Loading quickstep/src/com/android/quickstep/LongSwipeHelper.java +21 −5 Original line number Diff line number Diff line Loading @@ -20,17 +20,22 @@ import static com.android.launcher3.LauncherState.ALL_APPS; import static com.android.launcher3.LauncherState.OVERVIEW; import static com.android.launcher3.anim.Interpolators.DEACCEL; import static com.android.quickstep.WindowTransformSwipeHandler.MAX_SWIPE_DURATION; import static com.android.quickstep.WindowTransformSwipeHandler.MIN_OVERSHOOT_DURATION; import android.animation.ValueAnimator; import android.view.animation.Interpolator; import com.android.launcher3.Launcher; import com.android.launcher3.LauncherAnimUtils; import com.android.launcher3.LauncherStateManager; import com.android.launcher3.R; import com.android.launcher3.Utilities; import com.android.launcher3.allapps.AllAppsTransitionController; import com.android.launcher3.allapps.DiscoveryBounce; import com.android.launcher3.anim.AnimatorPlaybackController; import com.android.launcher3.anim.AnimatorSetBuilder; import com.android.launcher3.anim.Interpolators; import com.android.launcher3.anim.Interpolators.OvershootParams; import com.android.launcher3.uioverrides.PortraitStatesTouchController; import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Direction; import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Touch; Loading Loading @@ -89,7 +94,9 @@ public class LongSwipeHelper { } public void end(float velocity, boolean isFling, Runnable callback) { float velocityPxPerMs = velocity / 1000; long duration = MAX_SWIPE_DURATION; Interpolator interpolator = DEACCEL; final float currentFraction = mAnimator.getProgressFraction(); final boolean toAllApps; Loading @@ -107,6 +114,17 @@ public class LongSwipeHelper { long expectedDuration = Math.abs(Math.round((endProgress - currentFraction) * MAX_SWIPE_DURATION * SWIPE_DURATION_MULTIPLIER)); duration = Math.min(MAX_SWIPE_DURATION, expectedDuration); if (blockedFling && !toAllApps) { Interpolators.OvershootParams overshoot = new OvershootParams(currentFraction, currentFraction, endProgress, velocityPxPerMs, (int) mMaxSwipeDistance); duration = (overshoot.duration + duration) * LauncherAnimUtils.blockedFlingDurationFactor(0); duration = Utilities.boundToRange(duration, MIN_OVERSHOOT_DURATION, MAX_SWIPE_DURATION); interpolator = overshoot.interpolator; endProgress = overshoot.end; } } else { toAllApps = velocity < 0; endProgress = toAllApps ? 1 : 0; Loading @@ -119,18 +137,16 @@ public class LongSwipeHelper { // we want the page's snap velocity to approximately match the velocity at // which the user flings, so we scale the duration by a value near to the // derivative of the scroll interpolator at zero, ie. 2. long baseDuration = Math.round(1000 * Math.abs(distanceToTravel / velocity)); long baseDuration = Math.round(Math.abs(distanceToTravel / velocityPxPerMs)); duration = Math.min(MAX_SWIPE_DURATION, 2 * baseDuration); } } if (blockedFling && !toAllApps) { duration *= LauncherAnimUtils.blockedFlingDurationFactor(0); } final boolean finalIsFling = isFling; mAnimator.setEndAction(() -> onSwipeAnimationComplete(toAllApps, finalIsFling, callback)); ValueAnimator animator = mAnimator.getAnimationPlayer(); animator.setDuration(duration).setInterpolator(DEACCEL); animator.setDuration(duration).setInterpolator(interpolator); animator.setFloatValues(currentFraction, endProgress); animator.start(); } Loading quickstep/src/com/android/quickstep/WindowTransformSwipeHandler.java +38 −25 Original line number Diff line number Diff line Loading @@ -21,6 +21,7 @@ import static com.android.launcher3.Utilities.SINGLE_FRAME_MS; import static com.android.launcher3.Utilities.postAsyncCallback; import static com.android.launcher3.anim.Interpolators.DEACCEL; import static com.android.launcher3.anim.Interpolators.LINEAR; import static com.android.launcher3.anim.Interpolators.OVERSHOOT_1_2; import static com.android.quickstep.QuickScrubController.QUICK_SCRUB_FROM_APP_START_DURATION; import static