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1 |
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2 /* |
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3 * Copyright 2010 Google Inc. |
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4 * |
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5 * Use of this source code is governed by a BSD-style license that can be |
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6 * found in the LICENSE file. |
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7 */ |
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8 |
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9 |
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10 |
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11 #include "FlingState.h" |
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12 #include "SkMatrix.h" |
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13 #include "SkTime.h" |
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14 |
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15 #define DISCRETIZE_TRANSLATE_TO_AVOID_FLICKER true |
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16 |
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17 static const float MAX_FLING_SPEED = 1500; |
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18 |
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19 static float pin_max_fling(float speed) { |
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20 if (speed > MAX_FLING_SPEED) { |
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21 speed = MAX_FLING_SPEED; |
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22 } |
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23 return speed; |
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24 } |
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25 |
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26 static double getseconds() { |
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27 return SkTime::GetMSecs() * 0.001; |
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28 } |
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29 |
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30 // returns +1 or -1, depending on the sign of x |
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31 // returns +1 if x is zero |
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32 static SkScalar SkScalarSign(SkScalar x) { |
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33 SkScalar sign = SK_Scalar1; |
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34 if (x < 0) { |
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35 sign = -sign; |
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36 } |
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37 return sign; |
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38 } |
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39 |
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40 static void unit_axis_align(SkVector* unit) { |
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41 const SkScalar TOLERANCE = SkDoubleToScalar(0.15); |
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42 if (SkScalarAbs(unit->fX) < TOLERANCE) { |
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43 unit->fX = 0; |
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44 unit->fY = SkScalarSign(unit->fY); |
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45 } else if (SkScalarAbs(unit->fY) < TOLERANCE) { |
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46 unit->fX = SkScalarSign(unit->fX); |
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47 unit->fY = 0; |
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48 } |
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49 } |
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50 |
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51 void FlingState::reset(float sx, float sy) { |
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52 fActive = true; |
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53 fDirection.set(sx, sy); |
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54 fSpeed0 = SkPoint::Normalize(&fDirection); |
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55 fSpeed0 = pin_max_fling(fSpeed0); |
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56 fTime0 = getseconds(); |
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57 |
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58 unit_axis_align(&fDirection); |
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59 // printf("---- speed %g dir %g %g\n", fSpeed0, fDirection.fX, fDirection.fY); |
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60 } |
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61 |
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62 bool FlingState::evaluateMatrix(SkMatrix* matrix) { |
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63 if (!fActive) { |
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64 return false; |
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65 } |
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66 |
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67 const float t = getseconds() - fTime0; |
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68 const float MIN_SPEED = 2; |
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69 const float K0 = 5.0; |
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70 const float K1 = 0.02; |
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71 const float speed = fSpeed0 * (sk_float_exp(- K0 * t) - K1); |
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72 if (speed <= MIN_SPEED) { |
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73 fActive = false; |
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74 return false; |
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75 } |
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76 float dist = (fSpeed0 - speed) / K0; |
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77 |
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78 // printf("---- time %g speed %g dist %g\n", t, speed, dist); |
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79 float tx = fDirection.fX * dist; |
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80 float ty = fDirection.fY * dist; |
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81 if (DISCRETIZE_TRANSLATE_TO_AVOID_FLICKER) { |
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82 tx = sk_float_round2int(tx); |
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83 ty = sk_float_round2int(ty); |
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84 } |
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85 matrix->setTranslate(tx, ty); |
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86 // printf("---- evaluate (%g %g)\n", tx, ty); |
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87 |
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88 return true; |
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89 } |
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90 |
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91 //////////////////////////////////////// |
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92 |
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93 GrAnimateFloat::GrAnimateFloat() : fTime0(0) {} |
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94 |
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95 void GrAnimateFloat::start(float v0, float v1, float duration) { |
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96 fValue0 = v0; |
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97 fValue1 = v1; |
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98 fDuration = duration; |
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99 if (duration > 0) { |
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100 fTime0 = SkTime::GetMSecs(); |
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101 if (!fTime0) { |
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102 fTime0 = 1; // time0 is our sentinel |
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103 } |
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104 } else { |
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105 fTime0 = 0; |
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106 } |
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107 } |
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108 |
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109 float GrAnimateFloat::evaluate() { |
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110 if (!fTime0) { |
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111 return fValue1; |
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112 } |
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113 |
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114 double elapsed = (SkTime::GetMSecs() - fTime0) * 0.001; |
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115 if (elapsed >= fDuration) { |
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116 fTime0 = 0; |
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117 return fValue1; |
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118 } |
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119 |
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120 double t = elapsed / fDuration; |
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121 if (true) { |
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122 t = (3 - 2 * t) * t * t; |
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123 } |
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124 return fValue0 + t * (fValue1 - fValue0); |
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125 } |