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Commit 990dfc6f authored by Adam Powell's avatar Adam Powell
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Sync fling physics between Scroller/OverScroller

Bug 6793537

Have the default fling physics for Scroller follow the newer patterns
from OverScroller.

Make some constants determined by DisplayMetrics density in
OverScroller per-instance rather than static.

Change-Id: I5308e4bb8eca63e95cf3f1eee1ba4fa5391023b0
parent 2c02933b
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+12 −17
Original line number Diff line number Diff line
@@ -72,10 +72,8 @@ public class OverScroller {
    public OverScroller(Context context, Interpolator interpolator, boolean flywheel) {
        mInterpolator = interpolator;
        mFlywheel = flywheel;
        mScrollerX = new SplineOverScroller();
        mScrollerY = new SplineOverScroller();

        SplineOverScroller.initFromContext(context);
        mScrollerX = new SplineOverScroller(context);
        mScrollerY = new SplineOverScroller(context);
    }

    /**
@@ -585,8 +583,8 @@ public class OverScroller {
        // Constant gravity value, used in the deceleration phase.
        private static final float GRAVITY = 2000.0f;

        // A device specific coefficient adjusted to physical values.
        private static float PHYSICAL_COEF;
        // A context-specific coefficient adjusted to physical values.
        private float mPhysicalCoeff;

        private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
        private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
@@ -636,20 +634,17 @@ public class OverScroller {
            SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
        }

        static void initFromContext(Context context) {
            final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
            PHYSICAL_COEF = SensorManager.GRAVITY_EARTH // g (m/s^2)
                    * 39.37f // inch/meter
                    * ppi
                    * 0.84f; // look and feel tuning
        }

        void setFriction(float friction) {
            mFlingFriction = friction;
        }

        SplineOverScroller() {
        SplineOverScroller(Context context) {
            mFinished = true;
            final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
            mPhysicalCoeff = SensorManager.GRAVITY_EARTH // g (m/s^2)
                    * 39.37f // inch/meter
                    * ppi
                    * 0.84f; // look and feel tuning
        }

        void updateScroll(float q) {
@@ -785,13 +780,13 @@ public class OverScroller {
        }

        private double getSplineDeceleration(int velocity) {
            return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * PHYSICAL_COEF));
            return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
        }

        private double getSplineFlingDistance(int velocity) {
            final double l = getSplineDeceleration(velocity);
            final double decelMinusOne = DECELERATION_RATE - 1.0;
            return mFlingFriction * PHYSICAL_COEF * Math.exp(DECELERATION_RATE / decelMinusOne * l);
            return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
        }

        /* Returns the duration, expressed in milliseconds */
+76 −25
Original line number Diff line number Diff line
@@ -57,45 +57,70 @@ public class Scroller {
    private boolean mFlywheel;

    private float mVelocity;
    private float mCurrVelocity;
    private int mDistance;

    private float mFlingFriction = ViewConfiguration.getScrollFriction();

    private static final int DEFAULT_DURATION = 250;
    private static final int SCROLL_MODE = 0;
    private static final int FLING_MODE = 1;

    private static float DECELERATION_RATE = (float) (Math.log(0.75) / Math.log(0.9));
    private static float ALPHA = 800; // pixels / seconds
    private static float START_TENSION = 0.4f; // Tension at start: (0.4 * total T, 1.0 * Distance)
    private static float END_TENSION = 1.0f - START_TENSION;
    private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
    private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
    private static final float START_TENSION = 0.5f;
    private static final float END_TENSION = 1.0f;
    private static final float P1 = START_TENSION * INFLEXION;
    private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);

    private static final int NB_SAMPLES = 100;
    private static final float[] SPLINE = new float[NB_SAMPLES + 1];
    private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
    private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];

    private float mDeceleration;
    private final float mPpi;

    // A context-specific coefficient adjusted to physical values.
    private float mPhysicalCoeff;

    static {
        float x_min = 0.0f;
        for (int i = 0; i <= NB_SAMPLES; i++) {
            final float t = (float) i / NB_SAMPLES;
        float y_min = 0.0f;
        for (int i = 0; i < NB_SAMPLES; i++) {
            final float alpha = (float) i / NB_SAMPLES;

            float x_max = 1.0f;
            float x, tx, coef;
            while (true) {
                x = x_min + (x_max - x_min) / 2.0f;
                coef = 3.0f * x * (1.0f - x);
                tx = coef * ((1.0f - x) * START_TENSION + x * END_TENSION) + x * x * x;
                if (Math.abs(tx - t) < 1E-5) break;
                if (tx > t) x_max = x;
                tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
                if (Math.abs(tx - alpha) < 1E-5) break;
                if (tx > alpha) x_max = x;
                else x_min = x;
            }
            final float d = coef + x * x * x;
            SPLINE[i] = d;
            SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;

            float y_max = 1.0f;
            float y, dy;
            while (true) {
                y = y_min + (y_max - y_min) / 2.0f;
                coef = 3.0f * y * (1.0f - y);
                dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
                if (Math.abs(dy - alpha) < 1E-5) break;
                if (dy > alpha) y_max = y;
                else y_min = y;
            }
            SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
        }
        SPLINE[NB_SAMPLES] = 1.0f;
        SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;