com.android.quickstep.TouchConsumer.INTERACTION_NORMAL; import static com.android.quickstep.TouchConsumer.INTERACTION_QUICK_SCRUB; Loading Loading @@ -163,6 +164,7 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { public static final long MAX_SWIPE_DURATION = 350; public static final long MIN_SWIPE_DURATION = 80; public static final long MIN_OVERSHOOT_DURATION = 120; public static final float MIN_PROGRESS_FOR_OVERVIEW = 0.5f; private static final float SWIPE_DURATION_MULTIPLIER = Loading Loading @@ -498,7 +500,8 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { setStateOnUiThread(STATE_QUICK_SCRUB_START | STATE_GESTURE_COMPLETED); // Start the window animation without waiting for launcher. animateToProgress(mCurrentShift.value, 1f, QUICK_SCRUB_FROM_APP_START_DURATION, LINEAR); animateToProgress(mCurrentShift.value, 1f, QUICK_SCRUB_FROM_APP_START_DURATION, LINEAR, true /* goingToHome */); } private void shiftAnimationDestinationForQuickscrub() { Loading Loading @@ -699,25 +702,36 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { private void handleNormalGestureEnd(float endVelocity, boolean isFling) { float velocityPxPerMs = endVelocity / 1000; long duration = MAX_SWIPE_DURATION; final float endShift; float currentShift = mCurrentShift.value; final boolean goingToHome; float endShift; final float startShift; final Interpolator interpolator; Interpolator interpolator = DEACCEL; if (!isFling) { endShift = mCurrentShift.value >= MIN_PROGRESS_FOR_OVERVIEW && mGestureStarted ? 1 : 0; long expectedDuration = Math.abs(Math.round((endShift - mCurrentShift.value) goingToHome = currentShift >= MIN_PROGRESS_FOR_OVERVIEW && mGestureStarted; endShift = goingToHome ? 1 : 0; long expectedDuration = Math.abs(Math.round((endShift - currentShift) * MAX_SWIPE_DURATION * SWIPE_DURATION_MULTIPLIER)); duration = Math.min(MAX_SWIPE_DURATION, expectedDuration); startShift = mCurrentShift.value; interpolator = DEACCEL; startShift = currentShift; interpolator = goingToHome ? OVERSHOOT_1_2 : DEACCEL; } else { endShift = endVelocity < 0 ? 1 : 0; interpolator = endVelocity < 0 ? Interpolators.overshootInterpolatorForVelocity(velocityPxPerMs, 2f) : DEACCEL; goingToHome = endVelocity < 0; endShift = goingToHome ? 1 : 0; startShift = Utilities.boundToRange(currentShift - velocityPxPerMs * SINGLE_FRAME_MS / mTransitionDragLength, 0, 1); float minFlingVelocity = mContext.getResources() .getDimension(R.dimen.quickstep_fling_min_velocity); if (Math.abs(endVelocity) > minFlingVelocity && mTransitionDragLength > 0) { float distanceToTravel = (endShift - mCurrentShift.value) * mTransitionDragLength; if (goingToHome) { Interpolators.OvershootParams overshoot = new Interpolators.OvershootParams( startShift, endShift, endShift, velocityPxPerMs, mTransitionDragLength); endShift = overshoot.end; interpolator = overshoot.interpolator; duration = Utilities.boundToRange(overshoot.duration, MIN_OVERSHOOT_DURATION, MAX_SWIPE_DURATION); } else { float distanceToTravel = (endShift - currentShift) * mTransitionDragLength; // we want the page's snap velocity to approximately match the velocity at // which the user flings, so we scale the duration by a value near to the Loading @@ -725,10 +739,9 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { long baseDuration = Math.round(Math.abs(distanceToTravel / velocityPxPerMs)); duration = Math.min(MAX_SWIPE_DURATION, 2 * baseDuration); } startShift = Utilities.boundToRange(mCurrentShift.value - velocityPxPerMs * SINGLE_FRAME_MS / (mTransitionDragLength), 0, 1); } animateToProgress(startShift, endShift, duration, interpolator); } animateToProgress(startShift, endShift, duration, interpolator, goingToHome); } private void doLogGesture(boolean toLauncher) { Loading @@ -754,14 +767,14 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { /** Animates to the given progress, where 0 is the current app and 1 is overview. */ private void animateToProgress(float start, float end, long duration, Interpolator interpolator) { Interpolator