SVGPathBlender.cpp   [plain text]


/*
 * Copyright (C) Research In Motion Limited 2010, 2011. All rights reserved.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library 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
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

#include "config.h"

#if ENABLE(SVG)
#include "SVGPathBlender.h"

#include "SVGPathSeg.h"

namespace WebCore {

SVGPathBlender::SVGPathBlender()
    : m_fromSource(0)
    , m_toSource(0)
    , m_consumer(0)
    , m_progress(0)
{
}

// Helper functions
static inline FloatPoint blendFloatPoint(const FloatPoint& a, const FloatPoint& b, float progress)
{
    return FloatPoint((b.x() - a.x()) * progress + a.x(), (b.y() - a.y()) * progress + a.y());
}

static inline float blendAnimatedFloat(float from, float to, float progress)
{
    return (to - from) * progress + from;
}

float SVGPathBlender::blendAnimatedDimensonalFloat(float from, float to, FloatBlendMode blendMode)
{
    if (m_fromMode == m_toMode)
        return blendAnimatedFloat(from, to, m_progress);
    
    float fromValue = blendMode == BlendHorizontal ? m_fromCurrentPoint.x() : m_fromCurrentPoint.y();
    float toValue = blendMode == BlendHorizontal ? m_toCurrentPoint.x() : m_toCurrentPoint.y();

    // Transform toY to the coordinate mode of fromY
    float animValue = blendAnimatedFloat(from, m_fromMode == AbsoluteCoordinates ? to + toValue : to - toValue, m_progress);
    
    if (m_isInFirstHalfOfAnimation)
        return animValue;
    
    // Transform the animated point to the coordinate mode, needed for the current progress.
    float currentValue = blendAnimatedFloat(fromValue, toValue, m_progress);
    return m_toMode == AbsoluteCoordinates ? animValue + currentValue : animValue - currentValue;
}

FloatPoint SVGPathBlender::blendAnimatedFloatPoint(const FloatPoint& fromPoint, const FloatPoint& toPoint)
{
    if (m_fromMode == m_toMode)
        return blendFloatPoint(fromPoint, toPoint, m_progress);

    // Transform toPoint to the coordinate mode of fromPoint
    FloatPoint animatedPoint = toPoint;
    if (m_fromMode == AbsoluteCoordinates)
        animatedPoint += m_toCurrentPoint;
    else
        animatedPoint.move(-m_toCurrentPoint.x(), -m_toCurrentPoint.y());

    animatedPoint = blendFloatPoint(fromPoint, animatedPoint, m_progress);

    if (m_isInFirstHalfOfAnimation)
        return animatedPoint;

    // Transform the animated point to the coordinate mode, needed for the current progress.
    FloatPoint currentPoint = blendFloatPoint(m_fromCurrentPoint, m_toCurrentPoint, m_progress);
    if (m_toMode == AbsoluteCoordinates)
        return animatedPoint + currentPoint;

    animatedPoint.move(-currentPoint.x(), -currentPoint.y());
    return animatedPoint;
}

bool SVGPathBlender::blendMoveToSegment()
{
    FloatPoint fromTargetPoint;
    FloatPoint toTargetPoint;
    if (!m_fromSource->parseMoveToSegment(fromTargetPoint)
        || !m_toSource->parseMoveToSegment(toTargetPoint))
        return false;

    m_consumer->moveTo(blendAnimatedFloatPoint(fromTargetPoint, toTargetPoint), false, m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint = m_fromMode == AbsoluteCoordinates ? fromTargetPoint : m_fromCurrentPoint + fromTargetPoint;
    m_toCurrentPoint = m_toMode == AbsoluteCoordinates ? toTargetPoint : m_toCurrentPoint + toTargetPoint;
    return true;
}

bool SVGPathBlender::blendLineToSegment()
{
    FloatPoint fromTargetPoint;
    FloatPoint toTargetPoint;
    if (!m_fromSource->parseLineToSegment(fromTargetPoint)
        || !m_toSource->parseLineToSegment(toTargetPoint))
        return false;

    m_consumer->lineTo(blendAnimatedFloatPoint(fromTargetPoint, toTargetPoint), m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint = m_fromMode == AbsoluteCoordinates ? fromTargetPoint : m_fromCurrentPoint + fromTargetPoint;
    m_toCurrentPoint = m_toMode == AbsoluteCoordinates ? toTargetPoint : m_toCurrentPoint + toTargetPoint;
    return true;
}

bool SVGPathBlender::blendLineToHorizontalSegment()
{
    float fromX;
    float toX;
    if (!m_fromSource->parseLineToHorizontalSegment(fromX)
        || !m_toSource->parseLineToHorizontalSegment(toX))
        return false;

    m_consumer->lineToHorizontal(blendAnimatedDimensonalFloat(fromX, toX, BlendHorizontal), m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint.setX(m_fromMode == AbsoluteCoordinates ? fromX : m_fromCurrentPoint.x() + fromX);
    m_toCurrentPoint.setX(m_toMode == AbsoluteCoordinates ? toX : m_toCurrentPoint.x() + toX);
    return true;
}

