Animation: Fix case where QEasingCurve::valueForProgress returns nan
Previously, we would divide by zero in BezierEase::findTForX if factorT3 was zero when solving the cubic equation. This change fixes the problem by adding solutions for the special cases where the cubic equation can be reduced to a quadratic or linear equation. This change also adds tests that cover cases where the equation becomes quadratic, linear or invalid. Task-number: QTBUG-67061 Change-Id: I2b59f7e0392eb807663c3c8927509fd8b226ebc7 Reviewed-by: Christian Stromme <christian.stromme@qt.io>
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@ -797,27 +797,60 @@ struct BezierEase : public QEasingCurveFunction
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return t3;
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}
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qreal static inline findTForX(const SingleCubicBezier &singleCubicBezier, qreal x)
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{
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const qreal p0 = singleCubicBezier.p0x;
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const qreal p1 = singleCubicBezier.p1x;
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const qreal p2 = singleCubicBezier.p2x;
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const qreal p3 = singleCubicBezier.p3x;
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bool static inline almostZero(qreal value)
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{
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// 1e-3 might seem excessively fuzzy, but any smaller value will make the
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// factors a, b, and c large enough to knock out the cubic solver.
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return value > -1e-3 && value < 1e-3;
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}
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const qreal factorT3 = p3 - p0 + 3 * p1 - 3 * p2;
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const qreal factorT2 = 3 * p0 - 6 * p1 + 3 * p2;
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const qreal factorT1 = -3 * p0 + 3 * p1;
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const qreal factorT0 = p0 - x;
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qreal static inline findTForX(const SingleCubicBezier &singleCubicBezier, qreal x)
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{
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const qreal p0 = singleCubicBezier.p0x;
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const qreal p1 = singleCubicBezier.p1x;
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const qreal p2 = singleCubicBezier.p2x;
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const qreal p3 = singleCubicBezier.p3x;
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const qreal a = factorT2 / factorT3;
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const qreal b = factorT1 / factorT3;
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const qreal c = factorT0 / factorT3;
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const qreal factorT3 = p3 - p0 + 3 * p1 - 3 * p2;
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const qreal factorT2 = 3 * p0 - 6 * p1 + 3 * p2;
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const qreal factorT1 = -3 * p0 + 3 * p1;
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const qreal factorT0 = p0 - x;
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return singleRealSolutionForCubic(a, b, c);
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// Cases for quadratic, linear and invalid equations
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if (almostZero(factorT3)) {
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if (almostZero(factorT2)) {
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if (almostZero(factorT1))
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return 0.0;
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//one new iteration to increase numeric stability
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//return newtonIteration(singleCubicBezier, t, x);
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}
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return -factorT0 / factorT1;
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}
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const qreal discriminant = factorT1 * factorT1 - 4.0 * factorT2 * factorT0;
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if (discriminant < 0.0)
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return 0.0;
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if (discriminant == 0.0)
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return -factorT1 / (2.0 * factorT2);
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const qreal solution1 = (-factorT1 + std::sqrt(discriminant)) / (2.0 * factorT2);
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if (solution1 >= 0.0 && solution1 <= 1.0)
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return solution1;
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const qreal solution2 = (-factorT1 - std::sqrt(discriminant)) / (2.0 * factorT2);
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if (solution2 >= 0.0 && solution2 <= 1.0)
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return solution2;
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return 0.0;
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}
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const qreal a = factorT2 / factorT3;
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const qreal b = factorT1 / factorT3;
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const qreal c = factorT0 / factorT3;
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return singleRealSolutionForCubic(a, b, c);
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//one new iteration to increase numeric stability
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//return newtonIteration(singleCubicBezier, t, x);
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}
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};
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struct TCBEase : public BezierEase
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@ -54,6 +54,7 @@ private slots:
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void testCbrtDouble();
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void testCbrtFloat();
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void cpp11();
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void quadraticEquation();
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};
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void tst_QEasingCurve::type()
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@ -804,5 +805,74 @@ void tst_QEasingCurve::cpp11()
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#endif
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}
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void tst_QEasingCurve::quadraticEquation() {
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// We find the value for a given time by solving a cubic equation.
