feat: animate the bubble like face id

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Felitendo committed 2026-09-22 23:01:18 +02:00
1 parent d1a590bb50
commit 51d29d84a6
3 files changed
+312 -77

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+4 -3
View File
@@ -10,9 +10,10 @@
namespace
{
// How long a result stays up before the bubble closes. Long enough to read,
// short enough not to be in the way.
constexpr int SuccessHoldMs = 900;
// How long a result stays up before the bubble closes: long enough to read
// (on success after the face has resolved, about a second), short enough not
// to be in the way.
constexpr int SuccessHoldMs = 1500;
constexpr int FailureHoldMs = 1700;
constexpr int LockoutHoldMs = 3000;
// A scan that never reports back (the daemon went away half way) must not
+6 -8
View File
@@ -74,14 +74,7 @@ Item {
// The phase on screen. Closing keeps the last one, so the tick does not
// turn back into a face on its way out.
property string shownPhase: "idle"
onPhaseChanged: {
if (phase !== "hidden") {
shownPhase = phase
}
if (phase === "failure" && minimal) {
pillShake.restart()
}
}
onPhaseChanged: if (phase !== "hidden") shownPhase = phase
// What the face shows.
readonly property string glyphMode: shownPhase === "scanning" ? (bubble.faceSeen ? "tracking" : "scanning") : shownPhase
@@ -246,6 +239,11 @@ Item {
anchors.rightMargin: 14
lineWidth: 2.4
mode: root.glyphMode === "lockout" ? "failure" : root.glyphMode
onSettled: ok => {
if (!ok) {
pillShake.restart()
}
}
opacity: 1 - 0.35 * root.pulse
scale: 1 - 0.03 * root.pulse
}
+302 -66
View File
@@ -5,13 +5,19 @@
// from a video, so it is sharp at any size and every part can move on its own.
//
// idle still
// scanning the face looks around inside the brackets, the brackets breathe
// scanning the face turns its head around inside the brackets, the
// brackets breathe
// tracking a face is in view: it looks straight ahead, brackets close in
// success the face gives way to a tick, the brackets turn green
// failure it shakes its head and the smile goes flat
// success the rings (below), then a tick in the one that is left
// failure it turns red and shakes its head, as on iOS
// lockout a lock instead of a face
//
// The rings are Face ID's in the Dynamic Island: the face gives way to two
// crossed rings that tumble in 3D with a soft glow, slow down, and land flat
// facing forward; one fades, the other sharpens, and the tick draws inside it.
import QtQuick
import QtQuick.Effects
import QtQuick.Shapes
Item {
@@ -21,25 +27,41 @@ Item {
property color color: Theme.textPrimary
property real lineWidth: width * 0.055
// The verdict is showing: after the rings on success, at once on failure.
signal settled(bool success)
readonly property real u: width / 100
readonly property bool looking: mode === "scanning"
readonly property color bracketColor: mode === "success" ? Theme.success
: mode === "failure" ? Theme.failure
: root.color
// -- where the face looks, while it looks around
// -- the head turning round while it looks, as Face ID's does. The
// features sit on a head at different depths (the nose in front, the
// mouth further back) and turn with it, so the nose swings further than
// the eyes and the face narrows on the side it turns away from.
property real lookAngle: 0
NumberAnimation on lookAngle {
running: root.looking
from: 0
to: 2 * Math.PI
duration: 2400
duration: 2000
loops: Animation.Infinite
}
property real lookAmount: root.looking ? 1 : 0
Behavior on lookAmount { NumberAnimation { duration: 300; easing.type: Easing.InOutQuad } }
readonly property real lookX: 3.5 * u * Math.cos(lookAngle) * lookAmount
readonly property real lookY: 2.2 * u * Math.sin(lookAngle) * lookAmount
Behavior on lookAmount { NumberAnimation { duration: 350; easing.type: Easing.InOutQuad } }
readonly property real yaw: 0.34 * Math.cos(lookAngle) * lookAmount
readonly property real pitch: 0.2 * Math.sin(lookAngle) * lookAmount
// A point of the face, x and y from the middle and z towards the viewer
// (all in hundredths of the glyph), turned with the head and drawn flat.
function faceX(x, y, z) {
return (50 + x * Math.cos(yaw) + z * Math.sin(yaw)) * u
}
function faceY(x, y, z) {
const depth = z * Math.cos(yaw) - x * Math.sin(yaw)
return (50 + y * Math.cos(pitch) - depth * Math.sin(pitch)) * u
}
// -- the smile, flat on failure
property real smile: mode === "failure" ? 0 : 1
@@ -54,13 +76,150 @@ Item {
NumberAnimation { from: 1; to: 0; duration: 700; easing.type: Easing.InOutSine }
onRunningChanged: if (!running) root.breathe = 0
}
readonly property real bracketScale: mode === "tracking" ? 0.9
: mode === "success" ? 1.04
: 1 - 0.04 * breathe
readonly property real bracketScale: mode === "tracking" ? 0.9 : 1 - 0.04 * breathe
// -- the rings, on one timeline
// Through the success, 0 to 1.
