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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkottyAnimator.h"
namespace skotty {
namespace {
SkScalar lerp_scalar(SkScalar v0, SkScalar v1, float t) {
SkASSERT(t >= 0 && t <= 1);
return v0 * (1 - t) + v1 * t;
}
SkPoint lerp_point(const SkPoint& v0, const SkPoint& v1, float t) {
SkASSERT(t >= 0 && t <= 1);
return SkPoint::Make(lerp_scalar(v0.x(), v1.x(), t),
lerp_scalar(v0.y(), v1.y(), t));
}
} // namespace
template <>
void KeyframeInterval<ScalarValue>::lerp(float t, ScalarValue* v) const {
*v = lerp_scalar(fV0, fV1, t);
}
template <>
void KeyframeInterval<VectorValue>::lerp(float t, VectorValue* v) const {
SkASSERT(fV0.cardinality() == fV1.cardinality());
SkASSERT(v->cardinality() == 0);
v->fVals.reserve(fV0.cardinality());
for (int i = 0; i < fV0.fVals.count(); ++i) {
v->fVals.emplace_back(lerp_scalar(fV0.fVals[i], fV1.fVals[i], t));
}
}
template <>
void KeyframeInterval<ShapeValue>::lerp(float t, ShapeValue* v) const {
SkASSERT(fV0.cardinality() == fV1.cardinality());
SkASSERT(v->cardinality() == 0);
v->fVertices.reserve(fV0.cardinality());
for (int i = 0; i < fV0.fVertices.count(); ++i) {
v->fVertices.push_back(
BezierVertex({
lerp_point(fV0.fVertices[i].fInPoint , fV1.fVertices[i].fInPoint , t),
lerp_point(fV0.fVertices[i].fOutPoint, fV1.fVertices[i].fOutPoint, t),
lerp_point(fV0.fVertices[i].fVertex , fV1.fVertices[i].fVertex , t)
}));
}
// hmm, any meaningful interpolation to consider here?
v->fClose = fV0.fClose;
}
} // namespace skotty
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