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// ax^3 + bx^2 + cx + d = 0
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// However, the solver also needs to take care of cases where a = 0,
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// b = 0 or c = 0, and the equation becomes quadratic, linear or invalid.
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// A naive cubic solver might divide by zero and return nan, even
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// when the solution is a real number.
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// This test should triggers those cases.
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{
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// If the control points are spaced 1/3 apart of the distance of the
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// start- and endpoint, the equation becomes linear.
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QEasingCurve test(QEasingCurve::BezierSpline);
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const qreal p1 = 1.0 / 3.0;
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const qreal p2 = 1.0 - 1.0 / 3.0;
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const qreal p3 = 1.0;
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test.addCubicBezierSegment(QPointF(p1, 0.0), QPointF(p2, 1.0), QPointF(p3, 1.0));
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QVERIFY(qAbs(test.valueForProgress(0.25) - 0.15625) < 1e-6);
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QVERIFY(qAbs(test.valueForProgress(0.5) - 0.5) < 1e-6);
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QVERIFY(qAbs(test.valueForProgress(0.75) - 0.84375) < 1e-6);
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}
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{
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// If both the start point and the first control point
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// are placed a 0.0, and the second control point is
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// placed at 1/3, we get a case where a = 0 and b != 0
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// i.e. a quadratic equation.
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QEasingCurve test(QEasingCurve::BezierSpline);
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const qreal p1 = 0.0;
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const qreal p2 = 1.0 / 3.0;
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const qreal p3 = 1.0;
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test.addCubicBezierSegment(QPointF(p1, 0.0), QPointF(p2, 1.0), QPointF(p3, 1.0));
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QVERIFY(qAbs(test.valueForProgress(0.25) - 0.5) < 1e-6);
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QVERIFY(qAbs(test.valueForProgress(0.5) - 0.792893) < 1e-6);
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QVERIFY(qAbs(test.valueForProgress(0.75) - 0.950962) < 1e-6);
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}
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{
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// If both the start point and the first control point
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// are placed a 0.0, and the second control point is
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// placed close to 1/3, we get a case where a = ~0 and b != 0.
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// It's not truly a quadratic equation, but should be treated
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// as one, because it causes some cubic solvers to fail.
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QEasingCurve test(QEasingCurve::BezierSpline);
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const qreal p1 = 0.0;
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const qreal p2 = 1.0 / 3.0 + 1e-6;
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const qreal p3 = 1.0;
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test.addCubicBezierSegment(QPointF(p1, 0.0), QPointF(p2, 1.0), QPointF(p3, 1.0));
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QVERIFY(qAbs(test.valueForProgress(0.25) - 0.499999) < 1e-6);
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QVERIFY(qAbs(test.valueForProgress(0.5) - 0.792892) < 1e-6);
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QVERIFY(qAbs(test.valueForProgress(0.75) - 0.950961) < 1e-6);
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}
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{
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// A bad case, where the segment is of zero length.
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// However, it might still happen in user code,
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// and we should return a sensible answer.
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QEasingCurve test(QEasingCurve::BezierSpline);
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const qreal p0 = 0.0;
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const qreal p1 = p0;
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const qreal p2 = p0;
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const qreal p3 = p0;
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test.addCubicBezierSegment(QPointF(p1, 0.0), QPointF(p2, 1.0), QPointF(p3, 1.0));
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test.addCubicBezierSegment(QPointF(p3, 1.0), QPointF(1.0, 1.0), QPointF(1.0, 1.0));
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QCOMPARE(test.valueForProgress(0.0), 0.0);
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}
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}
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QTEST_MAIN(tst_QEasingCurve)
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#include "tst_qeasingcurve.moc"
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