| Index: chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java
|
| diff --git a/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java b/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..bfc43538137e3ab623bd2889650cb0bf8b9ca0fe
|
| --- /dev/null
|
| +++ b/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java
|
| @@ -0,0 +1,674 @@
|
| +// Copyright 2015 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +package org.chromium.chrome.browser.compositor.layouts.phone.stack;
|
| +
|
| +import android.content.Context;
|
| +import android.hardware.SensorManager;
|
| +import android.util.Log;
|
| +import android.view.ViewConfiguration;
|
| +
|
| +/**
|
| + * This class is vastly copied from {@link android.widget.OverScroller} but decouples the time
|
| + * from the app time so it can be specified manually.
|
| + */
|
| +public class StackScroller {
|
| + private int mMode;
|
| +
|
| + private final SplineStackScroller mScrollerX;
|
| + private final SplineStackScroller mScrollerY;
|
| +
|
| + private final boolean mFlywheel;
|
| +
|
| + private static final int SCROLL_MODE = 0;
|
| + private static final int FLING_MODE = 1;
|
| +
|
| + private static float sViscousFluidScale;
|
| + private static float sViscousFluidNormalize;
|
| +
|
| + /**
|
| + * Creates an StackScroller with a viscous fluid scroll interpolator and flywheel.
|
| + * @param context
|
| + */
|
| + public StackScroller(Context context) {
|
| + mFlywheel = true;
|
| + mScrollerX = new SplineStackScroller(context);
|
| + mScrollerY = new SplineStackScroller(context);
|
| + initContants();
|
| + }
|
| +
|
| + private static void initContants() {
|
| + // 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);
|
| + }
|
| +
|
| + /**
|
| + *
|
| + * Returns whether the scroller has finished scrolling.
|
| + *
|
| + * @return True if the scroller has finished scrolling, false otherwise.
|
| + */
|
| + public final boolean isFinished() {
|
| + return mScrollerX.mFinished && mScrollerY.mFinished;
|
| + }
|
| +
|
| + /**
|
| + * Force the finished field to a particular value. Contrary to
|
| + * {@link #abortAnimation()}, forcing the animation to finished
|
| + * does NOT cause the scroller to move to the final x and y
|
| + * position.
|
| + *
|
| + * @param finished The new finished value.
|
| + */
|
| + public final void forceFinished(boolean finished) {
|
| + mScrollerX.mFinished = mScrollerY.mFinished = finished;
|
| + }
|
| +
|
| + /**
|
| + * Returns the current X offset in the scroll.
|
| + *
|
| + * @return The new X offset as an absolute distance from the origin.
|
| + */
|
| + public final int getCurrX() {
|
| + return mScrollerX.mCurrentPosition;
|
| + }
|
| +
|
| + /**
|
| + * Returns the current Y offset in the scroll.
|
| + *
|
| + * @return The new Y offset as an absolute distance from the origin.
|
| + */
|
| + public final int getCurrY() {
|
| + return mScrollerY.mCurrentPosition;
|
| + }
|
| +
|
| + /**
|
| + * Returns where the scroll will end. Valid only for "fling" scrolls.
|
| + *
|
| + * @return The final X offset as an absolute distance from the origin.
|
| + */
|
| + public final int getFinalX() {
|
| + return mScrollerX.mFinal;
|
| + }
|
| +
|
| + /**
|
| + * Returns where the scroll will end. Valid only for "fling" scrolls.
|
| + *
|
| + * @return The final Y offset as an absolute distance from the origin.
|
| + */
|
| + public final int getFinalY() {
|
| + return mScrollerY.mFinal;
|
| + }
|
| +
|
| + /**
|
| + * Sets where the scroll will end. Valid only for "fling" scrolls.
|
| + *
|
| + * @param x The final X offset as an absolute distance from the origin.
