Index: chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java |
diff --git a/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java b/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java |
new file mode 100644 |
index 0000000000000000000000000000000000000000..bfc43538137e3ab623bd2889650cb0bf8b9ca0fe |
--- /dev/null |
+++ b/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java |
@@ -0,0 +1,674 @@ |
+// Copyright 2015 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+package org.chromium.chrome.browser.compositor.layouts.phone.stack; |
+ |
+import android.content.Context; |
+import android.hardware.SensorManager; |
+import android.util.Log; |
+import android.view.ViewConfiguration; |
+ |
+/** |
+ * This class is vastly copied from {@link android.widget.OverScroller} but decouples the time |
+ * from the app time so it can be specified manually. |
+ */ |
+public class StackScroller { |
+ private int mMode; |
+ |
+ private final SplineStackScroller mScrollerX; |
+ private final SplineStackScroller mScrollerY; |
+ |
+ private final boolean mFlywheel; |
+ |
+ private static final int SCROLL_MODE = 0; |
+ private static final int FLING_MODE = 1; |
+ |
+ private static float sViscousFluidScale; |
+ private static float sViscousFluidNormalize; |
+ |
+ /** |
+ * Creates an StackScroller with a viscous fluid scroll interpolator and flywheel. |
+ * @param context |
+ */ |
+ public StackScroller(Context context) { |
+ mFlywheel = true; |
+ mScrollerX = new SplineStackScroller(context); |
+ mScrollerY = new SplineStackScroller(context); |
+ initContants(); |
+ } |
+ |
+ private static void initContants() { |
+ // This controls the viscous fluid effect (how much of it) |
+ sViscousFluidScale = 8.0f; |
+ // must be set to 1.0 (used in viscousFluid()) |
+ sViscousFluidNormalize = 1.0f; |
+ sViscousFluidNormalize = 1.0f / viscousFluid(1.0f); |
+ } |
+ |
+ /** |
+ * |
+ * Returns whether the scroller has finished scrolling. |
+ * |
+ * @return True if the scroller has finished scrolling, false otherwise. |
+ */ |
+ public final boolean isFinished() { |
+ return mScrollerX.mFinished && mScrollerY.mFinished; |
+ } |
+ |
+ /** |
+ * Force the finished field to a particular value. Contrary to |
+ * {@link #abortAnimation()}, forcing the animation to finished |
+ * does NOT cause the scroller to move to the final x and y |
+ * position. |
+ * |
+ * @param finished The new finished value. |
+ */ |
+ public final void forceFinished(boolean finished) { |
+ mScrollerX.mFinished = mScrollerY.mFinished = finished; |
+ } |
+ |
+ /** |
+ * Returns the current X offset in the scroll. |
+ * |
+ * @return The new X offset as an absolute distance from the origin. |
+ */ |
+ public final int getCurrX() { |
+ return mScrollerX.mCurrentPosition; |
+ } |
+ |
+ /** |
+ * Returns the current Y offset in the scroll. |
+ * |
+ * @return The new Y offset as an absolute distance from the origin. |
+ */ |
+ public final int getCurrY() { |
+ return mScrollerY.mCurrentPosition; |
+ } |
+ |
+ /** |
+ * Returns where the scroll will end. Valid only for "fling" scrolls. |
+ * |
+ * @return The final X offset as an absolute distance from the origin. |
+ */ |
+ public final int getFinalX() { |
+ return mScrollerX.mFinal; |
+ } |
+ |
+ /** |
+ * Returns where the scroll will end. Valid only for "fling" scrolls. |
+ * |
+ * @return The final Y offset as an absolute distance from the origin. |
+ */ |
+ public final int getFinalY() { |
+ return mScrollerY.mFinal; |
+ } |
+ |
+ /** |
+ * Sets where the scroll will end. Valid only for "fling" scrolls. |
+ * |