bool SVGPathBlender::blendLineToVerticalSegment()
{
    float fromY;
    float toY;
    if (!m_fromSource->parseLineToVerticalSegment(fromY)
        || !m_toSource->parseLineToVerticalSegment(toY))
        return false;

    m_consumer->lineToVertical(blendAnimatedDimensonalFloat(fromY, toY, BlendVertical), m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint.setY(m_fromMode == AbsoluteCoordinates ? fromY : m_fromCurrentPoint.y() + fromY);
    m_toCurrentPoint.setY(m_toMode == AbsoluteCoordinates ? toY : m_toCurrentPoint.y() + toY);
    return true;
}

bool SVGPathBlender::blendCurveToCubicSegment()
{
    FloatPoint fromTargetPoint;
    FloatPoint fromPoint1;
    FloatPoint fromPoint2;
    FloatPoint toTargetPoint;
    FloatPoint toPoint1;
    FloatPoint toPoint2;
    if (!m_fromSource->parseCurveToCubicSegment(fromPoint1, fromPoint2, fromTargetPoint)
        || !m_toSource->parseCurveToCubicSegment(toPoint1, toPoint2, toTargetPoint))
        return false;

    m_consumer->curveToCubic(blendAnimatedFloatPoint(fromPoint1, toPoint1),
                             blendAnimatedFloatPoint(fromPoint2, toPoint2),
                             blendAnimatedFloatPoint(fromTargetPoint, toTargetPoint),
                             m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint = m_fromMode == AbsoluteCoordinates ? fromTargetPoint : m_fromCurrentPoint + fromTargetPoint;
    m_toCurrentPoint = m_toMode == AbsoluteCoordinates ? toTargetPoint : m_toCurrentPoint + toTargetPoint;
    return true;
}

bool SVGPathBlender::blendCurveToCubicSmoothSegment()
{
    FloatPoint fromTargetPoint;
    FloatPoint fromPoint2;
    FloatPoint toTargetPoint;
    FloatPoint toPoint2;
    if (!m_fromSource->parseCurveToCubicSmoothSegment(fromPoint2, fromTargetPoint)
        || !m_toSource->parseCurveToCubicSmoothSegment(toPoint2, toTargetPoint))
        return false;

    m_consumer->curveToCubicSmooth(blendAnimatedFloatPoint(fromPoint2, toPoint2),
                                   blendAnimatedFloatPoint(fromTargetPoint, toTargetPoint),
                                   m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint = m_fromMode == AbsoluteCoordinates ? fromTargetPoint : m_fromCurrentPoint + fromTargetPoint;
    m_toCurrentPoint = m_toMode == AbsoluteCoordinates ? toTargetPoint : m_toCurrentPoint + toTargetPoint;
    return true;
}

bool SVGPathBlender::blendCurveToQuadraticSegment()
{
    FloatPoint fromTargetPoint;
    FloatPoint fromPoint1;
    FloatPoint toTargetPoint;
    FloatPoint toPoint1;
    if (!m_fromSource->parseCurveToQuadraticSegment(fromPoint1, fromTargetPoint)
        || !m_toSource->parseCurveToQuadraticSegment(toPoint1, toTargetPoint))
        return false;

    m_consumer->curveToQuadratic(blendAnimatedFloatPoint(fromPoint1, toPoint1),
                                 blendAnimatedFloatPoint(fromTargetPoint, toTargetPoint),
                                 m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint = m_fromMode == AbsoluteCoordinates ? fromTargetPoint : m_fromCurrentPoint + fromTargetPoint;
    m_toCurrentPoint = m_toMode == AbsoluteCoordinates ? toTargetPoint : m_toCurrentPoint + toTargetPoint;
    return true;
}

bool SVGPathBlender::blendCurveToQuadraticSmoothSegment()
{
    FloatPoint fromTargetPoint;
    FloatPoint toTargetPoint;
    if (!m_fromSource->parseCurveToQuadraticSmoothSegment(fromTargetPoint)
        || !m_toSource->parseCurveToQuadraticSmoothSegment(toTargetPoint))
        return false;

    m_consumer->curveToQuadraticSmooth(blendAnimatedFloatPoint(fromTargetPoint, toTargetPoint), m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint = m_fromMode == AbsoluteCoordinates ? fromTargetPoint : m_fromCurrentPoint + fromTargetPoint;
    m_toCurrentPoint = m_toMode == AbsoluteCoordinates ? toTargetPoint : m_toCurrentPoint + toTargetPoint;
    return true;
}

bool SVGPathBlender::blendArcToSegment()
{
    float fromRx;
    float fromRy;
    float fromAngle;
    bool fromLargeArc;
    bool fromSweep;
    FloatPoint fromTargetPoint;
    float toRx;
    float toRy;
    float toAngle;
    bool toLargeArc;
    bool toSweep;
    FloatPoint toTargetPoint;
    if (!m_fromSource->parseArcToSegment(fromRx, fromRy, fromAngle, fromLargeArc, fromSweep, fromTargetPoint)
        || !m_toSource->parseArcToSegment(toRx, toRy, toAngle, toLargeArc, toSweep, toTargetPoint))
        return false;