|
| + */
|
| + public final void setFinalX(int x) {
|
| + mScrollerX.setFinalPosition(x);
|
| + }
|
| +
|
| + private static float viscousFluid(float x) {
|
| + x *= sViscousFluidScale;
|
| + if (x < 1.0f) {
|
| + x -= (1.0f - (float) Math.exp(-x));
|
| + } else {
|
| + float start = 0.36787944117f; // 1/e == exp(-1)
|
| + x = 1.0f - (float) Math.exp(1.0f - x);
|
| + x = start + x * (1.0f - start);
|
| + }
|
| + x *= sViscousFluidNormalize;
|
| + return x;
|
| + }
|
| +
|
| + /**
|
| + * Call this when you want to know the new location. If it returns true, the
|
| + * animation is not yet finished.
|
| + */
|
| + public boolean computeScrollOffset(long time) {
|
| + if (isFinished()) {
|
| + return false;
|
| + }
|
| +
|
| + switch (mMode) {
|
| + case SCROLL_MODE:
|
| + // Any scroller can be used for time, since they were started
|
| + // together in scroll mode. We use X here.
|
| + final long elapsedTime = time - mScrollerX.mStartTime;
|
| +
|
| + final int duration = mScrollerX.mDuration;
|
| + if (elapsedTime < duration) {
|
| + float q = (float) (elapsedTime) / duration;
|
| + q = viscousFluid(q);
|
| + mScrollerX.updateScroll(q);
|
| + mScrollerY.updateScroll(q);
|
| + } else {
|
| + abortAnimation();
|
| + }
|
| + break;
|
| +
|
| + case FLING_MODE:
|
| + if (!mScrollerX.mFinished) {
|
| + if (!mScrollerX.update(time)) {
|
| + if (!mScrollerX.continueWhenFinished(time)) {
|
| + mScrollerX.finish();
|
| + }
|
| + }
|
| + }
|
| +
|
| + if (!mScrollerY.mFinished) {
|
| + if (!mScrollerY.update(time)) {
|
| + if (!mScrollerY.continueWhenFinished(time)) {
|
| + mScrollerY.finish();
|
| + }
|
| + }
|
| + }
|
| +
|
| + break;
|
| +
|
| + default:
|
| + break;
|
| + }
|
| +
|
| + return true;
|
| + }
|
| +
|
| + /**
|
| + * Start scrolling by providing a starting point and the distance to travel.
|
| + *
|
| + * @param startX Starting horizontal scroll offset in pixels. Positive
|
| + * numbers will scroll the content to the left.
|
| + * @param startY Starting vertical scroll offset in pixels. Positive numbers
|
| + * will scroll the content up.
|
| + * @param dx Horizontal distance to travel. Positive numbers will scroll the
|
| + * content to the left.
|
| + * @param dy Vertical distance to travel. Positive numbers will scroll the
|
| + * content up.
|
| + * @param duration Duration of the scroll in milliseconds.
|
| + */
|
| + public void startScroll(int startX, int startY, int dx, int dy, long startTime, int duration) {
|
| + mMode = SCROLL_MODE;
|
| + mScrollerX.startScroll(startX, dx, startTime, duration);
|
| + mScrollerY.startScroll(startY, dy, startTime, duration);
|
| + }
|
| +
|
| + /**
|
| + * Call this when you want to 'spring back' into a valid coordinate range.
|
| + *
|
| + * @param startX Starting X coordinate
|
| + * @param startY Starting Y coordinate
|
| + * @param minX Minimum valid X value
|
| + * @param maxX Maximum valid X value
|
| + * @param minY Minimum valid Y value
|
| + * @param maxY Minimum valid Y value
|
| + * @return true if a springback was initiated, false if startX and startY were
|
| + * already within the valid range.
|
| + */
|
| + public boolean springBack(
|
| + int startX, int startY, int minX, int maxX, int minY, int maxY, long time) {
|
| + mMode = FLING_MODE;
|
| +
|
| + // Make sure both methods are called.
|
| + final boolean spingbackX = mScrollerX.springback(startX, minX, maxX, time);
|
| + final boolean spingbackY = mScrollerY.springback(startY, minY, maxY, time);
|
| + return spingbackX || spingbackY;
|
| + }
|
| +
|
| + /**
|
| + * Start scrolling based on a fling gesture. The distance traveled will
|
| + * depend on the initial velocity of the fling.
|
| + *
|
| + * @param startX Starting point of the scroll (X)
|
| + * @param startY Starting point of the scroll (Y)
|
| + * @param velocityX Initial velocity of the fling (X) measured in pixels per second.