+ * @param x The final X offset as an absolute distance from the origin. |
+ */ |
+ public final void setFinalX(int x) { |
+ mScrollerX.setFinalPosition(x); |
+ } |
+ |
+ private static float viscousFluid(float x) { |
+ x *= sViscousFluidScale; |
+ if (x < 1.0f) { |
+ x -= (1.0f - (float) Math.exp(-x)); |
+ } else { |
+ float start = 0.36787944117f; // 1/e == exp(-1) |
+ x = 1.0f - (float) Math.exp(1.0f - x); |
+ x = start + x * (1.0f - start); |
+ } |
+ x *= sViscousFluidNormalize; |
+ return x; |
+ } |
+ |
+ /** |
+ * Call this when you want to know the new location. If it returns true, the |
+ * animation is not yet finished. |
+ */ |
+ public boolean computeScrollOffset(long time) { |
+ if (isFinished()) { |
+ return false; |
+ } |
+ |
+ switch (mMode) { |
+ case SCROLL_MODE: |
+ // Any scroller can be used for time, since they were started |
+ // together in scroll mode. We use X here. |
+ final long elapsedTime = time - mScrollerX.mStartTime; |
+ |
+ final int duration = mScrollerX.mDuration; |
+ if (elapsedTime < duration) { |
+ float q = (float) (elapsedTime) / duration; |
+ q = viscousFluid(q); |
+ mScrollerX.updateScroll(q); |
+ mScrollerY.updateScroll(q); |
+ } else { |
+ abortAnimation(); |
+ } |
+ break; |
+ |
+ case FLING_MODE: |
+ if (!mScrollerX.mFinished) { |
+ if (!mScrollerX.update(time)) { |
+ if (!mScrollerX.continueWhenFinished(time)) { |
+ mScrollerX.finish(); |
+ } |
+ } |
+ } |
+ |
+ if (!mScrollerY.mFinished) { |
+ if (!mScrollerY.update(time)) { |
+ if (!mScrollerY.continueWhenFinished(time)) { |
+ mScrollerY.finish(); |
+ } |
+ } |
+ } |
+ |
+ break; |
+ |
+ default: |
+ break; |
+ } |
+ |
+ return true; |
+ } |
+ |
+ /** |
+ * Start scrolling by providing a starting point and the distance to travel. |
+ * |
+ * @param startX Starting horizontal scroll offset in pixels. Positive |
+ * numbers will scroll the content to the left. |
+ * @param startY Starting vertical scroll offset in pixels. Positive numbers |
+ * will scroll the content up. |
+ * @param dx Horizontal distance to travel. Positive numbers will scroll the |
+ * content to the left. |
+ * @param dy Vertical distance to travel. Positive numbers will scroll the |
+ * content up. |
+ * @param duration Duration of the scroll in milliseconds. |
+ */ |
+ public void startScroll(int startX, int startY, int dx, int dy, long startTime, int duration) { |
+ mMode = SCROLL_MODE; |
+ mScrollerX.startScroll(startX, dx, startTime, duration); |
+ mScrollerY.startScroll(startY, dy, startTime, duration); |
+ } |
+ |
+ /** |
+ * Call this when you want to 'spring back' into a valid coordinate range. |
+ * |
+ * @param startX Starting X coordinate |
+ * @param startY Starting Y coordinate |
+ * @param minX Minimum valid X value |
+ * @param maxX Maximum valid X value |
+ * @param minY Minimum valid Y value |
+ * @param maxY Minimum valid Y value |
+ * @return true if a springback was initiated, false if startX and startY were |
+ * already within the valid range. |
+ */ |
+ public boolean springBack( |
+ int startX, int startY, int minX, int maxX, int minY, int maxY, long time) { |
+ mMode = FLING_MODE; |
+ |
+ // Make sure both methods are called. |
+ final boolean spingbackX = mScrollerX.springback(startX, minX, maxX, time); |
+ final boolean spingbackY = mScrollerY.springback(startY, minY, maxY, time); |
+ return spingbackX || spingbackY; |
+ } |
+ |
+ /** |
+ * Start scrolling based on a fling gesture. The distance traveled will |
+ * depend on the initial velocity of the fling. |
+ * |
+ * @param startX Starting point of the scroll (X) |
+ * @param startY Starting point of the scroll (Y) |