property real t: 0
property real tick: 0
function smooth(from, to, p) {
const x = Math.max(0, Math.min(1, (p - from) / (to - from)))
return x * x * (3 - 2 * x)
}
// How far the rings have turned at p: speeding up from rest, fastest a
// quarter of the way in, then settling softly, facing forward.
function turned(p) {
return p * p * (10 - p * (20 - p * (15 - 4 * p)))
}
readonly property real faceGone: smooth(0, 0.22, t)
readonly property real ringsIn: smooth(0.04, 0.26, t)
readonly property real turn: turned(Math.min(1, t / 0.7))
readonly property real ringSize: 40 * (0.7 + 0.3 * ringsIn)
// One ring turns over once and round a quarter, ending flat; the other
// crosses it, tilted, and fades as they land.
readonly property var ringA: ring(0, -360 * turn, 90 * turn, ringSize)
readonly property var ringB: ring(70 + 360 * turn, 30 + 360 * turn, -90 * turn, ringSize)
// Gone by the time the tick starts, so it draws in a clean ring.
readonly property real ringBShown: 1 - smooth(0.36, 0.58, t)
// How dim the far half is: more the more a ring is tilted, none flat.
readonly property real ringABack: 1 - 0.6 * tilt(ringA)
readonly property real ringBBack: 1 - 0.6 * tilt(ringB)
// Sharpens as it settles and on while the tick draws, not in one go.
readonly property real glow: 1 - smooth(0.42, 0.75, t)
onModeChanged: {
succeed.stop()
drawTick.stop()
t = 0
tick = 0
// From mode itself: bindings on it may not have caught up yet.
if (mode === "failure") {
shakeAnimation.restart()
settled(false)
} else if (mode === "success") {
succeed.start()
}
}
SequentialAnimation {
id: succeed
ParallelAnimation {
NumberAnimation { target: root; property: "t"; from: 0; to: 1; duration: 850 }
// The tick starts as the ring comes to rest, so the one motion
// runs on into the other.
SequentialAnimation {
PauseAnimation { duration: 470 }
ScriptAction { script: drawTick.start() }
}
}
ScriptAction { script: root.settled(true) }
}
NumberAnimation {
id: drawTick
target: root
property: "tick"
to: 1
duration: 260
easing.type: Easing.OutQuad
}
// A ring of the given size turned in 3D (degrees about x, then y, then
// z), as points x and y from the middle and z towards the viewer.
function ring(ax, ay, az, radius) {
const d = Math.PI / 180
const ca = Math.cos(ax * d), sa = Math.sin(ax * d)
const cb = Math.cos(ay * d), sb = Math.sin(ay * d)
const cg = Math.cos(az * d), sg = Math.sin(az * d)
const points = []
for (let i = 0; i < 64; ++i) {
const phi = 2 * Math.PI * i / 64
let x = radius * Math.cos(phi)
let y = radius * Math.sin(phi) * ca
let z = radius * Math.sin(phi) * sa
const x1 = x * cb + z * sb
z = z * cb - x * sb
x = x1
const x2 = x * cg - y * sg
y = x * sg + y * cg
x = x2
points.push([x, y, z])
}
return points
}
// How far a ring leans out of the screen, 0 flat to 1 edge on.
function tilt(points) {
let most = 0
for (let i = 0; i < points.length; ++i) {
most = Math.max(most, Math.abs(points[i][2]))
}
return points.length ? most / Math.max(1, Math.hypot(points[0][0], points[0][1], points[0][2])) : 0
}
function onScreen(p) {
return Qt.point((50 + p[0]) * u, (50 + p[1]) * u)
}
// The half of a ring in front of the middle, or behind it, in one piece
// and reaching one point into the other half so the two meet.
