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/* -*- 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");
}
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