|
| + * @param velocityY Initial velocity of the fling (Y) measured in pixels per second
|
| + * @param minX Minimum X value. The scroller will not scroll past this point
|
| + * unless overX > 0. If overfling is allowed, it will use minX as
|
| + * a springback boundary.
|
| + * @param maxX Maximum X value. The scroller will not scroll past this point
|
| + * unless overX > 0. If overfling is allowed, it will use maxX as
|
| + * a springback boundary.
|
| + * @param minY Minimum Y value. The scroller will not scroll past this point
|
| + * unless overY > 0. If overfling is allowed, it will use minY as
|
| + * a springback boundary.
|
| + * @param maxY Maximum Y value. The scroller will not scroll past this point
|
| + * unless overY > 0. If overfling is allowed, it will use maxY as
|
| + * a springback boundary.
|
| + * @param overX Overfling range. If > 0, horizontal overfling in either
|
| + * direction will be possible.
|
| + * @param overY Overfling range. If > 0, vertical overfling in either
|
| + * direction will be possible.
|
| + */
|
| + public void fling(int startX, int startY, int velocityX, int velocityY, int minX, int maxX,
|
| + int minY, int maxY, int overX, int overY, long time) {
|
| + // Continue a scroll or fling in progress
|
| + if (mFlywheel && !isFinished()) {
|
| + float oldVelocityX = mScrollerX.mCurrVelocity;
|
| + float oldVelocityY = mScrollerY.mCurrVelocity;
|
| + if (Math.signum(velocityX) == Math.signum(oldVelocityX)
|
| + && Math.signum(velocityY) == Math.signum(oldVelocityY)) {
|
| + velocityX += oldVelocityX;
|
| + velocityY += oldVelocityY;
|
| + }
|
| + }
|
| +
|
| + mMode = FLING_MODE;
|
| + mScrollerX.fling(startX, velocityX, minX, maxX, overX, time);
|
| + mScrollerY.fling(startY, velocityY, minY, maxY, overY, time);
|
| + }
|
| +
|
| + /**
|
| + * Stops the animation. Contrary to {@link #forceFinished(boolean)},
|
| + * aborting the animating causes the scroller to move to the final x and y
|
| + * positions.
|
| + *
|
| + * @see #forceFinished(boolean)
|
| + */
|
| + public void abortAnimation() {
|
| + mScrollerX.finish();
|
| + mScrollerY.finish();
|
| + }
|
| +
|
| + static class SplineStackScroller {
|
| + // Initial position
|
| + private int mStart;
|
| +
|
| + // Current position
|
| + private int mCurrentPosition;
|
| +
|
| + // Final position
|
| + private int mFinal;
|
| +
|
| + // Initial velocity
|
| + private int mVelocity;
|
| +
|
| + // Current velocity
|
| + private float mCurrVelocity;
|
| +
|
| + // Constant current deceleration
|
| + private float mDeceleration;
|
| +
|
| + // Animation starting time, in system milliseconds
|
| + private long mStartTime;
|
| +
|
| + // Animation duration, in milliseconds
|
| + private int mDuration;
|
| +
|
| + // Duration to complete spline component of animation
|
| + private int mSplineDuration;
|
| +
|
| + // Distance to travel along spline animation
|
| + private int mSplineDistance;
|
| +
|
| + // Whether the animation is currently in progress
|
| + private boolean mFinished;
|
| +
|
| + // The allowed overshot distance before boundary is reached.
|
| + private int mOver;
|
| +
|
| + // Fling friction
|
| + private final float mFlingFriction = ViewConfiguration.getScrollFriction();
|
| +
|
| + // Current state of the animation.
|
| + private int mState = SPLINE;
|
| +
|
| + // Constant gravity value, used in the deceleration phase.
|
| + private static final float GRAVITY = 2000.0f;
|
| +
|
| + // A context-specific coefficient adjusted to physical values.
