am f6e80228: Merge "Sync fling physics between Scroller/OverScroller" into jb-mr1-dev
* commit 'f6e802283cea8d682d05ee15fe0d500cff118533': Sync fling physics between Scroller/OverScroller
This commit is contained in:
@@ -72,10 +72,8 @@ public class OverScroller {
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public OverScroller(Context context, Interpolator interpolator, boolean flywheel) {
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mInterpolator = interpolator;
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mFlywheel = flywheel;
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mScrollerX = new SplineOverScroller();
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mScrollerY = new SplineOverScroller();
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SplineOverScroller.initFromContext(context);
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mScrollerX = new SplineOverScroller(context);
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mScrollerY = new SplineOverScroller(context);
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}
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/**
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@@ -585,8 +583,8 @@ public class OverScroller {
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// Constant gravity value, used in the deceleration phase.
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private static final float GRAVITY = 2000.0f;
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// A device specific coefficient adjusted to physical values.
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private static float PHYSICAL_COEF;
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// A context-specific coefficient adjusted to physical values.
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private float mPhysicalCoeff;
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private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
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private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
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@@ -636,20 +634,17 @@ public class OverScroller {
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SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
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}
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static void initFromContext(Context context) {
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final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
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PHYSICAL_COEF = SensorManager.GRAVITY_EARTH // g (m/s^2)
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* 39.37f // inch/meter
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* ppi
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* 0.84f; // look and feel tuning
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}
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void setFriction(float friction) {
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mFlingFriction = friction;
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}
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SplineOverScroller() {
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SplineOverScroller(Context context) {
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mFinished = true;
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final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
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mPhysicalCoeff = SensorManager.GRAVITY_EARTH // g (m/s^2)
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* 39.37f // inch/meter
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* ppi
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* 0.84f; // look and feel tuning
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}
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void updateScroll(float q) {
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@@ -785,13 +780,13 @@ public class OverScroller {
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}
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private double getSplineDeceleration(int velocity) {
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return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * PHYSICAL_COEF));
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return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
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}
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private double getSplineFlingDistance(int velocity) {
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final double l = getSplineDeceleration(velocity);
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final double decelMinusOne = DECELERATION_RATE - 1.0;
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return mFlingFriction * PHYSICAL_COEF * Math.exp(DECELERATION_RATE / decelMinusOne * l);
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return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
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}
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/* Returns the duration, expressed in milliseconds */
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@@ -57,45 +57,70 @@ public class Scroller {
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private boolean mFlywheel;
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private float mVelocity;
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private float mCurrVelocity;
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private int mDistance;
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private float mFlingFriction = ViewConfiguration.getScrollFriction();
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private static final int DEFAULT_DURATION = 250;
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private static final int SCROLL_MODE = 0;
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private static final int FLING_MODE = 1;
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private static float DECELERATION_RATE = (float) (Math.log(0.75) / Math.log(0.9));
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private static float ALPHA = 800; // pixels / seconds
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private static float START_TENSION = 0.4f; // Tension at start: (0.4 * total T, 1.0 * Distance)
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private static float END_TENSION = 1.0f - START_TENSION;
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private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
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private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
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private static final float START_TENSION = 0.5f;
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private static final float END_TENSION = 1.0f;
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private static final float P1 = START_TENSION * INFLEXION;
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private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);
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private static final int NB_SAMPLES = 100;
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private static final float[] SPLINE = new float[NB_SAMPLES + 1];
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private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
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private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
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private float mDeceleration;
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private final float mPpi;
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// A context-specific coefficient adjusted to physical values.
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private float mPhysicalCoeff;
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static {
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float x_min = 0.0f;
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for (int i = 0; i <= NB_SAMPLES; i++) {
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final float t = (float) i / NB_SAMPLES;
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float y_min = 0.0f;
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for (int i = 0; i < NB_SAMPLES; i++) {
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final float alpha = (float) i / NB_SAMPLES;
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float x_max = 1.0f;
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float x, tx, coef;
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while (true) {
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x = x_min + (x_max - x_min) / 2.0f;
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coef = 3.0f * x * (1.0f - x);
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tx = coef * ((1.0f - x) * START_TENSION + x * END_TENSION) + x * x * x;
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if (Math.abs(tx - t) < 1E-5) break;
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if (tx > t) x_max = x;
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tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
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if (Math.abs(tx - alpha) < 1E-5) break;
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if (tx > alpha) x_max = x;
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else x_min = x;
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}
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final float d = coef + x * x * x;
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SPLINE[i] = d;
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SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
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float y_max = 1.0f;
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float y, dy;
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while (true) {
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y = y_min + (y_max - y_min) / 2.0f;
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coef = 3.0f * y * (1.0f - y);
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dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
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if (Math.abs(dy - alpha) < 1E-5) break;
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if (dy > alpha) y_max = y;
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else y_min = y;
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}
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SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
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}
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SPLINE[NB_SAMPLES] = 1.0f;
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SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
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// This controls the viscous fluid effect (how much of it)
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sViscousFluidScale = 8.0f;
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// must be set to 1.0 (used in viscousFluid())
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sViscousFluidNormalize = 1.0f;
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sViscousFluidNormalize = 1.0f / viscousFluid(1.0f);
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}
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private static float sViscousFluidScale;
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@@ -129,6 +154,8 @@ public class Scroller {
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mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
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mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
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mFlywheel = flywheel;
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mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
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}
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/**
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@@ -140,6 +167,7 @@ public class Scroller {
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*/
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public final void setFriction(float friction) {
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mDeceleration = computeDeceleration(friction);
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mFlingFriction = friction;
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}
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private float computeDeceleration(float friction) {
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@@ -202,7 +230,8 @@ public class Scroller {
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* negative.