interpolator, boolean goingToHome) { mRecentsAnimationWrapper.runOnInit(() -> animateToProgressInternal(start, end, duration, interpolator)); interpolator, goingToHome)); } private void animateToProgressInternal(float start, float end, long duration, Interpolator interpolator) { mIsGoingToHome = Float.compare(end, 1) == 0; Interpolator interpolator, boolean goingToHome) { mIsGoingToHome = goingToHome; ObjectAnimator anim = mCurrentShift.animateToValue(start, end).setDuration(duration); anim.setInterpolator(interpolator); anim.addListener(new AnimationSuccessListener() { Loading src/com/android/launcher3/anim/Interpolators.java +75 −7 Original line number Diff line number Diff line Loading @@ -16,7 +16,10 @@ package com.android.launcher3.anim; import static com.android.launcher3.Utilities.SINGLE_FRAME_MS; import android.graphics.Path; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AccelerateInterpolator; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; Loading Loading @@ -45,6 +48,8 @@ public class Interpolators { public static final Interpolator DEACCEL_2_5 = new DecelerateInterpolator(2.5f); public static final Interpolator DEACCEL_3 = new DecelerateInterpolator(3f); public static final Interpolator ACCEL_DEACCEL = new AccelerateDecelerateInterpolator(); public static final Interpolator FAST_OUT_SLOW_IN = new PathInterpolator(0.4f, 0f, 0.2f, 1f); public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f); Loading Loading @@ -118,17 +123,12 @@ public class Interpolators { return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC; } public static Interpolator overshootInterpolatorForVelocity(float velocity) { return overshootInterpolatorForVelocity(velocity, 1f); } /** * Create an OvershootInterpolator with tension directly related to the velocity (in px/ms). * @param velocity The start velocity of the animation we want to overshoot. * @param dampFactor An optional factor to reduce the amount of tension (how far we overshoot). */ public static Interpolator overshootInterpolatorForVelocity(float velocity, float dampFactor) { return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f) / dampFactor); public static Interpolator overshootInterpolatorForVelocity(float velocity) { return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f)); } /** Loading Loading @@ -160,4 +160,72 @@ public class Interpolators { float upperBound) { return t -> Utilities.mapRange(interpolator.getInterpolation(t), lowerBound, upperBound); } /** * Computes parameters necessary for an overshoot effect. */ public static class OvershootParams { public Interpolator interpolator; public float start; public float end; public long duration; /** * Given the input params, sets OvershootParams variables to be used by the caller. * @param startProgress The progress from 0 to 1 that the overshoot starts from. * @param overshootPastProgress The progress from 0 to 1 where we overshoot past (should * either be equal to startProgress or endProgress, depending on if we want to * overshoot immediately or only once we reach the end). * @param endProgress The final progress from 0 to 1 that we will settle to. * @param velocityPxPerMs The initial velocity that causes this overshoot. * @param totalDistancePx The distance against which progress is calculated. */ public OvershootParams(float startProgress, float overshootPastProgress, float endProgress, float velocityPxPerMs, int totalDistancePx) { velocityPxPerMs = Math.abs(velocityPxPerMs); start = startProgress; int startPx = (int) (start * totalDistancePx); // Overshoot by about half a frame. float overshootBy = velocityPxPerMs * SINGLE_FRAME_MS / totalDistancePx / 2; overshootBy = Utilities.boundToRange(overshootBy, 0.02f, 0.15f); end = overshootPastProgress + overshootBy; int endPx = (int) (end * totalDistancePx); int overshootDistance = endPx - startPx; // Calculate deceleration necessary to reach overshoot distance. // Formula: velocityFinal^2 = velocityInitial^2 + 2 * acceleration * distance // 0 = v^2 + 2ad (velocityFinal == 0) // a = v^2 / -2d float decelerationPxPerMs = velocityPxPerMs * velocityPxPerMs / (2 * overshootDistance); // Calculate time necessary to reach peak of overshoot. // Formula: acceleration = velocity / time // time = velocity / acceleration duration = (long) (velocityPxPerMs / decelerationPxPerMs); // Now that we're at the top of the overshoot, need to settle back to endProgress. float settleDistance = end - endProgress; int settleDistancePx = (int) (settleDistance * totalDistancePx); // Calculate time necessary for the settle. // Formula: distance = velocityInitial * time + 1/2 * acceleration * time^2 // d = 1/2at^2 (velocityInitial = 0, since we just stopped at the top) // t = sqrt(2d/a) // Above formula assumes constant acceleration. Since we use ACCEL_DEACCEL, we actually // have acceleration to halfway then deceleration the rest. So the formula becomes: // t = sqrt(d/a) * 2 (half the distance for accel, half for deaccel) long settleDuration = (long) Math.sqrt(settleDistancePx / decelerationPxPerMs) * 2; // How much of the animation to devote to playing the overshoot (the rest is for settle). float overshootFraction = (float) duration / (duration + settleDuration); duration += settleDuration; // Finally, create the interpolator, composed of two interpolators: an overshoot, which // reaches end > 1, and then a settle to endProgress. Interpolator overshoot = Interpolators.clampToProgress(DEACCEL, 0, overshootFraction); // The settle starts at 1, where 1 is the top of the overshoot, and maps to a fraction // such that final progress is endProgress. For example, if we overshot to 1.1 but want // to end at 1, we need to map to 1/1.1. Interpolator settle = Interpolators.clampToProgress(Interpolators.mapToProgress( ACCEL_DEACCEL, 1, (endProgress - start) / (end - start)), overshootFraction, 1); interpolator = t -> t <= overshootFraction ? overshoot.getInterpolation(t) : settle.getInterpolation(t); } } } No newline at end of file Loading
quickstep/src/com/android/quickstep/LongSwipeHelper.java +21 −5 Original line number Diff line number Diff line Loading @@ -20,17 +20,22 @@ import static com.android.launcher3.LauncherState.ALL_APPS; import static com.android.launcher3.LauncherState.OVERVIEW; import static com.android.launcher3.anim.Interpolators.DEACCEL; import static com.android.quickstep.WindowTransformSwipeHandler.MAX_SWIPE_DURATION; import static com.android.quickstep.WindowTransformSwipeHandler.MIN_OVERSHOOT_DURATION; import android.animation.ValueAnimator; import android.view.animation.Interpolator; import com.android.launcher3.Launcher; import com.android.launcher3.LauncherAnimUtils; import com.android.launcher3.LauncherStateManager; import com.android.launcher3.R; import com.android.launcher3.Utilities; import com.android.launcher3.allapps.AllAppsTransitionController; import com.android.launcher3.allapps.DiscoveryBounce; import com.android.launcher3.anim.AnimatorPlaybackController; import com.android.launcher3.anim.AnimatorSetBuilder; import com.android.launcher3.anim.Interpolators; import com.android.launcher3.anim.Interpolators.OvershootParams; import com.android.launcher3.uioverrides.PortraitStatesTouchController; import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Direction; import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Touch; Loading Loading @@ -89,7 +94,9 @@ public class LongSwipeHelper { } public void end(float velocity, boolean isFling, Runnable callback) { float velocityPxPerMs = velocity / 1000; long duration = MAX_SWIPE_DURATION; Interpolator interpolator = DEACCEL; final float currentFraction = mAnimator.getProgressFraction(); final boolean toAllApps; Loading @@ -107,6 +114,17 @@ public class LongSwipeHelper { long expectedDuration = Math.abs(Math.round((endProgress - currentFraction) * MAX_SWIPE_DURATION * SWIPE_DURATION_MULTIPLIER)); duration = Math.min(MAX_SWIPE_DURATION, expectedDuration); if (blockedFling && !toAllApps) { Interpolators.OvershootParams overshoot = new OvershootParams(currentFraction, currentFraction, endProgress, velocityPxPerMs, (int) mMaxSwipeDistance); duration = (overshoot.duration + duration) * LauncherAnimUtils.blockedFlingDurationFactor(0); duration = Utilities.boundToRange(duration, MIN_OVERSHOOT_DURATION, MAX_SWIPE_DURATION); interpolator = overshoot.interpolator; endProgress = overshoot.end; } } else { toAllApps = velocity < 0; endProgress = toAllApps ? 