I am trying to create a custom animation that has the same animation curve as if I were using a CAMediaTimingFunction
(I am doing the animation in OpenGL, so I am unable to use this). I would also like to stay away from UIKit
in general as I would like it to be as multi-platform as possible.
CAMediaTimingFunction
uses a cubic Bezier function to calculate the animation progress from the time that has elapsed. I have no idea how it does it though.
From what I understand, cubic Bezier functions are defined parametrically and it turns messy when you try to derive a cartesian equation from them.
To be clear: I want a method that takes an x-value input and returns a y-value output along a cubic Bezier curve. The control points would be limited from (0, 0) to (1, 1).
What I was planning on doing is generating a locus of points (say 100) for the bezier curve using the parametric equation in the following function twice for each point (once for x
, once for y
), using 100 values of t
from 0
to 1
static inline CGFloat bezierFunc1D(CGFloat t, CGFloat p0, CGFloat p1, CGFloat p2, CGFloat p3) {
return
(1-t)*(1-t)*(1-t) * p0
+ 3 * (1-t)*(1-t) * t * p1
+ 3 * (1-t) * t*t * p2
+ t*t*t * p3;
}
This is where p0
through to p3
are the control points and t
is the parametric scalar from 0
to 1
. I could optimise this fairly easily by pre-calculating the squared and cubed values of t
.
I was then going to use linear interpolation in order to generate an array of points where the values of x
are linearly seperated (e.g x = 0.01, 0.02... 0.99
) and then use this array to define my animation progress for the time elapsed.
Is this the best way of going about this problem? It seems like a fairly intensive process for quite a simple task, even though it could all be pre-calculated at launch.
I saw on this question the answerer recommended simply eliminating x
and define the function as y
against t
. However, this will give pretty inaccurate results, as a linear Bezier curve from 0.0
to 1.0
will not animate linearly.
Is there a more efficient approach to this?
Does anyone know how Apple achieves this in CAMediaTimingFunction
or is there a library out there that achieves the same result?
Or is there a simpler alternative to using a cubic Bezier function that will give a smooth animation curve on both the in and out stages of the animation?