/* -*- 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 "ScrollAnimationMSDPhysics.h" #include "mozilla/StaticPrefs_general.h" using namespace mozilla; ScrollAnimationMSDPhysics::ScrollAnimationMSDPhysics(const nsPoint& aStartPos) : mStartPos(aStartPos), mModelX( 0, 0, 0, StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(), 1), mModelY( 0, 0, 0, StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(), 1), mIsFirstIteration(true) {} void ScrollAnimationMSDPhysics::Update(const TimeStamp& aTime, const nsPoint& aDestination, const nsSize& aCurrentVelocity) { double springConstant = ComputeSpringConstant(aTime); // mLastSimulatedTime is the most recent time that this animation has been // "observed" at. We don't want to update back to a state in the past, so we // set mStartTime to the more recent of mLastSimulatedTime and aTime. // aTime can be in the past if we're processing an input event whose internal // timestamp is in the past. if (mLastSimulatedTime && aTime < mLastSimulatedTime) { mStartTime = mLastSimulatedTime; } else { mStartTime = aTime; } if (!mIsFirstIteration) { mStartPos = PositionAt(mStartTime); } mLastSimulatedTime = mStartTime; mDestination = aDestination; mModelX = NonOscillatingAxisPhysicsMSDModel( mStartPos.x, aDestination.x, aCurrentVelocity.width, springConstant, 1); mModelY = NonOscillatingAxisPhysicsMSDModel( mStartPos.y, aDestination.y, aCurrentVelocity.height, springConstant, 1); mIsFirstIteration = false; } void ScrollAnimationMSDPhysics::ApplyContentShift(const CSSPoint& aShiftDelta) { nsPoint shiftDelta = CSSPoint::ToAppUnits(aShiftDelta); mStartPos += shiftDelta; mDestination += shiftDelta; TimeStamp currentTime = mLastSimulatedTime; nsPoint currentPosition = PositionAt(currentTime) + shiftDelta; nsSize currentVelocity = VelocityAt(currentTime); double springConstant = ComputeSpringConstant(currentTime); mModelX = NonOscillatingAxisPhysicsMSDModel(currentPosition.x, mDestination.x, currentVelocity.width, springConstant, 1); mModelY = NonOscillatingAxisPhysicsMSDModel(currentPosition.y, mDestination.y, currentVelocity.height, springConstant, 1); } double ScrollAnimationMSDPhysics::ComputeSpringConstant( const TimeStamp& aTime) { if (!mPreviousEventTime) { mPreviousEventTime = aTime; mPreviousDelta = TimeDuration(); return StaticPrefs:: general_smoothScroll_msdPhysics_motionBeginSpringConstant(); } TimeDuration delta = aTime - mPreviousEventTime; TimeDuration previousDelta = mPreviousDelta; mPreviousEventTime = aTime; mPreviousDelta = delta; double deltaMS = delta.ToMilliseconds(); if (deltaMS >= StaticPrefs:: general_smoothScroll_msdPhysics_continuousMotionMaxDeltaMS()) { return StaticPrefs:: general_smoothScroll_msdPhysics_motionBeginSpringConstant(); } if (previousDelta && deltaMS >= StaticPrefs::general_smoothScroll_msdPhysics_slowdownMinDeltaMS() && deltaMS >= previousDelta.ToMilliseconds() * StaticPrefs:: general_smoothScroll_msdPhysics_slowdownMinDeltaRatio()) { // The rate of events has slowed (the time delta between events has // increased) enough that we think that the current scroll motion is coming // to a stop. Use a stiffer spring in order to reach the destination more // quickly. return StaticPrefs:: general_smoothScroll_msdPhysics_slowdownSpringConstant(); } return StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(); } void ScrollAnimationMSDPhysics::SimulateUntil(const TimeStamp& aTime) { if (!mLastSimulatedTime || aTime < mLastSimulatedTime) { return; } TimeDuration delta = aTime - mLastSimulatedTime; mModelX.Simulate(delta); mModelY.Simulate(delta); mLastSimulatedTime = aTime; } nsPoint ScrollAnimationMSDPhysics::PositionAt(const TimeStamp& aTime) { SimulateUntil(aTime); return nsPoint(NSToCoordRound(mModelX.GetPosition()), NSToCoordRound(mModelY.GetPosition())); } nsSize ScrollAnimationMSDPhysics::VelocityAt(const TimeStamp& aTime) { SimulateUntil(aTime); return nsSize(NSToCoordRound(mModelX.GetVelocity()), NSToCoordRound(mModelY.GetVelocity())); } static double ClampVelocityToMaximum(double aVelocity, double aInitialPosition, double aDestination, double aSpringConstant) { // Clamp velocity to the maximum value it could obtain if we started at this // position with zero velocity (see bug 1866904 comment 3). With a damping // ratio >= 1.0, this should be low enough to avoid overshooting the // destination. double velocityLimit = sqrt(aSpringConstant) * abs(aDestination - aInitialPosition); return clamped(aVelocity, -velocityLimit, velocityLimit); } ScrollAnimationMSDPhysics::NonOscillatingAxisPhysicsMSDModel:: NonOscillatingAxisPhysicsMSDModel(double aInitialPosition, double aInitialDestination, double aInitialVelocity, double aSpringConstant, double aDampingRatio) : AxisPhysicsMSDModel( aInitialPosition, aInitialDestination, ClampVelocityToMaximum(aInitialVelocity, aInitialPosition, aInitialDestination, aSpringConstant), aSpringConstant, aDampingRatio) { MOZ_ASSERT(aDampingRatio >= 1.0, "Damping ratio must be >= 1.0 to avoid oscillation"); }