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style: Move Rust animation to ComputedTimingFunction
Differential Revision: https://phabricator.services.mozilla.com/D150565
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2 changed files with 75 additions and 69 deletions
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@ -7,10 +7,8 @@
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// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
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// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
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// compile it out so that people remember it exists.
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// compile it out so that people remember it exists.
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use crate::bezier::Bezier;
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use crate::context::{CascadeInputs, SharedStyleContext};
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use crate::context::{CascadeInputs, SharedStyleContext};
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use crate::dom::{OpaqueNode, TDocument, TElement, TNode};
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use crate::dom::{OpaqueNode, TDocument, TElement, TNode};
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use crate::piecewise_linear::PiecewiseLinearFunction;
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use crate::properties::animated_properties::{AnimationValue, AnimationValueMap};
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use crate::properties::animated_properties::{AnimationValue, AnimationValueMap};
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use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
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use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
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use crate::properties::longhands::animation_fill_mode::computed_value::single_value::T as AnimationFillMode;
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use crate::properties::longhands::animation_fill_mode::computed_value::single_value::T as AnimationFillMode;
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@ -27,12 +25,8 @@ use crate::style_resolver::StyleResolverForElement;
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use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
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use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
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use crate::stylesheets::layer_rule::LayerOrder;
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use crate::stylesheets::layer_rule::LayerOrder;
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use crate::values::animated::{Animate, Procedure};
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use crate::values::animated::{Animate, Procedure};
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use crate::values::computed::easing::ComputedLinearStop;
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use crate::values::computed::{Time, TimingFunction};
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use crate::values::computed::{Time, TimingFunction};
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use crate::values::generics::box_::AnimationIterationCount;
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use crate::values::generics::box_::AnimationIterationCount;
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use crate::values::generics::easing::{
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StepPosition, TimingFunction as GenericTimingFunction, TimingKeyword,
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};
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use crate::Atom;
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use crate::Atom;
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use fxhash::FxHashMap;
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use fxhash::FxHashMap;
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use parking_lot::RwLock;
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use parking_lot::RwLock;
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@ -90,67 +84,7 @@ impl PropertyAnimation {
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/// The output of the timing function given the progress ration of this animation.
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/// The output of the timing function given the progress ration of this animation.
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fn timing_function_output(&self, progress: f64) -> f64 {
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fn timing_function_output(&self, progress: f64) -> f64 {
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let epsilon = 1. / (200. * self.duration);
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let epsilon = 1. / (200. * self.duration);
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match &self.timing_function {
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self.timing_function.calculate_output(progress, epsilon)
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GenericTimingFunction::CubicBezier { x1, y1, x2, y2 } => {
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Bezier::new(*x1, *y1, *x2, *y2).solve(progress, epsilon)
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},
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GenericTimingFunction::Steps(steps, pos) => {
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let mut current_step = (progress * (*steps as f64)).floor() as i32;
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if *pos == StepPosition::Start ||
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*pos == StepPosition::JumpStart ||
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*pos == StepPosition::JumpBoth
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{
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current_step = current_step + 1;
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}
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// FIXME: We should update current_step according to the "before flag".
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// In order to get the before flag, we have to know the current animation phase
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// and whether the iteration is reversed. For now, we skip this calculation.
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// (i.e. Treat before_flag is unset,)
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// https://drafts.csswg.org/css-easing/#step-timing-function-algo
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if progress >= 0.0 && current_step < 0 {
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current_step = 0;
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}
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let jumps = match pos {
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StepPosition::JumpBoth => *steps + 1,
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StepPosition::JumpNone => *steps - 1,
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StepPosition::JumpStart |
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StepPosition::JumpEnd |
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StepPosition::Start |
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StepPosition::End => *steps,
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};
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if progress <= 1.0 && current_step > jumps {
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current_step = jumps;
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}
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(current_step as f64) / (jumps as f64)
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},
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GenericTimingFunction::LinearFunction(elements) => {
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// TODO(dshin): For servo, which uses this code path, constructing the function
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// every time the animation advances seem... expensive.