+ * @param velocityX Initial velocity of the fling (X) measured in pixels per second. |
+ * @param velocityY Initial velocity of the fling (Y) measured in pixels per second |
+ * @param minX Minimum X value. The scroller will not scroll past this point |
+ * unless overX > 0. If overfling is allowed, it will use minX as |
+ * a springback boundary. |
+ * @param maxX Maximum X value. The scroller will not scroll past this point |
+ * unless overX > 0. If overfling is allowed, it will use maxX as |
+ * a springback boundary. |
+ * @param minY Minimum Y value. The scroller will not scroll past this point |
+ * unless overY > 0. If overfling is allowed, it will use minY as |
+ * a springback boundary. |
+ * @param maxY Maximum Y value. The scroller will not scroll past this point |
+ * unless overY > 0. If overfling is allowed, it will use maxY as |
+ * a springback boundary. |
+ * @param overX Overfling range. If > 0, horizontal overfling in either |
+ * direction will be possible. |
+ * @param overY Overfling range. If > 0, vertical overfling in either |
+ * direction will be possible. |
+ */ |
+ public void fling(int startX, int startY, int velocityX, int velocityY, int minX, int maxX, |
+ int minY, int maxY, int overX, int overY, long time) { |
+ // Continue a scroll or fling in progress |
+ if (mFlywheel && !isFinished()) { |
+ float oldVelocityX = mScrollerX.mCurrVelocity; |
+ float oldVelocityY = mScrollerY.mCurrVelocity; |
+ if (Math.signum(velocityX) == Math.signum(oldVelocityX) |
+ && Math.signum(velocityY) == Math.signum(oldVelocityY)) { |
+ velocityX += oldVelocityX; |
+ velocityY += oldVelocityY; |
+ } |
+ } |
+ |
+ mMode = FLING_MODE; |
+ mScrollerX.fling(startX, velocityX, minX, maxX, overX, time); |
+ mScrollerY.fling(startY, velocityY, minY, maxY, overY, time); |
+ } |
+ |
+ /** |
+ * Stops the animation. Contrary to {@link #forceFinished(boolean)}, |
+ * aborting the animating causes the scroller to move to the final x and y |
+ * positions. |
+ * |
+ * @see #forceFinished(boolean) |
+ */ |
+ public void abortAnimation() { |
+ mScrollerX.finish(); |
+ mScrollerY.finish(); |
+ } |
+ |
+ static class SplineStackScroller { |
+ // Initial position |
+ private int mStart; |
+ |
+ // Current position |
+ private int mCurrentPosition; |
+ |
+ // Final position |
+ private int mFinal; |
+ |
+ // Initial velocity |
+ private int mVelocity; |
+ |
+ // Current velocity |
+ private float mCurrVelocity; |
+ |
+ // Constant current deceleration |
+ private float mDeceleration; |
+ |
+ // Animation starting time, in system milliseconds |
+ private long mStartTime; |
+ |
+ // Animation duration, in milliseconds |
+ private int mDuration; |
+ |
+ // Duration to complete spline component of animation |
+ private int mSplineDuration; |
+ |
+ // Distance to travel along spline animation |
+ private int mSplineDistance; |
+ |
+ // Whether the animation is currently in progress |
+ private boolean mFinished; |
+ |
+ // The allowed overshot distance before boundary is reached. |
+ private int mOver; |
+ |
+ // Fling friction |
+ private final float mFlingFriction = ViewConfiguration.getScrollFriction(); |
+ |
+ // Current state of the animation. |
+ private int mState = SPLINE; |
+ |
+ // Constant gravity value, used in the deceleration phase. |
+ private static final float GRAVITY = 2000.0f; |
+ |
+ // A context-specific coefficient adjusted to physical values. |
+ private final float mPhysicalCoeff; |
+ |
+ private static final float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9)); |
