/* -*- 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 "AxisPhysicsMSDModel.h" #include // for sqrt and fabs namespace mozilla { namespace layers { /** * Constructs an AxisPhysicsMSDModel with initial values for state. * * @param aInitialPosition sets the initial position of the simulated spring, * in AppUnits. * @param aInitialDestination sets the resting position of the simulated spring, * in AppUnits. * @param aInitialVelocity sets the initial velocity of the simulated spring, * in AppUnits / second. Critically-damped and over-damped systems are * guaranteed not to overshoot aInitialDestination if this is set to 0; * however, it is possible to overshoot and oscillate if not set to 0 or * the system is under-damped. * @param aSpringConstant sets the strength of the simulated spring. Greater * values of mSpringConstant result in a stiffer / stronger spring. * @param aDampingRatio controls the amount of dampening force and determines * if the system is under-damped, critically-damped, or over-damped. */ AxisPhysicsMSDModel::AxisPhysicsMSDModel(double aInitialPosition, double aInitialDestination, double aInitialVelocity, double aSpringConstant, double aDampingRatio) : AxisPhysicsModel(aInitialPosition, aInitialVelocity), mDestination(aInitialDestination), mSpringConstant(aSpringConstant), mSpringConstantSqrtXTwo(sqrt(mSpringConstant) * 2.0), mDampingRatio(aDampingRatio) {} AxisPhysicsMSDModel::~AxisPhysicsMSDModel() = default; double AxisPhysicsMSDModel::Acceleration(const State& aState) { // Simulate a Mass-Damper-Spring Model; assume a unit mass // Hooke’s Law: http://en.wikipedia.org/wiki/Hooke%27s_law double spring_force = (mDestination - aState.p) * mSpringConstant; double damp_force = -aState.v * mDampingRatio * mSpringConstantSqrtXTwo; return spring_force + damp_force; } double AxisPhysicsMSDModel::GetDestination() const { return mDestination; } void AxisPhysicsMSDModel::SetDestination(double aDestination) { mDestination = aDestination; } bool AxisPhysicsMSDModel::IsFinished(double aSmallestVisibleIncrement) const { // In order to satisfy the condition of reaching the destination, the distance // between the simulation position and the destination must be less than // aSmallestVisibleIncrement while the speed is simultaneously less than // finishVelocity. This enables an under-damped system to overshoot the // destination when desired without prematurely triggering the finished state. // If finishVelocity is set too low, the animation may end long after // oscillation has finished, resulting in unnecessary processing. // If set too high, the animation may prematurely terminate when expected // to overshoot the destination in an under-damped system. // aSmallestVisibleIncrement * 2 was selected through experimentation that // revealed that a critically damped system will terminate within 100ms. const double finishVelocity = aSmallestVisibleIncrement * 2; return fabs(mDestination - GetPosition()) < aSmallestVisibleIncrement && fabs(GetVelocity()) <= finishVelocity; } } // namespace layers } // namespace mozilla