Merge "Linearly complete overscroll stretch when close" into sc-dev
This commit is contained in:
@@ -97,12 +97,28 @@ public class EdgeEffect {
|
||||
*/
|
||||
private static final double VELOCITY_THRESHOLD = 0.01;
|
||||
|
||||
/**
|
||||
* The speed at which we should start linearly interpolating to the destination.
|
||||
* When using a spring, as it gets closer to the destination, the speed drops off exponentially.
|
||||
* Instead of landing very slowly, a better experience is achieved if the final
|
||||
* destination is arrived at quicker.
|
||||
*/
|
||||
private static final float LINEAR_VELOCITY_TAKE_OVER = 200f;
|
||||
|
||||
/**
|
||||
* The value threshold before the spring animation is considered close enough to
|
||||
* the destination to be settled. This should be around 0.01 pixel.
|
||||
*/
|
||||
private static final double VALUE_THRESHOLD = 0.001;
|
||||
|
||||
/**
|
||||
* The maximum distance at which we should start linearly interpolating to the destination.
|
||||
* When using a spring, as it gets closer to the destination, the speed drops off exponentially.
|
||||
* Instead of landing very slowly, a better experience is achieved if the final
|
||||
* destination is arrived at quicker.
|
||||
*/
|
||||
private static final double LINEAR_DISTANCE_TAKE_OVER = 8.0;
|
||||
|
||||
/**
|
||||
* The natural frequency of the stretch spring.
|
||||
*/
|
||||
@@ -587,55 +603,57 @@ public class EdgeEffect {
|
||||
if (mState == STATE_RECEDE) {
|
||||
updateSpring();
|
||||
}
|
||||
RecordingCanvas recordingCanvas = (RecordingCanvas) canvas;
|
||||
if (mTmpMatrix == null) {
|
||||
mTmpMatrix = new Matrix();
|
||||
mTmpPoints = new float[12];
|
||||
}
|
||||
//noinspection deprecation
|
||||
recordingCanvas.getMatrix(mTmpMatrix);
|
||||
if (mDistance != 0f) {
|
||||
RecordingCanvas recordingCanvas = (RecordingCanvas) canvas;
|
||||
if (mTmpMatrix == null) {
|
||||
mTmpMatrix = new Matrix();
|
||||
mTmpPoints = new float[12];
|
||||
}
|
||||
//noinspection deprecation
|
||||
recordingCanvas.getMatrix(mTmpMatrix);
|
||||
|
||||
mTmpPoints[0] = 0;
|
||||
mTmpPoints[1] = 0; // top-left
|
||||
mTmpPoints[2] = mWidth;
|
||||
mTmpPoints[3] = 0; // top-right
|
||||
mTmpPoints[4] = mWidth;
|
||||
mTmpPoints[5] = mHeight; // bottom-right
|
||||
mTmpPoints[6] = 0;
|
||||
mTmpPoints[7] = mHeight; // bottom-left
|
||||
mTmpPoints[8] = mWidth * mDisplacement;
|
||||
mTmpPoints[9] = 0; // drag start point
|
||||
mTmpPoints[10] = mWidth * mDisplacement;
|
||||
mTmpPoints[11] = mHeight * mDistance; // drag point
|
||||
mTmpMatrix.mapPoints(mTmpPoints);
|
||||
mTmpPoints[0] = 0;
|
||||
mTmpPoints[1] = 0; // top-left
|
||||
mTmpPoints[2] = mWidth;
|
||||
mTmpPoints[3] = 0; // top-right
|
||||
mTmpPoints[4] = mWidth;
|
||||
mTmpPoints[5] = mHeight; // bottom-right
|
||||
mTmpPoints[6] = 0;
|
||||
mTmpPoints[7] = mHeight; // bottom-left
|
||||
mTmpPoints[8] = mWidth * mDisplacement;
|
||||
mTmpPoints[9] = 0; // drag start point
|
||||
mTmpPoints[10] = mWidth * mDisplacement;
|
||||
mTmpPoints[11] = mHeight * mDistance; // drag point
|
||||
mTmpMatrix.mapPoints(mTmpPoints);
|
||||
|
||||
RenderNode renderNode = recordingCanvas.mNode;
|
||||
RenderNode renderNode = recordingCanvas.mNode;
|
||||
|
||||
float left = renderNode.getLeft()
|
||||
float left = renderNode.getLeft()
|
||||
+ min(mTmpPoints[0], mTmpPoints[2], mTmpPoints[4], mTmpPoints[6]);
|
||||
float top = renderNode.getTop()
|
||||
float top = renderNode.getTop()
|
||||
+ min(mTmpPoints[1], mTmpPoints[3], mTmpPoints[5], mTmpPoints[7]);
|
||||
float right = renderNode.getLeft()
|
||||
float right = renderNode.getLeft()
|
||||
+ max(mTmpPoints[0], mTmpPoints[2], mTmpPoints[4], mTmpPoints[6]);
|
||||
float bottom = renderNode.getTop()
|
||||
float bottom = renderNode.getTop()
|
||||
+ max(mTmpPoints[1], mTmpPoints[3], mTmpPoints[5], mTmpPoints[7]);
|
||||
// assume rotations of increments of 90 degrees
|
||||
float x = mTmpPoints[10] - mTmpPoints[8];
|
||||
float width = right - left;
|
||||
float vecX = dampStretchVector(Math.max(-1f, Math.min(1f, x / width)));
