/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "AndroidFlingPhysics.h" #include #include "mozilla/ClearOnShutdown.h" #include "mozilla/StaticPrefs_apz.h" #include "mozilla/StaticPtr.h" namespace mozilla { namespace layers { // The fling physics calculations implemented here are adapted from // Chrome's implementation of fling physics on Android: // https://cs.chromium.org/chromium/src/ui/events/android/scroller.cc?rcl=3ae3aaff927038a5c644926842cb0c31dea60c79 static double ComputeDeceleration(float aDPI) { const float kFriction = 0.84f; const float kGravityEarth = 9.80665f; return kGravityEarth // g (m/s^2) * 39.37f // inch/meter * aDPI // pixels/inch * kFriction; } // == std::log(0.78f) / std::log(0.9f) const float kDecelerationRate = 2.3582018f; // Default friction constant in android.view.ViewConfiguration. static float GetFlingFriction() { return StaticPrefs::apz_android_chrome_fling_physics_friction(); } // Tension lines cross at (GetInflexion(), 1). static float GetInflexion() { // Clamp the inflexion to the range [0,1]. Values outside of this range // do not make sense in the physics model, and for negative values the // approximation used to compute the spline curve does not converge. const float inflexion = StaticPrefs::apz_android_chrome_fling_physics_inflexion(); if (inflexion < 0.0f) { return 0.0f; } if (inflexion > 1.0f) { return 1.0f; } return inflexion; } // Fling scroll is stopped when the scroll position is |kThresholdForFlingEnd| // pixels or closer from the end. static float GetThresholdForFlingEnd() { return StaticPrefs::apz_android_chrome_fling_physics_stop_threshold(); } static double ComputeSplineDeceleration(ParentLayerCoord aVelocity, double aTuningCoeff) { float velocityPerSec = aVelocity * 1000.0f; return std::log(GetInflexion() * velocityPerSec / (GetFlingFriction() * aTuningCoeff)); } static TimeDuration ComputeFlingDuration(ParentLayerCoord aVelocity, double aTuningCoeff) { const double splineDecel = ComputeSplineDeceleration(aVelocity, aTuningCoeff); const double timeSeconds = std::exp(splineDecel / (kDecelerationRate - 1.0)); return TimeDuration::FromSeconds(timeSeconds); } static ParentLayerCoord ComputeFlingDistance(ParentLayerCoord aVelocity, double aTuningCoeff) { const double splineDecel = ComputeSplineDeceleration(aVelocity, aTuningCoeff); return GetFlingFriction() * aTuningCoeff * std::exp(kDecelerationRate / (kDecelerationRate - 1.0) * splineDecel); } struct SplineConstants { public: SplineConstants() { const float kStartTension = 0.5f; const float kEndTension = 1.0f; const float kP1 = kStartTension * GetInflexion(); const float kP2 = 1.0f - kEndTension * (1.0f - GetInflexion()); float xMin = 0.0f; for (int i = 0; i < kNumSamples; i++) { const float alpha = static_cast(i) / kNumSamples; float xMax = 1.0f; float x, tx, coef; // While the inflexion can be overridden by the user, it's clamped to // [0,1]. For values in this range, the approximation algorithm below // should converge in < 20 iterations. For good measure, we impose an // iteration limit as well. static const int sIterationLimit = 100; int iterations = 0; while (iterations++ < sIterationLimit) { x = xMin + (xMax - xMin) / 2.0f; coef = 3.0f * x * (1.0f - x); tx = coef * ((1.0f - x) * kP1 + x * kP2) + x * x * x; if (FuzzyEqualsAdditive(tx, alpha)) { break; } if (tx > alpha) { xMax = x; } else { xMin = x; } } mSplinePositions[i] = coef * ((1.0f - x) * kStartTension + x) + x * x * x; } mSplinePositions[kNumSamples] = 1.0f; } void CalculateCoefficients(float aTime, float* aOutDistanceCoef, float* aOutVelocityCoef) { *aOutDistanceCoef = 1.0f; *aOutVelocityCoef = 0.0f; const int index = static_cast(kNumSamples * aTime); if (index < kNumSamples) { const float tInf = static_cast(index) / kNumSamples; const float dInf = mSplinePositions[index]; const float tSup = static_cast(index + 1) / kNumSamples; const float dSup = mSplinePositions[index + 1]; *aOutVelocityCoef = (dSup - dInf) / (tSup - tInf); *aOutDistanceCoef = dInf + (aTime - tInf) * *aOutVelocityCoef; } } private: static const int kNumSamples = 100; float mSplinePositions[kNumSamples + 1]; }; StaticAutoPtr gSplineConstants; /* static */ void AndroidFlingPhysics::InitializeGlobalState() { gSplineConstants = new SplineConstants(); ClearOnShutdown(&gSplineConstants); } void AndroidFlingPhysics::Init(const ParentLayerPoint& aStartingVelocity, float aPLPPI) { mVelocity = aStartingVelocity.Length(); // We should not have created a fling animation if there is no velocity. MOZ_ASSERT(mVelocity != 0.0f); const double tuningCoeff = ComputeDeceleration(aPLPPI); mTargetDuration = ComputeFlingDuration(mVelocity, tuningCoeff); MOZ_ASSERT(!mTargetDuration.IsZero()); mDurationSoFar = TimeDuration(); mLastPos = ParentLayerPoint(); mCurrentPos = ParentLayerPoint(); float coeffX = mVelocity == 0 ? 1.0f : aStartingVelocity.x / mVelocity; float coeffY = mVelocity == 0 ? 1.0f : aStartingVelocity.y / mVelocity; mTargetDistance = ComputeFlingDistance(mVelocity, tuningCoeff); mTargetPos = ParentLayerPoint(mTargetDistance * coeffX, mTargetDistance * coeffY); const float hyp = mTargetPos.Length(); if (FuzzyEqualsAdditive(hyp, 0.0f)) { mDeltaNorm = ParentLayerPoint(1, 1); } else { mDeltaNorm = ParentLayerPoint(mTargetPos.x / hyp, mTargetPos.y / hyp); } } void AndroidFlingPhysics::Sample(const TimeDuration& aDelta, ParentLayerPoint* aOutVelocity, ParentLayerPoint* aOutOffset) { float newVelocity; if (SampleImpl(aDelta, &newVelocity)) { *aOutOffset = (mCurrentPos - mLastPos); *aOutVelocity = ParentLayerPoint(mDeltaNorm.x * newVelocity, mDeltaNorm.y * newVelocity); mLastPos = mCurrentPos; } else { *aOutOffset = (mTargetPos - mLastPos); *aOutVelocity = ParentLayerPoint(); } } bool AndroidFlingPhysics::SampleImpl(const TimeDuration& aDelta, float* aOutVelocity) { mDurationSoFar += aDelta; if (mDurationSoFar >= mTargetDuration) { return false; } const float timeRatio = mDurationSoFar.ToSeconds() / mTargetDuration.ToSeconds(); float distanceCoef = 1.0f; float velocityCoef = 0.0f; gSplineConstants->CalculateCoefficients(timeRatio, &distanceCoef, &velocityCoef); // The caller expects the velocity in pixels per _millisecond_. *aOutVelocity = velocityCoef * mTargetDistance / mTargetDuration.ToMilliseconds(); mCurrentPos = mTargetPos * distanceCoef; ParentLayerPoint remainder = mTargetPos - mCurrentPos; const float threshold = GetThresholdForFlingEnd(); if (fabsf(remainder.x) < threshold && fabsf(remainder.y) < threshold) { return false; } return true; } } // namespace layers } // namespace mozilla