+ private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1) |
+ private static final float START_TENSION = 0.5f; |
+ private static final float END_TENSION = 1.0f; |
+ private static final float P1 = START_TENSION * INFLEXION; |
+ private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION); |
+ |
+ private static final int NB_SAMPLES = 100; |
+ private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1]; |
+ private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1]; |
+ |
+ private static final int SPLINE = 0; |
+ private static final int CUBIC = 1; |
+ private static final int BALLISTIC = 2; |
+ |
+ static { |
+ float xMin = 0.0f; |
+ float yMin = 0.0f; |
+ for (int i = 0; i < NB_SAMPLES; i++) { |
+ final float alpha = (float) i / NB_SAMPLES; |
+ |
+ float xMax = 1.0f; |
+ float x, tx, coef; |
+ while (true) { |
+ x = xMin + (xMax - xMin) / 2.0f; |
+ coef = 3.0f * x * (1.0f - x); |
+ tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x; |
+ if (Math.abs(tx - alpha) < 1E-5) break; |
+ if (tx > alpha) { |
+ xMax = x; |
+ } else { |
+ xMin = x; |
+ } |
+ } |
+ SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x; |
+ |
+ float yMax = 1.0f; |
+ float y, dy; |
+ while (true) { |
+ y = yMin + (yMax - yMin) / 2.0f; |
+ coef = 3.0f * y * (1.0f - y); |
+ dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y; |
+ if (Math.abs(dy - alpha) < 1E-5) break; |
+ if (dy > alpha) { |
+ yMax = y; |
+ } else { |
+ yMin = y; |
+ } |
+ } |
+ SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y; |
+ } |
+ SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f; |
+ } |
+ |
+ SplineStackScroller(Context context) { |
+ mFinished = true; |
+ final float ppi = context.getResources().getDisplayMetrics().density * 160.0f; |
+ mPhysicalCoeff = SensorManager.GRAVITY_EARTH // g (m/s^2) |
+ * 39.37f // inch/meter |
+ * ppi * 0.84f; // look and feel tuning |
+ } |
+ |
+ void updateScroll(float q) { |
+ mCurrentPosition = mStart + Math.round(q * (mFinal - mStart)); |
+ } |
+ |
+ /* |
+ * Get a signed deceleration that will reduce the velocity. |
+ */ |
+ private static float getDeceleration(int velocity) { |
+ return velocity > 0 ? -GRAVITY : GRAVITY; |
+ } |
+ |
+ /* |
+ * Modifies mDuration to the duration it takes to get from start to newFinal using the |
+ * spline interpolation. The previous duration was needed to get to oldFinal. |
+ */ |
+ private void adjustDuration(int start, int oldFinal, int newFinal) { |
+ final int oldDistance = oldFinal - start; |
+ final int newDistance = newFinal - start; |
+ final float x = Math.abs((float) newDistance / oldDistance); |
+ final int index = (int) (NB_SAMPLES * x); |
+ if (index < NB_SAMPLES) { |
+ final float xInf = (float) index / NB_SAMPLES; |
+ final float xSup = (float) (index + 1) / NB_SAMPLES; |
+ final float tInf = SPLINE_TIME[index]; |
+ final float tSup = SPLINE_TIME[index + 1]; |
+ final float timeCoef = tInf + (x - xInf) / (xSup - xInf) * (tSup - tInf); |
+ mDuration *= timeCoef; |
+ } |
+ } |
+ |
+ void startScroll(int start, int distance, long startTime, int duration) { |
+ mFinished = false; |
+ |
+ mStart = start; |
+ mFinal = start + distance; |
+ |
+ mStartTime = startTime; |
+ mDuration = duration; |
+ |
+ // Unused |
+ mDeceleration = 0.0f; |
+ mVelocity = 0; |
+ } |
+ |
+ void finish() { |
+ mCurrentPosition = mFinal; |
+ // Not reset since WebView relies on this value for fast fling. |
+ // TODO: restore when WebView uses the fast fling implemented in this class. |
+ // mCurrVelocity = 0.0f; |
+ mFinished = true; |
+ } |
+ |
+ void setFinalPosition(int position) { |
+ mFinal = position; |