1 : 0; Loading @@ -119,18 +137,16 @@ public class LongSwipeHelper { // we want the page's snap velocity to approximately match the velocity at // which the user flings, so we scale the duration by a value near to the // derivative of the scroll interpolator at zero, ie. 2. long baseDuration = Math.round(1000 * Math.abs(distanceToTravel / velocity)); long baseDuration = Math.round(Math.abs(distanceToTravel / velocityPxPerMs)); duration = Math.min(MAX_SWIPE_DURATION, 2 * baseDuration); } } if (blockedFling && !toAllApps) { duration *= LauncherAnimUtils.blockedFlingDurationFactor(0); } final boolean finalIsFling = isFling; mAnimator.setEndAction(() -> onSwipeAnimationComplete(toAllApps, finalIsFling, callback)); ValueAnimator animator = mAnimator.getAnimationPlayer(); animator.setDuration(duration).setInterpolator(DEACCEL); animator.setDuration(duration).setInterpolator(interpolator); animator.setFloatValues(currentFraction, endProgress); animator.start(); } Loading
quickstep/src/com/android/quickstep/WindowTransformSwipeHandler.java +38 −25 Original line number Diff line number Diff line Loading @@ -21,6 +21,7 @@ import static com.android.launcher3.Utilities.SINGLE_FRAME_MS; import static com.android.launcher3.Utilities.postAsyncCallback; import static com.android.launcher3.anim.Interpolators.DEACCEL; import static com.android.launcher3.anim.Interpolators.LINEAR; import static com.android.launcher3.anim.Interpolators.OVERSHOOT_1_2; import static com.android.quickstep.QuickScrubController.QUICK_SCRUB_FROM_APP_START_DURATION; import static com.android.quickstep.TouchConsumer.INTERACTION_NORMAL; import static com.android.quickstep.TouchConsumer.INTERACTION_QUICK_SCRUB; Loading Loading @@ -163,6 +164,7 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { public static final long MAX_SWIPE_DURATION = 350; public static final long MIN_SWIPE_DURATION = 80; public static final long MIN_OVERSHOOT_DURATION = 120; public static final float MIN_PROGRESS_FOR_OVERVIEW = 0.5f; private static final float SWIPE_DURATION_MULTIPLIER = Loading Loading @@ -498,7 +500,8 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { setStateOnUiThread(STATE_QUICK_SCRUB_START | STATE_GESTURE_COMPLETED); // Start the window animation without waiting for launcher. animateToProgress(mCurrentShift.value, 1f, QUICK_SCRUB_FROM_APP_START_DURATION, LINEAR); animateToProgress(mCurrentShift.value, 1f, QUICK_SCRUB_FROM_APP_START_DURATION, LINEAR, true /* goingToHome */); } private void shiftAnimationDestinationForQuickscrub() { Loading Loading @@ -699,25 +702,36 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { private void handleNormalGestureEnd(float endVelocity, boolean isFling) { float velocityPxPerMs = endVelocity / 1000; long duration = MAX_SWIPE_DURATION; final float endShift; float currentShift = mCurrentShift.value; final boolean goingToHome; float endShift; final float startShift; final Interpolator interpolator; Interpolator interpolator = DEACCEL; if (!isFling) { endShift = mCurrentShift.value >= MIN_PROGRESS_FOR_OVERVIEW && mGestureStarted ? 1 : 0; long expectedDuration = Math.abs(Math.round((endShift - mCurrentShift.value) goingToHome = currentShift >= MIN_PROGRESS_FOR_OVERVIEW && mGestureStarted; endShift = goingToHome ? 1 : 0; long expectedDuration = Math.abs(Math.round((endShift - currentShift) * MAX_SWIPE_DURATION * SWIPE_DURATION_MULTIPLIER)); duration = Math.min(MAX_SWIPE_DURATION, expectedDuration); startShift = mCurrentShift.value; interpolator = DEACCEL; startShift = currentShift; interpolator = goingToHome ? OVERSHOOT_1_2 : DEACCEL; } else { endShift = endVelocity < 0 ? 