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PiecewiseLinearFunction::from_iter(
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elements
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.iter()
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.map(ComputedLinearStop::to_piecewise_linear_build_parameters),
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)
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.at(progress as f32)
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.into()
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},
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GenericTimingFunction::Keyword(keyword) => {
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let bezier = match keyword {
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TimingKeyword::Linear => return progress,
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TimingKeyword::Ease => Bezier::new(0.25, 0.1, 0.25, 1.),
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TimingKeyword::EaseIn => Bezier::new(0.42, 0., 1., 1.),
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TimingKeyword::EaseOut => Bezier::new(0., 0., 0.58, 1.),
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TimingKeyword::EaseInOut => Bezier::new(0.42, 0., 0.58, 1.),
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};
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bezier.solve(progress, epsilon)
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},
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}
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}
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}
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/// Update the given animation at a given point of progress.
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/// Update the given animation at a given point of progress.
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@ -4,9 +4,10 @@
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//! Computed types for CSS Easing functions.
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//! Computed types for CSS Easing functions.
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use crate::piecewise_linear::PiecewiseLinearFunctionBuildParameters;
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use crate::bezier::Bezier;
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use crate::piecewise_linear::{PiecewiseLinearFunctionBuildParameters, PiecewiseLinearFunction};
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use crate::values::computed::{Integer, Number, Percentage};
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use crate::values::computed::{Integer, Number, Percentage};
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use crate::values::generics::easing;
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use crate::values::generics::easing::{self, StepPosition, TimingKeyword};
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/// A computed timing function.
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/// A computed timing function.
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pub type ComputedTimingFunction = easing::TimingFunction<Integer, Number, Percentage>;
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pub type ComputedTimingFunction = easing::TimingFunction<Integer, Number, Percentage>;
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@ -28,3 +29,74 @@ impl ComputedLinearStop {
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)
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)
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}
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}
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}
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}
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impl ComputedTimingFunction {
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fn calculate_step_output(steps: i32, pos: StepPosition, progress: f64) -> f64 {
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let mut current_step = (progress * (steps as f64)).floor() as i32;
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if pos == StepPosition::Start ||
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pos == StepPosition::JumpStart ||
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pos == StepPosition::JumpBoth
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{
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current_step = current_step + 1;
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}
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// FIXME: We should update current_step according to the "before flag".
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// In order to get the before flag, we have to know the current animation phase
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// and whether the iteration is reversed. For now, we skip this calculation.
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// (i.e. Treat before_flag is unset,)
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// https://drafts.csswg.org/css-easing/#step-timing-function-algo
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if progress >= 0.0 && current_step < 0 {
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current_step = 0;
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}
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let jumps = match pos {
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StepPosition::JumpBoth => steps + 1,
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StepPosition::JumpNone => steps - 1,
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StepPosition::JumpStart |
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StepPosition::JumpEnd |
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StepPosition::Start |
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StepPosition::End => steps,
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};
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if progress <= 1.0 && current_step > jumps {
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current_step = jumps;
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}
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(current_step as f64) / (jumps as f64)
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}
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/// The output of the timing function given the progress ratio of this animation.
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pub fn calculate_output(&self, progress: f64, epsilon: f64) -> f64 {
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match self {
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TimingFunction::CubicBezier { x1, y1, x2, y2 } => {
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Bezier::new(*x1, *y1, *x2, *y2).solve(progress, epsilon)
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},
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TimingFunction::Steps(steps, pos) => {
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Self::calculate_step_output(*steps, *pos, progress)
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},
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TimingFunction::LinearFunction(elements) => {
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// TODO(dshin): For servo, which uses this code path, constructing the function
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// every time the animation advances seem... expensive.
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PiecewiseLinearFunction::from_iter(
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elements
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.iter()
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.map(ComputedLinearStop::to_piecewise_linear_build_parameters),
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)
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.at(progress as f32)
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.into()
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},
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TimingFunction::Keyword(keyword) => {
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let bezier = match keyword {
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TimingKeyword::Linear => return progress,
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TimingKeyword::Ease => Bezier::new(0.25, 0.1, 0.25, 1.),
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TimingKeyword::EaseIn => Bezier::new(0.42, 0., 1., 1.),
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TimingKeyword::EaseOut => Bezier::new(0., 0., 0.58, 1.),
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TimingKeyword::EaseInOut => Bezier::new(0.42, 0., 0.58, 1.),
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};
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bezier.solve(progress, epsilon)
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},
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}
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}
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}
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