fix(animation): add cubic-bezier conversions for gesture animations (#19134)

* enable linear easing switch on progressEnd

* Add easing to menu

* remove console log

* Add tests

* clean up code

* update comments
This commit is contained in:
Liam DeBeasi
2019-08-19 13:18:49 -04:00
committed by GitHub
parent fd65765bdf
commit 5a2c441b3c
7 changed files with 226 additions and 6 deletions

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@ -3,6 +3,7 @@ import { Build, Component, ComponentInterface, Element, Event, EventEmitter, Hos
import { config } from '../../global/config'; import { config } from '../../global/config';
import { getIonMode } from '../../global/ionic-global'; import { getIonMode } from '../../global/ionic-global';
import { Gesture, GestureDetail, IonicAnimation, MenuChangeEventDetail, MenuControllerI, MenuI, Side } from '../../interface'; import { Gesture, GestureDetail, IonicAnimation, MenuChangeEventDetail, MenuControllerI, MenuI, Side } from '../../interface';
import { Point, getTimeGivenProgression } from '../../utils/animation/cubic-bezier';
import { GESTURE_CONTROLLER } from '../../utils/gesture'; import { GESTURE_CONTROLLER } from '../../utils/gesture';
import { assert, isEndSide as isEnd } from '../../utils/helpers'; import { assert, isEndSide as isEnd } from '../../utils/helpers';
@ -418,11 +419,26 @@ export class Menu implements ComponentInterface, MenuI {
} }
this.lastOnEnd = detail.timeStamp; this.lastOnEnd = detail.timeStamp;
// Account for rounding errors in JS
let newStepValue = (shouldComplete) ? 0.001 : -0.001;
/**
* Animation will be reversed here, so need to
* reverse the easing curve as well
*
* Additionally, we need to account for the time relative
* to the new easing curve, as `stepValue` is going to be given
* in terms of a linear curve.
*/
newStepValue += getTimeGivenProgression(new Point(0, 0), new Point(0.4, 0), new Point(0.6, 1), new Point(1, 1), stepValue);
this.animation this.animation
.easing('cubic-bezier(0.4, 0.0, 0.6, 1)')
.onFinish(() => this.afterAnimation(shouldOpen), { .onFinish(() => this.afterAnimation(shouldOpen), {
oneTimeCallback: true oneTimeCallback: true
}) })
.progressEnd(shouldComplete, stepValue, realDur); .progressEnd(shouldComplete, newStepValue, realDur);
} }
private beforeAnimation(shouldOpen: boolean) { private beforeAnimation(shouldOpen: boolean) {

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@ -3,6 +3,7 @@ import { Build, Component, Element, Event, EventEmitter, Method, Prop, Watch, h
import { config } from '../../global/config'; import { config } from '../../global/config';
import { getIonMode } from '../../global/ionic-global'; import { getIonMode } from '../../global/ionic-global';
import { Animation, AnimationBuilder, ComponentProps, FrameworkDelegate, Gesture, IonicAnimation, NavComponent, NavOptions, NavOutlet, NavResult, RouteID, RouteWrite, RouterDirection, TransitionDoneFn, TransitionInstruction, ViewController } from '../../interface'; import { Animation, AnimationBuilder, ComponentProps, FrameworkDelegate, Gesture, IonicAnimation, NavComponent, NavOptions, NavOutlet, NavResult, RouteID, RouteWrite, RouterDirection, TransitionDoneFn, TransitionInstruction, ViewController } from '../../interface';
import { Point, getTimeGivenProgression } from '../../utils/animation/cubic-bezier';
import { assert } from '../../utils/helpers'; import { assert } from '../../utils/helpers';
import { TransitionOptions, lifecycle, setPageHidden, transition } from '../../utils/transition'; import { TransitionOptions, lifecycle, setPageHidden, transition } from '../../utils/transition';
@ -966,7 +967,26 @@ export class Nav implements NavOutlet {
this.sbAni.onFinish(() => { this.sbAni.onFinish(() => {
this.animationEnabled = true; this.animationEnabled = true;
}, { oneTimeCallback: true }); }, { oneTimeCallback: true });
this.sbAni.progressEnd(shouldComplete, stepValue, dur);
// Account for rounding errors in JS
let newStepValue = (shouldComplete) ? -0.001 : 0.001;
/**
* Animation will be reversed here, so need to
* reverse the easing curve as well
*
* Additionally, we need to account for the time relative
* to the new easing curve, as `stepValue` is going to be given
* in terms of a linear curve.
*/
if (!shouldComplete) {
this.sbAni.easing('cubic-bezier(1, 0, 0.68, 0.28)');
newStepValue += getTimeGivenProgression(new Point(0, 0), new Point(1, 0), new Point(0.68, 0.28), new Point(1, 1), stepValue);
} else {
newStepValue += getTimeGivenProgression(new Point(0, 0), new Point(0.32, 0.72), new Point(0, 1), new Point(1, 1), stepValue);
}
this.sbAni.progressEnd(shouldComplete, newStepValue, dur);
} }
} }

