| 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
|
| deleted file mode 100644
|
| index bfc43538137e3ab623bd2889650cb0bf8b9ca0fe..0000000000000000000000000000000000000000
|
| --- a/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java
|
| +++ /dev/null
|
| @@ -1,674 +0,0 @@
|
| -// 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;
|
| - }
|
| - }
|
| -}
|
|
|