|
| + private final float mPhysicalCoeff;
|
| +
|
| + private static final 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_POSITION = new float[NB_SAMPLES + 1];
|
| + private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
|
| +
|
| + private static final int SPLINE = 0;
|
| + private static final int CUBIC = 1;
|
| + private static final int BALLISTIC = 2;
|
| +
|
| + static {
|
| + float xMin = 0.0f;
|
| + float yMin = 0.0f;
|
| + for (int i = 0; i < NB_SAMPLES; i++) {
|
| + final float alpha = (float) i / NB_SAMPLES;
|
| +
|
| + float xMax = 1.0f;
|
| + float x, tx, coef;
|
| + while (true) {
|
| + x = xMin + (xMax - xMin) / 2.0f;
|
| + coef = 3.0f * x * (1.0f - x);
|
| + tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
|
| + if (Math.abs(tx - alpha) < 1E-5) break;
|
| + if (tx > alpha) {
|
| + xMax = x;
|
| + } else {
|
| + xMin = x;
|
| + }
|
| + }
|
| + SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
|
| +
|
| + float yMax = 1.0f;
|
| + float y, dy;
|
| + while (true) {
|
| + y = yMin + (yMax - yMin) / 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) {
|
| + yMax = y;
|
| + } else {
|
| + yMin = y;
|
| + }
|
| + }
|
| + SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
|
| + }
|
| + SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
|
| + }
|
| +
|
| + SplineStackScroller(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) {
|
| + mCurrentPosition = mStart + Math.round(q * (mFinal - mStart));
|
| + }
|
| +
|
| + /*
|
| + * Get a signed deceleration that will reduce the velocity.
|
| + */
|
| + private static float getDeceleration(int velocity) {
|
| + return velocity > 0 ? -GRAVITY : GRAVITY;
|
| + }
|
| +
|
| + /*
|
| + * Modifies mDuration to the duration it takes to get from start to newFinal using the
|
| + * spline interpolation. The previous duration was needed to get to oldFinal.
|
| + */
|
| + private void adjustDuration(int start, int oldFinal, int newFinal) {
|
| + final int oldDistance = oldFinal - start;
|
| + final int newDistance = newFinal - start;
|
| + final float x = Math.abs((float) newDistance / oldDistance);
|
| + final int index = (int) (NB_SAMPLES * x);
|
| + if (index < NB_SAMPLES) {
|
| + final float xInf = (float) index / NB_SAMPLES;
|
| + final float xSup = (float) (index + 1) / NB_SAMPLES;
|
| + final float tInf = SPLINE_TIME[index];
|
| + final float tSup = SPLINE_TIME[index + 1];
|
| + final float timeCoef = tInf + (x - xInf) / (xSup - xInf) * (tSup - tInf);
|
| + mDuration *= timeCoef;
|
| + }
|
| + }
|
| +
|
| + void startScroll(int start, int distance, long startTime, int duration) {
|
| + mFinished = false;
|
| +
|
| + mStart = start;
|
| + mFinal = start + distance;
|
| +
|
| + mStartTime = startTime;
|
| + mDuration = duration;
|
| +
|
| + // Unused
|
| + mDeceleration = 0.0f;
|
| + mVelocity = 0;
|
| + }
|
| +
|
| + void finish() {
|
| + mCurrentPosition = mFinal;
|
| + // Not reset since WebView relies on this value for fast fling.
|
| + // TODO: restore when WebView uses the fast fling implemented in this class.
