| Index: chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java
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| diff --git a/chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java b/chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java
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| new file mode 100644
|
| index 0000000000000000000000000000000000000000..a2cdbd6e6a0ae8a682bb9c963ae4d8a45ec98f10
|
| --- /dev/null
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| +++ b/chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java
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| @@ -0,0 +1,102 @@
|
| +// 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.
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| +
|
| +package org.chromium.chrome.browser.widget;
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| +
|
| +/**
|
| + * Progress bar animation logic that smoothly accelerates in the beginning and smoothly decelerates
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| + * towards the end. The model is applying a constant acceleration followed by a constant
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| + * deceleration.
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| + */
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| +class ProgressAnimationSmooth implements ToolbarProgressBar.AnimationLogic {
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| + // The (de)acceleration unit is progress per second squared where 0 <= progress <= 1.
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| + private static final float FINISHING_ACCELERATION = 7.0f;
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| + private static final float ACCELERATION = 0.15f;
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| + private static final float DECELERATION = 0.15f;
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| +
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| + // Precomputed constants
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| + private static final float CONSTANT_1 = -1.0f / ACCELERATION;
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| + private static final float CONSTANT_2 = 2.0f * DECELERATION
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| + / ((DECELERATION + ACCELERATION) * ACCELERATION);
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| + private static final float CONSTANT_3 = DECELERATION
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| + / ((DECELERATION + ACCELERATION) * ACCELERATION * ACCELERATION);
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| +
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| + private float mProgress;
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| + private float mVelocity;
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| +
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| + @Override
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| + public void reset() {
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| + mProgress = 0.0f;
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| + mVelocity = 0.0f;
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| + }
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| +
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| + @Override
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| + public float updateProgress(float targetProgress, float frameTimeSec, int resolution) {
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| + assert mProgress <= targetProgress;
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| +
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| + final float acceleratingDuration = computeAcceleratingDuration(
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| + targetProgress, frameTimeSec);
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| + final float deceleratingDuration = frameTimeSec - acceleratingDuration;
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| +
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| + if (acceleratingDuration > 0.0f) {
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| + float velocityChange = (targetProgress == 1.0f ? FINISHING_ACCELERATION : ACCELERATION)
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| + * acceleratingDuration;
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| + mProgress += (mVelocity + 0.5f * velocityChange) * acceleratingDuration;
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| + mVelocity += velocityChange;
|
| + }
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| +
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| + if (deceleratingDuration > 0.0f) {
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| + float velocityChange = -DECELERATION * deceleratingDuration;
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| + mProgress += (mVelocity + 0.5f * velocityChange) * deceleratingDuration;
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| + mVelocity += velocityChange;
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| + }
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| +
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| + mProgress = Math.min(mProgress, targetProgress);
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| + if (targetProgress - mProgress < 0.5f / resolution) {
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| + mProgress = targetProgress;
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| + mVelocity = 0.0f;
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| + }
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| +
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| + return mProgress;
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| + }
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| +
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| + /**
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| + * Computes and returns accelerating duration.
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| + *
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| + * Symbol Description Corresponding variable
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| + * v_0 Initial velocity mVelocity
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| + * A Acceleration ACCELERATION
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| + * D Deceleration DECELERATION
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| + * d_A Accelerating duration
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| + * d_D Decelerating duration
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| + *
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| + * Given the initial position and the initial velocity, we assume that it accelerates constantly
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| + * and then decelerates constantly.
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| + *
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| + * We want to stop smoothly when it reaches the end. Thus zero velocity at the end:
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| + * v_0 + A d_A - D d_D = 0
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| + * Equation image: http://www.HostMath.com/Show.aspx?Code=v_0%20%2B%20A%20d_A%20-%20D%20d_D%20%3D%200
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| + *
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| + * The traveled distance should be (targetProgress - mProgress):
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| + * targetProgress - mProgress =
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| + * \int_0^{d_A} (v_0 + A t) dt + \int_0^{d_D} (v_{0} + A d_A - D t) dt
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| + * Equation image: http://www.HostMath.com/Show.aspx?Code=targetProgress%20-%20mProgress%20%3D%20%5Cint_0%5E%7Bd_A%7D%20(v_0%20%2B%20A%20t)%20dt%20%2B%20%5Cint_0%5E%7Bd_D%7D%20(v_%7B0%7D%20%2B%20A%20d_A%20-%20D%20t)dt
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| + *
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| + * This function solves d_A from the above equations.
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| + */
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| + private float computeAcceleratingDuration(float targetProgress, float frameTimeSec) {
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| + if (targetProgress == 1.0f) {
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| + return frameTimeSec;
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| + } else {
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| + float maxAcceleratingDuration = CONSTANT_1 * mVelocity + (float) Math.sqrt(
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| + CONSTANT_2 * (targetProgress - mProgress) + CONSTANT_3 * mVelocity * mVelocity);
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| + maxAcceleratingDuration = Math.max(maxAcceleratingDuration, 0.0f);
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| + if (frameTimeSec <= maxAcceleratingDuration) {
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| + return frameTimeSec;
|
| + } else {
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| + return maxAcceleratingDuration;
|
| + }
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| + }
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| + }
|
| +}
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|
|