function half(points, front) {
const n = points.length
const inFront = i => points[(i + n) % n][2] >= -1e-6
let start = -1
for (let i = 0; i < n; ++i) {
if (inFront(i) === front && inFront(i - 1) !== front) {
start = i
break
}
}
const out = []
if (start < 0) {
if (inFront(0) === front) {
for (let i = 0; i <= n; ++i) {
out.push(onScreen(points[i % n]))
}
}
return out
}
out.push(onScreen(points[(start + n - 1) % n]))
let i = start
while (inFront(i) === front && i < start + n) {
out.push(onScreen(points[i % n]))
++i
}
out.push(onScreen(points[i % n]))
return out
}
function whole(points) {
const out = points.map(onScreen)
out.push(out[0])
return out
}
function faded(c, alpha) {
return Qt.rgba(c.r, c.g, c.b, alpha)
}
// -- a shake of the head
property real shake: 0
onModeChanged: if (mode === "failure") shakeAnimation.restart()
SequentialAnimation {
id: shakeAnimation
NumberAnimation { target: root; property: "shake"; to: -9; duration: 55; easing.type: Easing.OutQuad }
@@ -76,46 +235,113 @@ Item {
anchors.fill: parent
transform: Translate { x: root.shake * root.u }
// Brackets
Shape {
id: brackets
// Brackets, giving way to the rings
Item {
anchors.fill: parent
preferredRendererType: Shape.CurveRenderer
scale: root.bracketScale
Behavior on scale { NumberAnimation { duration: 260; easing.type: Easing.OutBack } }
opacity: 1 - root.faceGone
scale: 1 - 0.15 * root.faceGone
component Bracket: ShapePath {
strokeColor: root.bracketColor
strokeWidth: root.lineWidth
fillColor: "transparent"
capStyle: ShapePath.RoundCap
joinStyle: ShapePath.RoundJoin
Behavior on strokeColor { ColorAnimation { duration: 220 } }
Shape {
id: brackets
anchors.fill: parent
preferredRendererType: Shape.CurveRenderer
scale: root.bracketScale
Behavior on scale { NumberAnimation { duration: 260; easing.type: Easing.OutBack } }
component Bracket: ShapePath {
strokeColor: root.bracketColor
strokeWidth: root.lineWidth
fillColor: "transparent"
capStyle: ShapePath.RoundCap
joinStyle: ShapePath.RoundJoin
Behavior on strokeColor { ColorAnimation { duration: 220 } }
}
Bracket {
startX: 6 * root.u; startY: 30 * root.u
PathLine { x: 6 * root.u; y: 19 * root.u }
PathQuad { x: 19 * root.u; y: 6 * root.u; controlX: 6 * root.u; controlY: 6 * root.u }
PathLine { x: 30 * root.u; y: 6 * root.u }
}
Bracket {
startX: 70 * root.u; startY: 6 * root.u
PathLine { x: 81 * root.u; y: 6 * root.u }
PathQuad { x: 94 * root.u; y: 19 * root.u; controlX: 94 * root.u; controlY: 6 * root.u }
PathLine { x: 94 * root.u; y: 30 * root.u }
}
Bracket {
startX: 94 * root.u; startY: 70 * root.u
PathLine { x: 94 * root.u; y: 81 * root.u }
PathQuad { x: 81 * root.u; y: 94 * root.u; controlX: 94 * root.u; controlY: 94 * root.u }
PathLine { x: 70 * root.u; y: 94 * root.u }
}
Bracket {
startX: 30 * root.u; startY: 94 * root.u
PathLine { x: 19 * root.u; y: 94 * root.u }
PathQuad { x: 6 * root.u; y: 81 * root.u; controlX: 6 * root.u; controlY: 94 * root.u }
PathLine { x: 6 * root.u; y: 70 * root.u }
}
}
}
// The rings: a soft glow under them, their far halves dimmed, the near
// halves on top.
Item {
anchors.fill: parent
visible: root.t > 0
opacity: root.ringsIn
Shape {
anchors.fill: parent
opacity: 0.8 * root.glow
layer.enabled: parent.visible && root.glow > 0
layer.effect: MultiEffect {
blurEnabled: true
blur: 1
blurMax: 20
}
ShapePath {
strokeColor: root.bracketColor
strokeWidth: root.lineWidth * 1.6
fillColor: "transparent"
PathPolyline { path: root.whole(root.ringA) }
}
ShapePath {
strokeColor: root.faded(root.bracketColor, root.ringBShown)
strokeWidth: root.lineWidth * 1.6
fillColor: "transparent"
PathPolyline { path: root.whole(root.ringB) }
}
}
Bracket {
startX: 6 * root.u; startY: 30 * root.u
PathLine { x: 6 * root.u; y: 19 * root.u }
PathQuad { x: 19 * root.u; y: 6 * root.u; controlX: 6 * root.u; controlY: 6 * root.u }
PathLine { x: 30 * root.u; y: 6 * root.u }
}
Bracket {
startX: 70 * root.u; startY: 6 * root.u
PathLine { x: 81 * root.u; y: 6 * root.u }