+ mFinished = false; |
+ } |
+ |
+ boolean springback(int start, int min, int max, long time) { |
+ mFinished = true; |
+ |
+ mStart = mFinal = start; |
+ mVelocity = 0; |
+ |
+ mStartTime = time; |
+ mDuration = 0; |
+ |
+ if (start < min) { |
+ startSpringback(start, min, 0); |
+ } else if (start > max) { |
+ startSpringback(start, max, 0); |
+ } |
+ |
+ return !mFinished; |
+ } |
+ |
+ private void startSpringback(int start, int end, int velocity) { |
+ // mStartTime has been set |
+ mFinished = false; |
+ mState = CUBIC; |
+ mStart = start; |
+ mFinal = end; |
+ final int delta = start - end; |
+ mDeceleration = getDeceleration(delta); |
+ // TODO take velocity into account |
+ mVelocity = -delta; // only sign is used |
+ mOver = Math.abs(delta); |
+ mDuration = (int) (1000.0 * Math.sqrt(-2.0 * delta / mDeceleration)); |
+ } |
+ |
+ void fling(int start, int velocity, int min, int max, int over, long time) { |
+ mOver = over; |
+ mFinished = false; |
+ mCurrVelocity = mVelocity = velocity; |
+ mDuration = mSplineDuration = 0; |
+ mStartTime = time; |
+ mCurrentPosition = mStart = start; |
+ |
+ if (start > max || start < min) { |
+ startAfterEdge(start, min, max, velocity, time); |
+ return; |
+ } |
+ |
+ mState = SPLINE; |
+ double totalDistance = 0.0; |
+ |
+ if (velocity != 0) { |
+ mDuration = mSplineDuration = getSplineFlingDuration(velocity); |
+ totalDistance = getSplineFlingDistance(velocity); |
+ } |
+ |
+ mSplineDistance = (int) (totalDistance * Math.signum(velocity)); |
+ mFinal = start + mSplineDistance; |
+ |
+ // Clamp to a valid final position |
+ if (mFinal < min) { |
+ adjustDuration(mStart, mFinal, min); |
+ mFinal = min; |
+ } |
+ |
+ if (mFinal > max) { |
+ adjustDuration(mStart, mFinal, max); |
+ mFinal = max; |
+ } |
+ } |
+ |
+ private double getSplineDeceleration(int velocity) { |
+ return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff)); |
+ } |
+ |
+ private double getSplineFlingDistance(int velocity) { |
+ final double l = getSplineDeceleration(velocity); |
+ final double decelMinusOne = DECELERATION_RATE - 1.0; |
+ return mFlingFriction * mPhysicalCoeff |
+ * Math.exp(DECELERATION_RATE / decelMinusOne * l); |
+ } |
+ |
+ /* Returns the duration, expressed in milliseconds */ |
+ private int getSplineFlingDuration(int velocity) { |
+ final double l = getSplineDeceleration(velocity); |
+ final double decelMinusOne = DECELERATION_RATE - 1.0; |
+ return (int) (1000.0 * Math.exp(l / decelMinusOne)); |
+ } |
+ |
+ private void fitOnBounceCurve(int start, int end, int velocity) { |
+ // Simulate a bounce that started from edge |
+ final float durationToApex = -velocity / mDeceleration; |
+ final float distanceToApex = velocity * velocity / 2.0f / Math.abs(mDeceleration); |
+ final float distanceToEdge = Math.abs(end - start); |
+ final float totalDuration = (float) Math.sqrt( |
+ 2.0 * (distanceToApex + distanceToEdge) / Math.abs(mDeceleration)); |
+ mStartTime -= (int) (1000.0f * (totalDuration - durationToApex)); |
+ mStart = end; |
+ mVelocity = (int) (-mDeceleration * totalDuration); |
+ } |
+ |
+ private void startBounceAfterEdge(int start, int end, int velocity) { |
+ mDeceleration = getDeceleration(velocity == 0 ? start - end : velocity); |
+ fitOnBounceCurve(start, end, velocity); |
+ onEdgeReached(); |
+ } |
+ |
+ private void startAfterEdge(int start, int min, int max, int velocity, long time) { |
+ if (start > min && start < max) { |
+ Log.e("StackScroller", "startAfterEdge called from a valid position"); |
+ mFinished = true; |
+ return; |
+ } |
+ final boolean positive = start > max; |
