Merged PR 231720: Update gravity bounce force definition.

Update gravity bounce force definition.

Related work items: #7060480
This commit is contained in:
Peter Beissinger 2017-01-30 20:25:23 +00:00
Родитель 236baa9886 8060bb5010
Коммит e17424563f
1 изменённых файлов: 57 добавлений и 7 удалений

Просмотреть файл

@ -101,20 +101,70 @@ namespace CompositionSampleGallery
private void ActivateGravityForce()
{
var gravity = -700;
var bounce = -150f;
//
// Setup the gravity+bounce inertia modifier.
//
string posY = "this.target.Position.Y";
string velY = "this.target.PositionVelocityInPixelsPerSecond.Y";
//
// Gravity Force
//
// Adding a factor of 100 since -9.8 pixels / second ^2 is not very fast.
var gravity = -9.8f * 100;
// Always on.
string gravityForce = "gravity";
//
// Floor Force
//
// This is the force that resists gravity and causes the bouncing. It's defined as:
// 1. Zero if above the floor,
// 2. Equal and opposite to gravity if "on" the floor (1 pixel above floor or below),
// 3. The effects of 2., plus a reflective force if the direction of motion is still downward and the tracker is below the floor.
// This force is at its strongest (-1.8 * 100 * V) if the tracker is 5 or more
// pixels below floor, and weakest (-1.0 * 100 * V) if the tracker is "at" the
// floor.
//
// The amount the tracker is below the floor, capped to at most 5 below.
string amountBelowFloor = $"clamp(0, ({0} - {posY}), 5)";
// The time slice our force engine uses.
float dt = .01f;
//
// Defining bounce constants.
// -2 would cause perfectly inellastic reflection, bouncing as high as it fell from.
// -1 would cause perfectly ellastic reflection, freezing motion.
// We want some bounce, but we also want the bouncing to decay, so choose
// bounce factors between -1 and -2.
//
// Also, divide by the time slice width to make this reflective force apply entirely
// all at once.
//
var weakestBounce = -1.1f / dt;
var strongestBounce = -1.8f / dt;
string floorForce =
/*2.*/ $"(({posY} < ({0} + 1)) ? -gravity : 0) + " +
/*3.*/ $"((({velY} < 0) && ({posY} < {0})) ? lerp({weakestBounce}, {strongestBounce}, ({amountBelowFloor} / 5)) * {velY} : 0)";
//
// Apply the forces to the modifier
//
var modifier = InteractionTrackerInertiaMotion.Create(_compositor);
modifier.Condition = _compositor.CreateExpressionAnimation("true");
modifier.Motion = _compositor.CreateExpressionAnimation(
"(this.target.Position.Y > 0) ? (gravity) :" +
"((this.target.PositionVelocityInPixelsPerSecond.Y <= 0) ?" +
"(bounce * this.target.PositionVelocityInPixelsPerSecond.Y) : (0))");
modifier.Motion = _compositor.CreateExpressionAnimation($"{gravityForce} + {floorForce}");
modifier.Motion.SetScalarParameter("gravity", gravity);
modifier.Motion.SetScalarParameter("bounce", bounce);
_tracker.ConfigurePositionYInertiaModifiers(new InteractionTrackerInertiaModifier[] { modifier });
}