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diff --git a/gfx/layers/apz/src/AndroidFlingPhysics.cpp b/gfx/layers/apz/src/AndroidFlingPhysics.cpp
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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 "AndroidFlingPhysics.h"
+
+#include <cmath>
+
+#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<float>(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<int>(kNumSamples * aTime);
+ if (index < kNumSamples) {
+ const float tInf = static_cast<float>(index) / kNumSamples;
+ const float dInf = mSplinePositions[index];
+ const float tSup = static_cast<float>(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<SplineConstants> 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.value / mVelocity.value;
+ float coeffY =
+ mVelocity == 0 ? 1.0f : aStartingVelocity.y.value / mVelocity.value;
+ 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