PathQuad { x: 94 * root.u; y: 19 * root.u; controlX: 94 * root.u; controlY: 6 * root.u }
PathLine { x: 94 * root.u; y: 30 * root.u }
}
Bracket {
startX: 94 * root.u; startY: 70 * root.u
PathLine { x: 94 * root.u; y: 81 * root.u }
PathQuad { x: 81 * root.u; y: 94 * root.u; controlX: 94 * root.u; controlY: 94 * root.u }
PathLine { x: 70 * root.u; y: 94 * root.u }
}
Bracket {
startX: 30 * root.u; startY: 94 * root.u
PathLine { x: 19 * root.u; y: 94 * root.u }
PathQuad { x: 6 * root.u; y: 81 * root.u; controlX: 6 * root.u; controlY: 94 * root.u }
PathLine { x: 6 * root.u; y: 70 * root.u }
Shape {
anchors.fill: parent
preferredRendererType: Shape.CurveRenderer
component RingPath: ShapePath {
fillColor: "transparent"
strokeWidth: root.lineWidth
capStyle: ShapePath.RoundCap
joinStyle: ShapePath.RoundJoin
}
RingPath {
strokeColor: root.faded(root.bracketColor, root.ringABack)
PathPolyline { path: root.half(root.ringA, false) }
}
RingPath {
strokeColor: root.faded(root.bracketColor, root.ringBBack * root.ringBShown)
PathPolyline { path: root.half(root.ringB, false) }
}
RingPath {
strokeColor: root.faded(root.bracketColor, root.ringBShown)
PathPolyline { path: root.half(root.ringB, true) }
}
RingPath {
strokeColor: root.bracketColor
PathPolyline { path: root.half(root.ringA, true) }
}
}
}
@@ -124,14 +350,14 @@ Item {
id: face
anchors.fill: parent
preferredRendererType: Shape.CurveRenderer
opacity: root.mode === "success" || root.mode === "lockout" ? 0 : 1
scale: root.mode === "success" ? 0.6 : 1
Behavior on opacity { NumberAnimation { duration: 180 } }
Behavior on scale { NumberAnimation { duration: 220; easing.type: Easing.InQuad } }
transform: Translate { x: root.lookX; y: root.lookY }
// Gives way to the rings, and to the lock.
property real shown: root.mode === "lockout" ? 0 : 1
Behavior on shown { NumberAnimation { duration: 180 } }
opacity: shown * (1 - root.faceGone)
scale: 1 - 0.2 * root.faceGone
component Feature: ShapePath {
strokeColor: root.mode === "failure" ? Theme.failure : root.color
strokeColor: root.bracketColor
strokeWidth: root.lineWidth
fillColor: "transparent"
capStyle: ShapePath.RoundCap
@@ -141,32 +367,42 @@ Item {
// Eyes
Feature {
startX: 34 * root.u; startY: 36 * root.u
PathLine { x: 34 * root.u; y: 45 * root.u }
startX: root.faceX(-16, -14, 26); startY: root.faceY(-16, -14, 26)
PathLine { x: root.faceX(-16, -5, 26); y: root.faceY(-16, -5, 26) }
}
Feature {
startX: 66 * root.u; startY: 36 * root.u
PathLine { x: 66 * root.u; y: 45 * root.u }
startX: root.faceX(16, -14, 26); startY: root.faceY(16, -14, 26)
PathLine { x: root.faceX(16, -5, 26); y: root.faceY(16, -5, 26) }
}
// Nose, with its little hook
Feature {
startX: 50 * root.u; startY: 37 * root.u
PathLine { x: 50 * root.u; y: 56 * root.u }
PathQuad { x: 45 * root.u; y: 61 * root.u; controlX: 50 * root.u; controlY: 61 * root.u }
startX: root.faceX(0, -13, 29); startY: root.faceY(0, -13, 29)
PathLine { x: root.faceX(0, 6, 37); y: root.faceY(0, 6, 37) }
PathQuad {
x: root.faceX(-5, 11, 31); y: root.faceY(-5, 11, 31)
controlX: root.faceX(0, 11, 35); controlY: root.faceY(0, 11, 35)
}
}
// Mouth
Feature {
startX: 35 * root.u; startY: 70 * root.u
PathQuad { x: 65 * root.u; y: 70 * root.u; controlX: 50 * root.u; controlY: (70 + 11 * root.smile) * root.u }
startX: root.faceX(-15, 20, 21); startY: root.faceY(-15, 20, 21)
PathQuad {
x: root.faceX(15, 20, 21); y: root.faceY(15, 20, 21)
controlX: root.faceX(0, 20 + 11 * root.smile, 24); controlY: root.faceY(0, 20 + 11 * root.smile, 24)
}
}
}
// The tick, drawn inside the ring as it comes to rest
Checkmark {
anchors.fill: parent
scale: 0.75
transform: Translate { x: 1.5 * root.u }
color: Theme.success
lineWidth: root.lineWidth * 1.15
progress: root.mode === "success" ? 1 : 0
Behavior on progress { NumberAnimation { duration: 380; easing.type: Easing.OutCubic } }
lineWidth: root.lineWidth / 0.75
progress: root.tick
// Its first dot fades in rather than popping up.
opacity: Math.min(1, root.tick * 8)
}
LockGlyph {