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@ -3,6 +3,7 @@ import { Component, ComponentInterface, Element, Event, EventEmitter, Method, Pr
import { config } from '../../global/config'; import { config } from '../../global/config';
import { getIonMode } from '../../global/ionic-global'; import { getIonMode } from '../../global/ionic-global';
import { Animation, AnimationBuilder, ComponentProps, ComponentRef, FrameworkDelegate, Gesture, IonicAnimation, NavOutlet, RouteID, RouteWrite, RouterDirection, RouterOutletOptions, SwipeGestureHandler } from '../../interface'; import { Animation, AnimationBuilder, ComponentProps, ComponentRef, FrameworkDelegate, Gesture, IonicAnimation, NavOutlet, RouteID, RouteWrite, RouterDirection, RouterOutletOptions, SwipeGestureHandler } from '../../interface';
import { Point, getTimeGivenProgression } from '../../utils/animation/cubic-bezier';
import { attachComponent, detachComponent } from '../../utils/framework-delegate'; import { attachComponent, detachComponent } from '../../utils/framework-delegate';
import { transition } from '../../utils/transition'; import { transition } from '../../utils/transition';
@ -76,7 +77,25 @@ export class RouterOutlet implements ComponentInterface, NavOutlet {
this.animationEnabled = true; this.animationEnabled = true;
}, { oneTimeCallback: true }); }, { oneTimeCallback: true });
this.ani.progressEnd(shouldComplete, step, dur); // Account for rounding errors in JS
let newStepValue = (shouldComplete) ? -0.001 : 0.001;
/**
* Animation will be reversed here, so need to
* reverse the easing curve as well
*
* Additionally, we need to account for the time relative
* to the new easing curve, as `stepValue` is going to be given
* in terms of a linear curve.
*/
if (!shouldComplete) {
this.ani.easing('cubic-bezier(1, 0, 0.68, 0.28)');
newStepValue += getTimeGivenProgression(new Point(0, 0), new Point(1, 0), new Point(0.68, 0.28), new Point(1, 1), step);
} else {
newStepValue += getTimeGivenProgression(new Point(0, 0), new Point(0.32, 0.72), new Point(0, 1), new Point(1, 1), step);
}
this.ani.progressEnd(shouldComplete, newStepValue, dur);
} }
if (this.swipeHandler) { if (this.swipeHandler) {

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@ -787,6 +787,8 @@ export const createAnimation = () => {
}; };
const progressEnd = (shouldComplete: boolean, step: number, dur: number | undefined) => { const progressEnd = (shouldComplete: boolean, step: number, dur: number | undefined) => {
shouldForceLinearEasing = false;
childAnimations.forEach(animation => { childAnimations.forEach(animation => {
animation.progressEnd(shouldComplete, step, dur); animation.progressEnd(shouldComplete, step, dur);
}); });
@ -796,7 +798,7 @@ export const createAnimation = () => {
} }
finished = false; finished = false;
shouldForceLinearEasing = false;
willComplete = shouldComplete; willComplete = shouldComplete;
if (!shouldComplete) { if (!shouldComplete) {

