/* -*- 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 "ScrollAnimationBezierPhysics.h" #include "gfxPrefs.h" using namespace mozilla; ScrollAnimationBezierPhysics::ScrollAnimationBezierPhysics(const nsPoint& aStartPos, const ScrollAnimationBezierPhysicsSettings& aSettings) : mSettings(aSettings) , mStartPos(aStartPos) , mIsFirstIteration(true) { } void ScrollAnimationBezierPhysics::Update(const TimeStamp& aTime, const nsPoint& aDestination, const nsSize& aCurrentVelocity) { if (mIsFirstIteration) { InitializeHistory(aTime); } TimeDuration duration = ComputeDuration(aTime); nsSize currentVelocity = aCurrentVelocity; if (!mIsFirstIteration) { // If an additional event has not changed the destination, then do not let // another minimum duration reset slow things down. If it would then // instead continue with the existing timing function. if (aDestination == mDestination && aTime + duration > mStartTime + mDuration) { return; } currentVelocity = VelocityAt(aTime); mStartPos = PositionAt(aTime); } mStartTime = aTime; mDuration = duration; mDestination = aDestination; InitTimingFunction(mTimingFunctionX, mStartPos.x, currentVelocity.width, aDestination.x); InitTimingFunction(mTimingFunctionY, mStartPos.y, currentVelocity.height, aDestination.y); mIsFirstIteration = false; } TimeDuration ScrollAnimationBezierPhysics::ComputeDuration(const TimeStamp& aTime) { // Average last 3 delta durations (rounding errors up to 2ms are negligible for us) int32_t eventsDeltaMs = (aTime - mPrevEventTime[2]).ToMilliseconds() / 3; mPrevEventTime[2] = mPrevEventTime[1]; mPrevEventTime[1] = mPrevEventTime[0]; mPrevEventTime[0] = aTime; // Modulate duration according to events rate (quicker events -> shorter durations). // The desired effect is to use longer duration when scrolling slowly, such that // it's easier to follow, but reduce the duration to make it feel more snappy when // scrolling quickly. To reduce fluctuations of the duration, we average event // intervals using the recent 4 timestamps (now + three prev -> 3 intervals). int32_t durationMS = clamped(eventsDeltaMs * mSettings.mIntervalRatio, mSettings.mMinMS, mSettings.mMaxMS); return TimeDuration::FromMilliseconds(durationMS); } void ScrollAnimationBezierPhysics::InitializeHistory(const TimeStamp& aTime) { // Starting a new scroll (i.e. not when extending an existing scroll animation), // create imaginary prev timestamps with maximum relevant intervals between them. // Longest relevant interval (which results in maximum duration) TimeDuration maxDelta = TimeDuration::FromMilliseconds(mSettings.mMaxMS / mSettings.mIntervalRatio); mPrevEventTime[0] = aTime - maxDelta; mPrevEventTime[1] = mPrevEventTime[0] - maxDelta; mPrevEventTime[2] = mPrevEventTime[1] - maxDelta; } void ScrollAnimationBezierPhysics::InitTimingFunction(nsSMILKeySpline& aTimingFunction, nscoord aCurrentPos, nscoord aCurrentVelocity, nscoord aDestination) { if (aDestination == aCurrentPos || gfxPrefs::SmoothScrollCurrentVelocityWeighting() == 0) { aTimingFunction.Init(0, 0, 1 - gfxPrefs::SmoothScrollStopDecelerationWeighting(), 1); return; } const TimeDuration oneSecond = TimeDuration::FromSeconds(1); double slope = aCurrentVelocity * (mDuration / oneSecond) / (aDestination - aCurrentPos); double normalization = sqrt(1.0 + slope * slope); double dt = 1.0 / normalization * gfxPrefs::SmoothScrollCurrentVelocityWeighting(); double dxy = slope / normalization * gfxPrefs::SmoothScrollCurrentVelocityWeighting(); aTimingFunction.Init(dt, dxy, 1 - gfxPrefs::SmoothScrollStopDecelerationWeighting(), 1); } nsPoint ScrollAnimationBezierPhysics::PositionAt(const TimeStamp& aTime) { if (IsFinished(aTime)) { return mDestination; } double progressX = mTimingFunctionX.GetSplineValue(ProgressAt(aTime)); double progressY = mTimingFunctionY.GetSplineValue(ProgressAt(aTime)); return nsPoint(NSToCoordRound((1 - progressX) * mStartPos.x + progressX * mDestination.x), NSToCoordRound((1 - progressY) * mStartPos.y + progressY * mDestination.y)); } nsSize ScrollAnimationBezierPhysics::VelocityAt(const TimeStamp& aTime) { if (IsFinished(aTime)) { return nsSize(0, 0); } double timeProgress = ProgressAt(aTime); return nsSize(VelocityComponent(timeProgress, mTimingFunctionX, mStartPos.x, mDestination.x), VelocityComponent(timeProgress, mTimingFunctionY, mStartPos.y, mDestination.y)); } nscoord ScrollAnimationBezierPhysics::VelocityComponent(double aTimeProgress, const nsSMILKeySpline& aTimingFunction, nscoord aStart, nscoord aDestination) const { double dt, dxy; aTimingFunction.GetSplineDerivativeValues(aTimeProgress, dt, dxy); if (dt == 0) return dxy >= 0 ? nscoord_MAX : nscoord_MIN; const TimeDuration oneSecond = TimeDuration::FromSeconds(1); double slope = dxy / dt; return NSToCoordRound(slope * (aDestination - aStart) / (mDuration / oneSecond)); }