|
| + // mCurrVelocity = 0.0f;
|
| + mFinished = true;
|
| + }
|
| +
|
| + void setFinalPosition(int position) {
|
| + mFinal = position;
|
| + mFinished = false;
|
| + }
|
| +
|
| + boolean springback(int start, int min, int max, long time) {
|
| + mFinished = true;
|
| +
|
| + mStart = mFinal = start;
|
| + mVelocity = 0;
|
| +
|
| + mStartTime = time;
|
| + mDuration = 0;
|
| +
|
| + if (start < min) {
|
| + startSpringback(start, min, 0);
|
| + } else if (start > max) {
|
| + startSpringback(start, max, 0);
|
| + }
|
| +
|
| + return !mFinished;
|
| + }
|
| +
|
| + private void startSpringback(int start, int end, int velocity) {
|
| + // mStartTime has been set
|
| + mFinished = false;
|
| + mState = CUBIC;
|
| + mStart = start;
|
| + mFinal = end;
|
| + final int delta = start - end;
|
| + mDeceleration = getDeceleration(delta);
|
| + // TODO take velocity into account
|
| + mVelocity = -delta; // only sign is used
|
| + mOver = Math.abs(delta);
|
| + mDuration = (int) (1000.0 * Math.sqrt(-2.0 * delta / mDeceleration));
|
| + }
|
| +
|
| + void fling(int start, int velocity, int min, int max, int over, long time) {
|
| + mOver = over;
|
| + mFinished = false;
|
| + mCurrVelocity = mVelocity = velocity;
|
| + mDuration = mSplineDuration = 0;
|
| + mStartTime = time;
|
| + mCurrentPosition = mStart = start;
|
| +
|
| + if (start > max || start < min) {
|
| + startAfterEdge(start, min, max, velocity, time);
|
| + return;
|
| + }
|
| +
|
| + mState = SPLINE;
|
| + double totalDistance = 0.0;
|
| +
|
| + if (velocity != 0) {
|
| + mDuration = mSplineDuration = getSplineFlingDuration(velocity);
|
| + totalDistance = getSplineFlingDistance(velocity);
|
| + }
|
| +
|
| + mSplineDistance = (int) (totalDistance * Math.signum(velocity));
|
| + mFinal = start + mSplineDistance;
|
| +
|
| + // Clamp to a valid final position
|
| + if (mFinal < min) {
|
| + adjustDuration(mStart, mFinal, min);
|
| + mFinal = min;
|
| + }
|
| +
|
| + if (mFinal > max) {
|
| + adjustDuration(mStart, mFinal, max);
|
| + mFinal = max;
|
| + }
|
| + }
|
| +
|
| + private double getSplineDeceleration(int velocity) {
|
| + 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 * mPhysicalCoeff
|
| + * Math.exp(DECELERATION_RATE / decelMinusOne * l);
|
| + }
|
| +
|
| + /* Returns the duration, expressed in milliseconds */
|
| + private int getSplineFlingDuration(int velocity) {
|
| + final double l = getSplineDeceleration(velocity);
|
| + final double decelMinusOne = DECELERATION_RATE - 1.0;
|
| + return (int) (1000.0 * Math.exp(l / decelMinusOne));
|
| + }
|
| +
|
| + private void fitOnBounceCurve(int start, int end, int velocity) {
|
| + // Simulate a bounce that started from edge
|
| + final float durationToApex = -velocity / mDeceleration;
|
| + final float distanceToApex = velocity * velocity / 2.0f / Math.abs(mDeceleration);
|
| + final float distanceToEdge = Math.abs(end - start);
|
| + final float totalDuration = (float) Math.sqrt(
|
| + 2.0 * (distanceToApex + distanceToEdge) / Math.abs(mDeceleration));
|
| + mStartTime -= (int) (1000.0f * (totalDuration - durationToApex));
|
| + mStart = end;
|
| + mVelocity = (int) (-mDeceleration * totalDuration);
|
| + }
|
| +
|
| + private void startBounceAfterEdge(int start, int end, int velocity) {
|
| + mDeceleration = getDeceleration(velocity == 0 ? start - end : velocity);
|
| + fitOnBounceCurve(start, end, velocity);
|
| + onEdgeReached();
|
| + }
|
| +
|
| + private void startAfterEdge(int start, int min, int max, int velocity, long time) {
|
| + if (start > min && start < max) {
|
| + Log.e("StackScroller", "startAfterEdge called from a valid position");
|
| + mFinished = true;
|
| + return;
|
| + }
|
| + final boolean positive = start > max;
|
| + final int edge = positive ? max : min;
|
| + final int overDistance = start - edge;
|
| + boolean keepIncreasing = overDistance * velocity >= 0;
|
| + if (keepIncreasing) {
|
| + // Will result in a bounce or a to_boundary depending on velocity.
|
| + startBounceAfterEdge(start, edge, velocity);
|
| + } else {
|
| + final double totalDistance = getSplineFlingDistance(velocity);
|
| + if (totalDistance > Math.abs(overDistance)) {
|
| + fling(start, velocity, positive ? min : start, positive ? start : max, mOver,
|
| + time);
|
| + } else {
|
| + startSpringback(start, edge, velocity);
|
| + }
|
| + }
|
| + }
|
| +
|
| + private void onEdgeReached() {
|
| + // mStart, mVelocity and mStartTime were adjusted to their values when edge was reached.
