Loading core/java/android/widget/OverScroller.java +12 −17 Original line number Diff line number Diff line Loading @@ -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); } /** Loading Loading @@ -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) Loading Loading @@ -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) { Loading Loading @@ -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 */ Loading core/java/android/widget/Scroller.java +76 −25 Original line number Diff line number Diff line Loading @@ -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; Loading Loading @@ -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 } /** Loading @@ -140,6 +167,7 @@ public class Scroller { */ public final void setFriction(float friction) { mDeceleration = computeDeceleration(friction); mFlingFriction = friction; } private float computeDeceleration(float friction) { Loading Loading @@ -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; } /** Loading Loading @@ -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 Loading Loading @@ -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; Loading @@ -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; Loading Loading
core/java/android/widget/OverScroller.java +12 −17 Original line number Diff line number Diff line Loading @@ -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); } /** Loading Loading @@ -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) Loading Loading @@ -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) { Loading Loading @@ -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 */ Loading
core/java/android/widget/Scroller.java +76 −25 Original line number Diff line number Diff line Loading @@ -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; Loading Loading @@ -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 } /** Loading @@ -140,6 +167,7 @@ public class Scroller { */ public final void setFriction(float friction) { mDeceleration = computeDeceleration(friction); mFlingFriction = friction; } private float computeDeceleration(float friction) { Loading Loading @@ -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; } /** Loading Loading @@ -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 Loading Loading @@ -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; Loading @@ -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; Loading