+ final int edge = positive ? max : min; |
+ final int overDistance = start - edge; |
+ boolean keepIncreasing = overDistance * velocity >= 0; |
+ if (keepIncreasing) { |
+ // Will result in a bounce or a to_boundary depending on velocity. |
+ startBounceAfterEdge(start, edge, velocity); |
+ } else { |
+ final double totalDistance = getSplineFlingDistance(velocity); |
+ if (totalDistance > Math.abs(overDistance)) { |
+ fling(start, velocity, positive ? min : start, positive ? start : max, mOver, |
+ time); |
+ } else { |
+ startSpringback(start, edge, velocity); |
+ } |
+ } |
+ } |
+ |
+ private void onEdgeReached() { |
+ // mStart, mVelocity and mStartTime were adjusted to their values when edge was reached. |
+ float distance = mVelocity * mVelocity / (2.0f * Math.abs(mDeceleration)); |
+ final float sign = Math.signum(mVelocity); |
+ |
+ if (distance > mOver) { |
+ // Default deceleration is not sufficient to slow us down before boundary |
+ mDeceleration = -sign * mVelocity * mVelocity / (2.0f * mOver); |
+ distance = mOver; |
+ } |
+ |
+ mOver = (int) distance; |
+ mState = BALLISTIC; |
+ mFinal = mStart + (int) (mVelocity > 0 ? distance : -distance); |
+ mDuration = -(int) (1000.0f * mVelocity / mDeceleration); |
+ } |
+ |
+ boolean continueWhenFinished(long time) { |
+ switch (mState) { |
+ case SPLINE: |
+ // Duration from start to null velocity |
+ if (mDuration < mSplineDuration) { |
+ // If the animation was clamped, we reached the edge |
+ mStart = mFinal; |
+ // TODO Better compute speed when edge was reached |
+ mVelocity = (int) mCurrVelocity; |
+ mDeceleration = getDeceleration(mVelocity); |
+ mStartTime += mDuration; |
+ onEdgeReached(); |
+ } else { |
+ // Normal stop, no need to continue |
+ return false; |
+ } |
+ break; |
+ case BALLISTIC: |
+ mStartTime += mDuration; |
+ startSpringback(mFinal, mStart, 0); |
+ break; |
+ case CUBIC: |
+ return false; |
+ } |
+ |
+ update(time); |
+ return true; |
+ } |
+ |
+ /* |
+ * Update the current position and velocity for current time. Returns |
+ * true if update has been done and false if animation duration has been |
+ * reached. |
+ */ |
+ boolean update(long time) { |
+ final long currentTime = time - mStartTime; |
+ |
+ if (currentTime > mDuration) { |
+ return false; |
+ } |
+ |
+ double distance = 0.0; |
+ switch (mState) { |
+ case SPLINE: { |
+ final float t = (float) currentTime / mSplineDuration; |
+ final int index = (int) (NB_SAMPLES * t); |
+ float distanceCoef = 1.f; |
+ float velocityCoef = 0.f; |
+ if (index < NB_SAMPLES) { |
+ final float tInf = (float) index / NB_SAMPLES; |
+ final float tSup = (float) (index + 1) / NB_SAMPLES; |
+ final float dInf = SPLINE_POSITION[index]; |
+ final float dSup = SPLINE_POSITION[index + 1]; |
+ velocityCoef = (dSup - dInf) / (tSup - tInf); |
+ distanceCoef = dInf + (t - tInf) * velocityCoef; |
+ } |
+ |
+ distance = distanceCoef * mSplineDistance; |
+ mCurrVelocity = velocityCoef * mSplineDistance / mSplineDuration * 1000.0f; |
+ break; |
+ } |
+ |
+ case BALLISTIC: { |
+ final float t = currentTime / 1000.0f; |
+ mCurrVelocity = mVelocity + mDeceleration * t; |
+ distance = mVelocity * t + mDeceleration * t * t / 2.0f; |
+ break; |
+ } |
+ |
+ case CUBIC: { |
+ final float t = (float) (currentTime) / mDuration; |
+ final float t2 = t * t; |
+ final float sign = Math.signum(mVelocity); |
+ distance = sign * mOver * (3.0f * t2 - 2.0f * t * t2); |
+ mCurrVelocity = sign * mOver * 6.0f * (-t + t2); |
+ break; |
+ } |
+ } |
+ |
+ mCurrentPosition = mStart + (int) Math.round(distance); |
+ |
+ return true; |
+ } |
+ } |
+} |