|
| + float distance = mVelocity * mVelocity / (2.0f * Math.abs(mDeceleration));
|
| + final float sign = Math.signum(mVelocity);
|
| +
|
| + if (distance > mOver) {
|
| + // Default deceleration is not sufficient to slow us down before boundary
|
| + mDeceleration = -sign * mVelocity * mVelocity / (2.0f * mOver);
|
| + distance = mOver;
|
| + }
|
| +
|
| + mOver = (int) distance;
|
| + mState = BALLISTIC;
|
| + mFinal = mStart + (int) (mVelocity > 0 ? distance : -distance);
|
| + mDuration = -(int) (1000.0f * mVelocity / mDeceleration);
|
| + }
|
| +
|
| + boolean continueWhenFinished(long time) {
|
| + switch (mState) {
|
| + case SPLINE:
|
| + // Duration from start to null velocity
|
| + if (mDuration < mSplineDuration) {
|
| + // If the animation was clamped, we reached the edge
|
| + mStart = mFinal;
|
| + // TODO Better compute speed when edge was reached
|
| + mVelocity = (int) mCurrVelocity;
|
| + mDeceleration = getDeceleration(mVelocity);
|
| + mStartTime += mDuration;
|
| + onEdgeReached();
|
| + } else {
|
| + // Normal stop, no need to continue
|
| + return false;
|
| + }
|
| + break;
|
| + case BALLISTIC:
|
| + mStartTime += mDuration;
|
| + startSpringback(mFinal, mStart, 0);
|
| + break;
|
| + case CUBIC:
|
| + return false;
|
| + }
|
| +
|
| + update(time);
|
| + return true;
|
| + }
|
| +
|
| + /*
|
| + * Update the current position and velocity for current time. Returns
|
| + * true if update has been done and false if animation duration has been
|
| + * reached.
|
| + */
|
| + boolean update(long time) {
|
| + final long currentTime = time - mStartTime;
|
| +
|
| + if (currentTime > mDuration) {
|
| + return false;
|
| + }
|
| +
|
| + double distance = 0.0;
|
| + switch (mState) {
|
| + case SPLINE: {
|
| + final float t = (float) currentTime / mSplineDuration;
|
| + final int index = (int) (NB_SAMPLES * t);
|
| + float distanceCoef = 1.f;
|
| + float velocityCoef = 0.f;
|
| + if (index < NB_SAMPLES) {
|
| + final float tInf = (float) index / NB_SAMPLES;
|
| + final float tSup = (float) (index + 1) / NB_SAMPLES;
|
| + final float dInf = SPLINE_POSITION[index];
|
| + final float dSup = SPLINE_POSITION[index + 1];
|
| + velocityCoef = (dSup - dInf) / (tSup - tInf);
|
| + distanceCoef = dInf + (t - tInf) * velocityCoef;
|
| + }
|
| +
|
| + distance = distanceCoef * mSplineDistance;
|
| + mCurrVelocity = velocityCoef * mSplineDistance / mSplineDuration * 1000.0f;
|
| + break;
|
| + }
|
| +
|
| + case BALLISTIC: {
|
| + final float t = currentTime / 1000.0f;
|
| + mCurrVelocity = mVelocity + mDeceleration * t;
|
| + distance = mVelocity * t + mDeceleration * t * t / 2.0f;
|
| + break;
|
| + }
|
| +
|
| + case CUBIC: {
|
| + final float t = (float) (currentTime) / mDuration;
|
| + final float t2 = t * t;
|
| + final float sign = Math.signum(mVelocity);
|
| + distance = sign * mOver * (3.0f * t2 - 2.0f * t * t2);
|
| + mCurrVelocity = sign * mOver * 6.0f * (-t + t2);
|
| + break;
|
| + }
|
| + }
|
| +
|
| + mCurrentPosition = mStart + (int) Math.round(distance);
|
| +
|
| + return true;
|
| + }
|
| + }
|
| +}
|
|
|