    m_consumer->arcTo(blendAnimatedFloat(fromRx, toRx, m_progress),
                      blendAnimatedFloat(fromRy, toRy, m_progress),
                      blendAnimatedFloat(fromAngle, toAngle, m_progress),
                      m_isInFirstHalfOfAnimation ? fromLargeArc : toLargeArc,
                      m_isInFirstHalfOfAnimation ? fromSweep : toSweep,
                      blendAnimatedFloatPoint(fromTargetPoint, toTargetPoint),
                      m_isInFirstHalfOfAnimation ? m_fromMode : m_toMode);
    m_fromCurrentPoint = m_fromMode == AbsoluteCoordinates ? fromTargetPoint : m_fromCurrentPoint + fromTargetPoint;
    m_toCurrentPoint = m_toMode == AbsoluteCoordinates ? toTargetPoint : m_toCurrentPoint + toTargetPoint;
    return true;
}

static inline PathCoordinateMode coordinateModeOfCommand(const SVGPathSegType& type)
{
    if (type < PathSegMoveToAbs)
        return AbsoluteCoordinates;

    // Odd number = relative command
    if (type % 2)
        return RelativeCoordinates;

    return AbsoluteCoordinates;
}

static inline bool isSegmentEqual(const SVGPathSegType& fromType, const SVGPathSegType& toType, const PathCoordinateMode& fromMode, const PathCoordinateMode& toMode)
{
    if (fromType == toType && (fromType == PathSegUnknown || fromType == PathSegClosePath))
        return true;

    unsigned short from = fromType;
    unsigned short to = toType;
    if (fromMode == toMode)
        return from == to;
    if (fromMode == AbsoluteCoordinates)
        return from == to - 1;
    return to == from - 1;
}

bool SVGPathBlender::blendAnimatedPath(float progress, SVGPathSource* fromSource, SVGPathSource* toSource, SVGPathConsumer* consumer)
{
    ASSERT(fromSource);
    ASSERT(toSource);
    ASSERT(consumer);
    m_fromSource = fromSource;
    m_toSource = toSource;
    m_consumer = consumer;
    m_isInFirstHalfOfAnimation = progress < 0.5f;

    m_progress = progress;
    while (true) {
        SVGPathSegType fromCommand;
        SVGPathSegType toCommand;
        if (!m_fromSource->parseSVGSegmentType(fromCommand) || !m_toSource->parseSVGSegmentType(toCommand))
            return false;

        m_fromMode = coordinateModeOfCommand(fromCommand);
        m_toMode = coordinateModeOfCommand(toCommand);
        if (!isSegmentEqual(fromCommand, toCommand, m_fromMode, m_toMode))
            return false;

        switch (fromCommand) {
        case PathSegMoveToRel:
        case PathSegMoveToAbs:
            if (!blendMoveToSegment())
                return false;
            break;
        case PathSegLineToRel:
        case PathSegLineToAbs:
            if (!blendLineToSegment())
                return false;
            break;
        case PathSegLineToHorizontalRel:
        case PathSegLineToHorizontalAbs:
            if (!blendLineToHorizontalSegment())
                return false;
            break;
        case PathSegLineToVerticalRel:
        case PathSegLineToVerticalAbs:
            if (!blendLineToVerticalSegment())
                return false;
            break;
        case PathSegClosePath:
            m_consumer->closePath();
            break;
        case PathSegCurveToCubicRel:
        case PathSegCurveToCubicAbs:
            if (!blendCurveToCubicSegment())
                return false;
            break;
        case PathSegCurveToCubicSmoothRel:
        case PathSegCurveToCubicSmoothAbs:
            if (!blendCurveToCubicSmoothSegment())
                return false;
            break;
        case PathSegCurveToQuadraticRel:
        case PathSegCurveToQuadraticAbs:
            if (!blendCurveToQuadraticSegment())
                return false;
            break;
        case PathSegCurveToQuadraticSmoothRel:
        case PathSegCurveToQuadraticSmoothAbs:
            if (!blendCurveToQuadraticSmoothSegment())
                return false;
            break;
        case PathSegArcRel:
        case PathSegArcAbs:
            if (!blendArcToSegment())
                return false;
            break;
        default:
            return false;
        }
        if (m_fromSource->hasMoreData() != m_toSource->hasMoreData())
            return false;
        if (!m_fromSource->hasMoreData() || !m_toSource->hasMoreData())
            break;
    }
    return true;
}

void SVGPathBlender::cleanup()
{
    ASSERT(m_toSource);
    ASSERT(m_fromSource);
    ASSERT(m_consumer);

    m_consumer->cleanup();
    m_toSource = 0;
    m_fromSource = 0;
    m_consumer = 0;
    m_fromCurrentPoint = FloatPoint();
    m_toCurrentPoint = FloatPoint();
}

}

#endif // ENABLE(SVG)