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@ -0,0 +1,102 @@
/**
* Based on:
* https://stackoverflow.com/questions/7348009/y-coordinate-for-a-given-x-cubic-bezier
* https://math.stackexchange.com/questions/26846/is-there-an-explicit-form-for-cubic-b%C3%A9zier-curves
* TODO: Reduce rounding error
*/
export class Point {
constructor(public x: number, public y: number) {}
}
/**
* Given a cubic-bezier curve, get the x value (time) given
* the y value (progression).
* Ex: cubic-bezier(0.32, 0.72, 0, 1);
* P0: (0, 0)
* P1: (0.32, 0.72)
* P2: (0, 1)
* P3: (1, 1)
*/
export const getTimeGivenProgression = (p0: Point, p1: Point, p2: Point, p3: Point, progression: number) => {
const tValues = solveCubicBezier(p0.y, p1.y, p2.y, p3.y, progression);
return solveCubicParametricEquation(p0.x, p1.x, p2.x, p3.x, tValues[0]); // TODO: Add better strategy for dealing with multiple solutions
};
/**
* Solve a cubic equation in one dimension (time)
*/
const solveCubicParametricEquation = (p0: number, p1: number, p2: number, p3: number, t: number) => {
const partA = (3 * p1) * Math.pow(t - 1, 2);
const partB = (-3 * p2 * t) + (3 * p2) + (p3 * t);
const partC = p0 * Math.pow(t - 1, 3);
return t * (partA + (t * partB)) - partC;
};
/**
* Find the `t` value for a cubic bezier using Cardano's formula
*/
const solveCubicBezier = (p0: number, p1: number, p2: number, p3: number, refPoint: number): number[] => {
p0 -= refPoint;
p1 -= refPoint;
p2 -= refPoint;
p3 -= refPoint;
const roots = solveCubicEquation(
p3 - 3 * p2 + 3 * p1 - p0,
3 * p2 - 6 * p1 + 3 * p0,
3 * p1 - 3 * p0,
p0
);
return roots.filter(root => root >= 0 && root <= 1);
};
const solveQuadraticEquation = (a: number, b: number, c: number) => {
const discriminant = b * b - 4 * a * c;
if (discriminant < 0) {
return [];
} else {
return [
(-b + Math.sqrt(discriminant)) / (2 * a),
(-b - Math.sqrt(discriminant)) / (2 * a)
];
}
};
const solveCubicEquation = (a: number, b: number, c: number, d: number) => {
if (a === 0) { return solveQuadraticEquation(b, c, d); }
b /= a;
c /= a;
d /= a;
const p = (3 * c - b * b) / 3;
const q = (2 * b * b * b - 9 * b * c + 27 * d) / 27;
if (p === 0) {
return [Math.pow(-q, 1 / 3)];
} else if (q === 0) {
return [Math.sqrt(-p), -Math.sqrt(-p)];
}
const discriminant = Math.pow(q / 2, 2) + Math.pow(p / 3, 3);
if (discriminant === 0) {
return [Math.pow(q / 2, 1 / 2) - b / 3];
} else if (discriminant > 0) {
return [Math.pow(-(q / 2) + Math.sqrt(discriminant), 1 / 3) - Math.pow((q / 2) + Math.sqrt(discriminant), 1 / 3) - b / 3];
}
const r = Math.sqrt(Math.pow(-(p / 3), 3));
const phi = Math.acos(-(q / (2 * Math.sqrt(Math.pow(-(p / 3), 3)))));
const s = 2 * Math.pow(r, 1 / 3);
return [
s * Math.cos(phi / 3) - b / 3,
s * Math.cos((phi + 2 * Math.PI) / 3) - b / 3,
s * Math.cos((phi + 4 * Math.PI) / 3) - b / 3
];
};

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@ -1,4 +1,5 @@
import { createAnimation } from '../animation'; import { createAnimation } from '../animation';
import { getTimeGivenProgression, Point } from '../cubic-bezier';
describe('Animation Class', () => { describe('Animation Class', () => {
@ -243,4 +244,64 @@ describe('Animation Class', () => {
}); });
}) })
}); });
describe('cubic-bezier conversion', () => {
describe('should properly get a time value (x value) given a progression value (y value)', () => {
it('cubic-bezier(0.32, 0.72, 0, 1)', () => {
const equation = [
new Point(0, 0),
new Point(0.32, 0.72),
new Point(0, 1),
new Point(1, 1)
];
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.5), 0.16);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.97), 0.56);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.33), 0.11);
});
it('cubic-bezier(1, 0, 0.68, 0.28)', () => {
const equation = [
new Point(0, 0),
new Point(1, 0),
new Point(0.68, 0.28),
new Point(1, 1)
];
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.08), 0.60);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.50), 0.84);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.94), 0.98);
})
it('cubic-bezier(0.4, 0, 0.6, 1)', () => {
const equation = [
new Point(0, 0),
new Point(0.4, 0),
new Point(0.6, 1),
new Point(1, 1)
];
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.39), 0.43);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.03), 0.11);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.89), 0.78);
})
it('cubic-bezier(0, 0, 0.2, 1)', () => {
const equation = [
new Point(0, 0),
new Point(0, 0),
new Point(0.2, 1),
new Point(1, 1)
];
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.95), 0.71);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.1), 0.03);
shouldApproximatelyEqual(getTimeGivenProgression(...equation, 0.70), 0.35);
})
})
});
const shouldApproximatelyEqual = (givenValue: number, expectedValue: number): boolean => {
expect(Math.abs(expectedValue - givenValue)).toBeLessThanOrEqual(0.01);
}

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@ -1,4 +1,3 @@
import { Gesture, GestureDetail, createGesture } from './index'; import { Gesture, GestureDetail, createGesture } from './index';
export const createSwipeBackGesture = ( export const createSwipeBackGesture = (
@ -37,6 +36,7 @@ export const createSwipeBackGesture = (
const dur = missingDistance / Math.abs(velocity); const dur = missingDistance / Math.abs(velocity);
realDur = Math.min(dur, 300); realDur = Math.min(dur, 300);
} }
onEndHandler(shouldComplete, stepValue, realDur); onEndHandler(shouldComplete, stepValue, realDur);
}; };