1 : 0; interpolator = endVelocity < 0 ? Interpolators.overshootInterpolatorForVelocity(velocityPxPerMs, 2f) : DEACCEL; goingToHome = endVelocity < 0; endShift = goingToHome ? 1 : 0; startShift = Utilities.boundToRange(currentShift - velocityPxPerMs * SINGLE_FRAME_MS / mTransitionDragLength, 0, 1); float minFlingVelocity = mContext.getResources() .getDimension(R.dimen.quickstep_fling_min_velocity); if (Math.abs(endVelocity) > minFlingVelocity && mTransitionDragLength > 0) { float distanceToTravel = (endShift - mCurrentShift.value) * mTransitionDragLength; if (goingToHome) { Interpolators.OvershootParams overshoot = new Interpolators.OvershootParams( startShift, endShift, endShift, velocityPxPerMs, mTransitionDragLength); endShift = overshoot.end; interpolator = overshoot.interpolator; duration = Utilities.boundToRange(overshoot.duration, MIN_OVERSHOOT_DURATION, MAX_SWIPE_DURATION); } else { float distanceToTravel = (endShift - currentShift) * mTransitionDragLength; // we want the page's snap velocity to approximately match the velocity at // which the user flings, so we scale the duration by a value near to the Loading @@ -725,10 +739,9 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { long baseDuration = Math.round(Math.abs(distanceToTravel / velocityPxPerMs)); duration = Math.min(MAX_SWIPE_DURATION, 2 * baseDuration); } startShift = Utilities.boundToRange(mCurrentShift.value - velocityPxPerMs * SINGLE_FRAME_MS / (mTransitionDragLength), 0, 1); } animateToProgress(startShift, endShift, duration, interpolator); } animateToProgress(startShift, endShift, duration, interpolator, goingToHome); } private void doLogGesture(boolean toLauncher) { Loading @@ -754,14 +767,14 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> { /** Animates to the given progress, where 0 is the current app and 1 is overview. */ private void animateToProgress(float start, float end, long duration, Interpolator interpolator) { Interpolator interpolator, boolean goingToHome) { mRecentsAnimationWrapper.runOnInit(() -> animateToProgressInternal(start, end, duration, interpolator)); interpolator, goingToHome)); } private void animateToProgressInternal(float start, float end, long duration, Interpolator interpolator) { mIsGoingToHome = Float.compare(end, 1) == 0; Interpolator interpolator, boolean goingToHome) { mIsGoingToHome = goingToHome; ObjectAnimator anim = mCurrentShift.animateToValue(start, end).setDuration(duration); anim.setInterpolator(interpolator); anim.addListener(new AnimationSuccessListener() { Loading
src/com/android/launcher3/anim/Interpolators.java +75 −7 Original line number Diff line number Diff line Loading @@ -16,7 +16,10 @@ package com.android.launcher3.anim; import static com.android.launcher3.Utilities.SINGLE_FRAME_MS; import android.graphics.Path; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AccelerateInterpolator; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; Loading Loading @@ -45,6 +48,8 @@ public class Interpolators { public static final Interpolator DEACCEL_2_5 = new DecelerateInterpolator(2.5f); public static final Interpolator DEACCEL_3 = new DecelerateInterpolator(3f); public static final Interpolator ACCEL_DEACCEL = new AccelerateDecelerateInterpolator(); public static final Interpolator FAST_OUT_SLOW_IN = new PathInterpolator(0.4f, 0f, 0.2f, 1f); public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f); Loading Loading @@ -118,17 +123,12 @@ public class Interpolators { return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC; } public static Interpolator overshootInterpolatorForVelocity(float velocity) { return overshootInterpolatorForVelocity(velocity, 1f); } /** * Create an OvershootInterpolator with tension directly related to the velocity (in px/ms). * @param velocity The start velocity of the animation we want to overshoot. * @param dampFactor An optional factor to reduce the amount of tension (how far we overshoot). */ public