        // This controls the viscous fluid effect (how much of it)
        sViscousFluidScale = 8.0f;
        // must be set to 1.0 (used in viscousFluid())
        sViscousFluidNormalize = 1.0f;
        sViscousFluidNormalize = 1.0f / viscousFluid(1.0f);

    }

    private static float sViscousFluidScale;
@@ -129,6 +154,8 @@ public class Scroller {
        mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
        mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
        mFlywheel = flywheel;

        mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
    }

    /**
@@ -140,6 +167,7 @@ public class Scroller {
     */
    public final void setFriction(float friction) {
        mDeceleration = computeDeceleration(friction);
        mFlingFriction = friction;
    }
    
    private float computeDeceleration(float friction) {
@@ -202,7 +230,8 @@ public class Scroller {
     * negative.
     */
    public float getCurrVelocity() {
        return mVelocity - mDeceleration * timePassed() / 2000.0f;
        return mMode == FLING_MODE ?
                mCurrVelocity : mVelocity - mDeceleration * timePassed() / 2000.0f;
    }

    /**
@@ -269,11 +298,18 @@ public class Scroller {
            case FLING_MODE:
                final float t = (float) timePassed / mDuration;
                final int index = (int) (NB_SAMPLES * t);
                float distanceCoef = 1.f;
                float velocityCoef = 0.f;
                if (index < NB_SAMPLES) {
                    final float t_inf = (float) index / NB_SAMPLES;
                    final float t_sup = (float) (index + 1) / NB_SAMPLES;
                final float d_inf = SPLINE[index];
                final float d_sup = SPLINE[index + 1];
                final float distanceCoef = d_inf + (t - t_inf) / (t_sup - t_inf) * (d_sup - d_inf);
                    final float d_inf = SPLINE_POSITION[index];
                    final float d_sup = SPLINE_POSITION[index + 1];
                    velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
                    distanceCoef = d_inf + (t - t_inf) * velocityCoef;
                }

                mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
                
                mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
                // Pin to mMinX <= mCurrX <= mMaxX
@@ -392,8 +428,7 @@ public class Scroller {
        float velocity = FloatMath.sqrt(velocityX * velocityX + velocityY * velocityY);
     
        mVelocity = velocity;
        final double l = Math.log(START_TENSION * velocity / ALPHA);
        mDuration = (int) (1000.0 * Math.exp(l / (DECELERATION_RATE - 1.0)));
        mDuration = getSplineFlingDuration(velocity);
        mStartTime = AnimationUtils.currentAnimationTimeMillis();
        mStartX = startX;
        mStartY = startY;
@@ -401,25 +436,41 @@ public class Scroller {
        float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
        float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;

        int totalDistance =
                (int) (ALPHA * Math.exp(DECELERATION_RATE / (DECELERATION_RATE - 1.0) * l));
        double totalDistance = getSplineFlingDistance(velocity);
        mDistance = (int) (totalDistance * Math.signum(velocity));
        
        mMinX = minX;
        mMaxX = maxX;
        mMinY = minY;
        mMaxY = maxY;

        mFinalX = startX + Math.round(totalDistance * coeffX);
        mFinalX = startX + (int) Math.round(totalDistance * coeffX);
        // Pin to mMinX <= mFinalX <= mMaxX
        mFinalX = Math.min(mFinalX, mMaxX);
        mFinalX = Math.max(mFinalX, mMinX);
        
        mFinalY = startY + Math.round(totalDistance * coeffY);
        mFinalY = startY + (int) Math.round(totalDistance * coeffY);
        // Pin to mMinY <= mFinalY <= mMaxY
        mFinalY = Math.min(mFinalY, mMaxY);
        mFinalY = Math.max(mFinalY, mMinY);
    }
    
    private double getSplineDeceleration(float velocity) {
        return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
    }

    private int getSplineFlingDuration(float velocity) {
        final double l = getSplineDeceleration(velocity);
        final double decelMinusOne = DECELERATION_RATE - 1.0;
        return (int) (1000.0 * Math.exp(l / decelMinusOne));
    }

    private double getSplineFlingDistance(float velocity) {
        final double l = getSplineDeceleration(velocity);
        final double decelMinusOne = DECELERATION_RATE - 1.0;
        return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
    }

    static float viscousFluid(float x)
    {
        x *= sViscousFluidScale;