mirror of
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0634f2533b
Differential Revision: https://phabricator.services.mozilla.com/D203996
170 lines
6.8 KiB
C++
170 lines
6.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ScrollAnimationMSDPhysics.h"
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#include "mozilla/Logging.h"
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#include "mozilla/StaticPrefs_general.h"
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#include "mozilla/ToString.h"
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static mozilla::LazyLogModule sApzMsdLog("apz.msd");
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#define MSD_LOG(...) MOZ_LOG(sApzMsdLog, LogLevel::Debug, (__VA_ARGS__))
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using namespace mozilla;
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ScrollAnimationMSDPhysics::ScrollAnimationMSDPhysics(const nsPoint& aStartPos)
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: mStartPos(aStartPos),
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mModelX(
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0, 0, 0,
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StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(),
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1),
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mModelY(
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0, 0, 0,
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StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(),
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1),
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mIsFirstIteration(true) {}
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void ScrollAnimationMSDPhysics::Update(const TimeStamp& aTime,
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const nsPoint& aDestination,
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const nsSize& aCurrentVelocity) {
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double springConstant = ComputeSpringConstant(aTime);
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// mLastSimulatedTime is the most recent time that this animation has been
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// "observed" at. We don't want to update back to a state in the past, so we
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// set mStartTime to the more recent of mLastSimulatedTime and aTime.
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// aTime can be in the past if we're processing an input event whose internal
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// timestamp is in the past.
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if (mLastSimulatedTime && aTime < mLastSimulatedTime) {
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mStartTime = mLastSimulatedTime;
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} else {
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mStartTime = aTime;
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}
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if (!mIsFirstIteration) {
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mStartPos = PositionAt(mStartTime);
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}
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mLastSimulatedTime = mStartTime;
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mDestination = aDestination;
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mModelX = NonOscillatingAxisPhysicsMSDModel(
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mStartPos.x, aDestination.x, aCurrentVelocity.width, springConstant, 1);
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mModelY = NonOscillatingAxisPhysicsMSDModel(
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mStartPos.y, aDestination.y, aCurrentVelocity.height, springConstant, 1);
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mIsFirstIteration = false;
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}
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void ScrollAnimationMSDPhysics::ApplyContentShift(const CSSPoint& aShiftDelta) {
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nsPoint shiftDelta = CSSPoint::ToAppUnits(aShiftDelta);
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mStartPos += shiftDelta;
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mDestination += shiftDelta;
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TimeStamp currentTime = mLastSimulatedTime;
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nsPoint currentPosition = PositionAt(currentTime) + shiftDelta;
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nsSize currentVelocity = VelocityAt(currentTime);
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double springConstant = ComputeSpringConstant(currentTime);
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mModelX = NonOscillatingAxisPhysicsMSDModel(currentPosition.x, mDestination.x,
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currentVelocity.width,
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springConstant, 1);
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mModelY = NonOscillatingAxisPhysicsMSDModel(currentPosition.y, mDestination.y,
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currentVelocity.height,
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springConstant, 1);
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}
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double ScrollAnimationMSDPhysics::ComputeSpringConstant(
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const TimeStamp& aTime) {
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if (!mPreviousEventTime) {
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mPreviousEventTime = aTime;
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mPreviousDelta = TimeDuration();
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return StaticPrefs::
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general_smoothScroll_msdPhysics_motionBeginSpringConstant();
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}
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TimeDuration delta = aTime - mPreviousEventTime;
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TimeDuration previousDelta = mPreviousDelta;
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mPreviousEventTime = aTime;
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mPreviousDelta = delta;
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double deltaMS = delta.ToMilliseconds();
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if (deltaMS >=
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StaticPrefs::
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general_smoothScroll_msdPhysics_continuousMotionMaxDeltaMS()) {
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return StaticPrefs::
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general_smoothScroll_msdPhysics_motionBeginSpringConstant();
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}
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if (previousDelta &&
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deltaMS >=
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StaticPrefs::general_smoothScroll_msdPhysics_slowdownMinDeltaMS() &&
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deltaMS >=
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previousDelta.ToMilliseconds() *
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StaticPrefs::
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general_smoothScroll_msdPhysics_slowdownMinDeltaRatio()) {
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// The rate of events has slowed (the time delta between events has
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// increased) enough that we think that the current scroll motion is coming
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// to a stop. Use a stiffer spring in order to reach the destination more
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// quickly.
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return StaticPrefs::
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general_smoothScroll_msdPhysics_slowdownSpringConstant();
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}
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return StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant();
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}
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void ScrollAnimationMSDPhysics::SimulateUntil(const TimeStamp& aTime) {
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if (!mLastSimulatedTime || aTime <= mLastSimulatedTime) {
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return;
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}
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TimeDuration delta = aTime - mLastSimulatedTime;
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mModelX.Simulate(delta);
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mModelY.Simulate(delta);
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mLastSimulatedTime = aTime;
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MSD_LOG("Simulated for duration %f, finished %d position %s velocity %s\n",
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delta.ToMilliseconds(), IsFinished(aTime),
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ToString(CSSPoint::FromAppUnits(PositionAt(aTime))).c_str(),
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ToString(CSSPoint::FromAppUnits(VelocityAt(aTime))).c_str());
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}
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nsPoint ScrollAnimationMSDPhysics::PositionAt(const TimeStamp& aTime) {
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SimulateUntil(aTime);
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return nsPoint(NSToCoordRound(mModelX.GetPosition()),
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NSToCoordRound(mModelY.GetPosition()));
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}
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nsSize ScrollAnimationMSDPhysics::VelocityAt(const TimeStamp& aTime) {
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SimulateUntil(aTime);
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return nsSize(NSToCoordRound(mModelX.GetVelocity()),
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NSToCoordRound(mModelY.GetVelocity()));
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}
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static double ClampVelocityToMaximum(double aVelocity, double aInitialPosition,
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double aDestination,
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double aSpringConstant) {
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// Clamp velocity to the maximum value it could obtain if we started at this
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// position with zero velocity (see bug 1866904 comment 3). With a damping
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// ratio >= 1.0, this should be low enough to avoid overshooting the
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// destination.
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double velocityLimit =
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sqrt(aSpringConstant) * abs(aDestination - aInitialPosition);
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return clamped(aVelocity, -velocityLimit, velocityLimit);
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}
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ScrollAnimationMSDPhysics::NonOscillatingAxisPhysicsMSDModel::
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NonOscillatingAxisPhysicsMSDModel(double aInitialPosition,
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double aInitialDestination,
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double aInitialVelocity,
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double aSpringConstant,
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double aDampingRatio)
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: AxisPhysicsMSDModel(
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aInitialPosition, aInitialDestination,
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ClampVelocityToMaximum(aInitialVelocity, aInitialPosition,
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aInitialDestination, aSpringConstant),
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aSpringConstant, aDampingRatio) {
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MSD_LOG("Constructing axis physics model with parameters %f %f %f %f %f\n",
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aInitialPosition, aInitialDestination, aInitialVelocity,
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aSpringConstant, aDampingRatio);
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MOZ_ASSERT(aDampingRatio >= 1.0,
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"Damping ratio must be >= 1.0 to avoid oscillation");
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}
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