|
||||
// assume rotations of increments of 90 degrees
|
||||
float x = mTmpPoints[10] - mTmpPoints[8];
|
||||
float width = right - left;
|
||||
float vecX = dampStretchVector(Math.max(-1f, Math.min(1f, x / width)));
|
||||
|
||||
float y = mTmpPoints[11] - mTmpPoints[9];
|
||||
float height = bottom - top;
|
||||
float vecY = dampStretchVector(Math.max(-1f, Math.min(1f, y / height)));
|
||||
float y = mTmpPoints[11] - mTmpPoints[9];
|
||||
float height = bottom - top;
|
||||
float vecY = dampStretchVector(Math.max(-1f, Math.min(1f, y / height)));
|
||||
|
||||
boolean hasValidVectors = Float.isFinite(vecX) && Float.isFinite(vecY);
|
||||
if (right > left && bottom > top && mWidth > 0 && mHeight > 0 && hasValidVectors) {
|
||||
renderNode.stretch(
|
||||
boolean hasValidVectors = Float.isFinite(vecX) && Float.isFinite(vecY);
|
||||
if (right > left && bottom > top && mWidth > 0 && mHeight > 0 && hasValidVectors) {
|
||||
renderNode.stretch(
|
||||
vecX, // horizontal stretch intensity
|
||||
vecY, // vertical stretch intensity
|
||||
mWidth, // max horizontal stretch in pixels
|
||||
mHeight // max vertical stretch in pixels
|
||||
);
|
||||
);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Animations have been disabled or this is TYPE_STRETCH and drawing into a Canvas
|
||||
@@ -730,6 +748,26 @@ public class EdgeEffect {
|
||||
if (deltaT < 0.001f) {
|
||||
return; // Must have at least 1 ms difference
|
||||
}
|
||||
mStartTime = time;
|
||||
|
||||
if (Math.abs(mVelocity) <= LINEAR_VELOCITY_TAKE_OVER
|
||||
&& Math.abs(mDistance * mHeight) < LINEAR_DISTANCE_TAKE_OVER
|
||||
&& Math.signum(mVelocity) == -Math.signum(mDistance)
|
||||
) {
|
||||
// This is close. The spring will slowly reach the destination. Instead, we
|
||||
// will interpolate linearly so that it arrives at its destination quicker.
|
||||
mVelocity = Math.signum(mVelocity) * LINEAR_VELOCITY_TAKE_OVER;
|
||||
|
||||
float targetDistance = mDistance + (mVelocity * deltaT / mHeight);
|
||||
if (Math.signum(targetDistance) != Math.signum(mDistance)) {
|
||||
// We have arrived
|
||||
mDistance = 0;
|
||||
mVelocity = 0;
|
||||
} else {
|
||||
mDistance = targetDistance;
|
||||
}
|
||||
return;
|
||||
}
|
||||
final double mDampedFreq = NATURAL_FREQUENCY * Math.sqrt(1 - DAMPING_RATIO * DAMPING_RATIO);
|
||||
|
||||
// We're always underdamped, so we can use only those equations:
|
||||
@@ -745,9 +783,7 @@ public class EdgeEffect {
|
||||
+ mDampedFreq * sinCoeff * Math.cos(mDampedFreq * deltaT));
|
||||
mDistance = (float) distance / mHeight;
|
||||
mVelocity = (float) velocity;
|
||||
mStartTime = time;
|
||||
if (isAtEquilibrium()) {
|
||||
mState = STATE_IDLE;
|
||||
mDistance = 0;
|
||||
mVelocity = 0;
|
||||
}
|
||||
|
||||
@@ -40,9 +40,7 @@ public:
|
||||
|
||||
StretchEffect() {}
|
||||
|
||||
bool isEmpty() const {
|
||||
return MathUtils::isZero(mStretchDirection.x()) && MathUtils::isZero(mStretchDirection.y());
|
||||
}
|
||||
bool isEmpty() const { return isZero(mStretchDirection.x()) && isZero(mStretchDirection.y()); }
|
||||
|
||||
void setEmpty() {
|
||||
*this = StretchEffect{};
|
||||
@@ -118,6 +116,18 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
// The epsilon for StretchEffect is less than in MathUtils because
|
||||
// the range is 0-1 for an entire screen and should be significantly
|
||||
// less than 1 pixel for a smooth stretch animation.
|
||||
inline static bool isZero(float value) {
|
||||
// Using fabsf is more performant as ARM computes
|
||||
// fabsf in a single instruction.
|
||||
return fabsf(value) <= NON_ZERO_EPSILON;
|
||||
}
|
||||
// This should be good for 1/25,000 of a screen and should be good for
|
||||
// screens with less than ~8000 pixels in one dimension with only 1/4 pixel
|
||||
// cut-off.
|
||||
static constexpr float NON_ZERO_EPSILON = 0.00004f;
|
||||
static sk_sp<SkRuntimeEffect> getStretchEffect();
|
||||
mutable SkVector mStretchDirection{0, 0};
|
||||
mutable std::unique_ptr<SkRuntimeShaderBuilder> mBuilder;
|
||||
|
||||
Reference in New Issue
Block a user