// Factor for blending, with `ratio` being the progress of transition
/// (0 for departure, 1 for destination).
///
/// All three blending methods are symmetric with respect to (0.5, 0.5):
/// ```
/// # use libre_pvz_animation::curve::blend::BlendMethod;
/// use BlendMethod::*;
/// for method in [Linear, Smooth, SmoothTanh(1.5), SmoothTanh(2.0)] {
/// assert_eq!(method.factor(0.5), 0.5);
/// }
/// ```
pub fn factor(self, ratio: f32) -> f32 {
if ratio <= 0.0 { return 0.0; }
if ratio >= 1.0 { return 1.0; }
match self {
BlendMethod::Linear => ratio,
BlendMethod::Smooth => {
let x = (1.0 - 2.0 * ratio) / (ratio * (1.0 - ratio));
1.0 / (1.0 + x.exp())
}
BlendMethod::SmoothTanh(alpha) => {
let p = alpha * (2.0 * ratio - 1.0);
let q = 2.0 * (ratio * (1.0 - ratio)).sqrt();
0.5 * ((p / q).tanh() + 1.0)
}
}
}
/// Blend two values using the specified information.
///
/// This function is implemented using multiplication and addition. For vector or matrix types
/// with dedicated linear interpolation support, such as [`Vec2`], [`Vec3`], [`Mat2`], [`Mat3`],
/// etc., one should prefer using [`BlendMethod::factor`] to calculate the factor manually, and
/// use the inherent `lerp` method (e.g. [`Vec2::lerp`]) on those types.
///
/// [`Vec2`]: bevy::math::Vec2
/// [`Vec3`]: bevy::math::Vec3
/// [`Mat2`]: bevy::math::Mat2
/// [`Mat3`]: bevy::math::Mat3
/// [`Vec2::lerp`]: bevy::math::Vec2::lerp
pub fn blend<T>(self, start: T, end: T, progress: f32) -> T
where T: Add<Output=T> + Mul<f32, Output=T> {
let ratio = self.factor(progress);
start * (1.0 - ratio) + end * ratio
}
}
/// Information about blending.
#[derive(Debug, Copy, Clone)]
pub struct BlendInfo {
/// Blending function to use.
pub method: BlendMethod,
/// Duration for transition.
pub duration: Duration,
}