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*/
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public float getCurrVelocity() {
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return mVelocity - mDeceleration * timePassed() / 2000.0f;
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return mMode == FLING_MODE ?
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mCurrVelocity : mVelocity - mDeceleration * timePassed() / 2000.0f;
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}
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/**
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@@ -269,11 +298,18 @@ public class Scroller {
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case FLING_MODE:
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final float t = (float) timePassed / mDuration;
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final int index = (int) (NB_SAMPLES * t);
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final float t_inf = (float) index / NB_SAMPLES;
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final float t_sup = (float) (index + 1) / NB_SAMPLES;
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final float d_inf = SPLINE[index];
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final float d_sup = SPLINE[index + 1];
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final float distanceCoef = d_inf + (t - t_inf) / (t_sup - t_inf) * (d_sup - d_inf);
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float distanceCoef = 1.f;
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float velocityCoef = 0.f;
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if (index < NB_SAMPLES) {
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final float t_inf = (float) index / NB_SAMPLES;
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final float t_sup = (float) (index + 1) / NB_SAMPLES;
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final float d_inf = SPLINE_POSITION[index];
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final float d_sup = SPLINE_POSITION[index + 1];
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velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
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distanceCoef = d_inf + (t - t_inf) * velocityCoef;
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}
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mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
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mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
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// Pin to mMinX <= mCurrX <= mMaxX
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@@ -392,8 +428,7 @@ public class Scroller {
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float velocity = FloatMath.sqrt(velocityX * velocityX + velocityY * velocityY);
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mVelocity = velocity;
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final double l = Math.log(START_TENSION * velocity / ALPHA);
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mDuration = (int) (1000.0 * Math.exp(l / (DECELERATION_RATE - 1.0)));
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mDuration = getSplineFlingDuration(velocity);
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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mStartX = startX;
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mStartY = startY;
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@@ -401,25 +436,41 @@ public class Scroller {
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float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
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float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
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int totalDistance =
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(int) (ALPHA * Math.exp(DECELERATION_RATE / (DECELERATION_RATE - 1.0) * l));
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double totalDistance = getSplineFlingDistance(velocity);
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mDistance = (int) (totalDistance * Math.signum(velocity));
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mMinX = minX;
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mMaxX = maxX;
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mMinY = minY;
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mMaxY = maxY;
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mFinalX = startX + Math.round(totalDistance * coeffX);
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mFinalX = startX + (int) Math.round(totalDistance * coeffX);
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// Pin to mMinX <= mFinalX <= mMaxX
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mFinalX = Math.min(mFinalX, mMaxX);
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mFinalX = Math.max(mFinalX, mMinX);
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mFinalY = startY + Math.round(totalDistance * coeffY);
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mFinalY = startY + (int) Math.round(totalDistance * coeffY);
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// Pin to mMinY <= mFinalY <= mMaxY
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mFinalY = Math.min(mFinalY, mMaxY);
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mFinalY = Math.max(mFinalY, mMinY);
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}
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private double getSplineDeceleration(float velocity) {
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return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
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}
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private int getSplineFlingDuration(float velocity) {
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final double l = getSplineDeceleration(velocity);
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final double decelMinusOne = DECELERATION_RATE - 1.0;
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return (int) (1000.0 * Math.exp(l / decelMinusOne));
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}
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private double getSplineFlingDistance(float velocity) {
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final double l = getSplineDeceleration(velocity);
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final double decelMinusOne = DECELERATION_RATE - 1.0;
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return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
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}
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static float viscousFluid(float x)
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{
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x *= sViscousFluidScale;
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