static Interpolator overshootInterpolatorForVelocity(float velocity, float dampFactor) { return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f) / dampFactor); public static Interpolator overshootInterpolatorForVelocity(float velocity) { return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f)); } /** Loading Loading @@ -160,4 +160,72 @@ public class Interpolators { float upperBound) { return t -> Utilities.mapRange(interpolator.getInterpolation(t), lowerBound, upperBound); } /** * Computes parameters necessary for an overshoot effect. */ public static class OvershootParams { public Interpolator interpolator; public float start; public float end; public long duration; /** * Given the input params, sets OvershootParams variables to be used by the caller. * @param startProgress The progress from 0 to 1 that the overshoot starts from. * @param overshootPastProgress The progress from 0 to 1 where we overshoot past (should * either be equal to startProgress or endProgress, depending on if we want to * overshoot immediately or only once we reach the end). * @param endProgress The final progress from 0 to 1 that we will settle to. * @param velocityPxPerMs The initial velocity that causes this overshoot. * @param totalDistancePx The distance against which progress is calculated. */ public OvershootParams(float startProgress, float overshootPastProgress, float endProgress, float velocityPxPerMs, int totalDistancePx) { velocityPxPerMs = Math.abs(velocityPxPerMs); start = startProgress; int startPx = (int) (start * totalDistancePx); // Overshoot by about half a frame. float overshootBy = velocityPxPerMs * SINGLE_FRAME_MS / totalDistancePx / 2; overshootBy = Utilities.boundToRange(overshootBy, 0.02f, 0.15f); end = overshootPastProgress + overshootBy; int endPx = (int) (end * totalDistancePx); int overshootDistance = endPx - startPx; // Calculate deceleration necessary to reach overshoot distance. // Formula: velocityFinal^2 = velocityInitial^2 + 2 * acceleration * distance // 0 = v^2 + 2ad (velocityFinal == 0) // a = v^2 / -2d float decelerationPxPerMs = velocityPxPerMs * velocityPxPerMs / (2 * overshootDistance); // Calculate time necessary to reach peak of overshoot. // Formula: acceleration = velocity / time // time = velocity / acceleration duration = (long) (velocityPxPerMs / decelerationPxPerMs); // Now that we're at the top of the overshoot, need to settle back to endProgress. float settleDistance = end - endProgress; int settleDistancePx = (int) (settleDistance * totalDistancePx); // Calculate time necessary for the settle. // Formula: distance = velocityInitial * time + 1/2 * acceleration * time^2 // d = 1/2at^2 (velocityInitial = 0, since we just stopped at the top) // t = sqrt(2d/a) // Above formula assumes constant acceleration. Since we use ACCEL_DEACCEL, we actually // have acceleration to halfway then deceleration the rest. So the formula becomes: // t = sqrt(d/a) * 2 (half the distance for accel, half for deaccel) long settleDuration = (long) Math.sqrt(settleDistancePx / decelerationPxPerMs) * 2; // How much of the animation to devote to playing the overshoot (the rest is for settle). float overshootFraction = (float) duration / (duration + settleDuration); duration += settleDuration; // Finally, create the interpolator, composed of two interpolators: an overshoot, which // reaches end > 1, and then a settle to endProgress. Interpolator overshoot = Interpolators.clampToProgress(DEACCEL, 0, overshootFraction); // The settle starts at 1, where 1 is the top of the overshoot, and maps to a fraction // such that final progress is endProgress. For example, if we overshot to 1.1 but want // to end at 1, we need to map to 1/1.1. Interpolator settle = Interpolators.clampToProgress(Interpolators.mapToProgress( ACCEL_DEACCEL, 1, (endProgress - start) / (end - start)), overshootFraction, 1); interpolator = t -> t <= overshootFraction ? overshoot.getInterpolation(t) : settle.getInterpolation(t); } } } No newline at end of file