/* * Copyright 2010 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "FlingState.h" #include "SkMatrix.h" #include "SkTime.h" #define DISCRETIZE_TRANSLATE_TO_AVOID_FLICKER true static const float MAX_FLING_SPEED = 1500; static float pin_max_fling(float speed) { if (speed > MAX_FLING_SPEED) { speed = MAX_FLING_SPEED; } return speed; } static double getseconds() { return SkTime::GetMSecs() * 0.001; } // returns +1 or -1, depending on the sign of x // returns +1 if x is zero static SkScalar SkScalarSign(SkScalar x) { SkScalar sign = SK_Scalar1; if (x < 0) { sign = -sign; } return sign; } static void unit_axis_align(SkVector* unit) { const SkScalar TOLERANCE = SkDoubleToScalar(0.15); if (SkScalarAbs(unit->fX) < TOLERANCE) { unit->fX = 0; unit->fY = SkScalarSign(unit->fY); } else if (SkScalarAbs(unit->fY) < TOLERANCE) { unit->fX = SkScalarSign(unit->fX); unit->fY = 0; } } void FlingState::reset(float sx, float sy) { fActive = true; fDirection.set(sx, sy); fSpeed0 = SkPoint::Normalize(&fDirection); fSpeed0 = pin_max_fling(fSpeed0); fTime0 = getseconds(); unit_axis_align(&fDirection); // printf("---- speed %g dir %g %g\n", fSpeed0, fDirection.fX, fDirection.fY); } bool FlingState::evaluateMatrix(SkMatrix* matrix) { if (!fActive) { return false; } const float t = getseconds() - fTime0; const float MIN_SPEED = 2; const float K0 = 5.0; const float K1 = 0.02; const float speed = fSpeed0 * (sk_float_exp(- K0 * t) - K1); if (speed <= MIN_SPEED) { fActive = false; return false; } float dist = (fSpeed0 - speed) / K0; // printf("---- time %g speed %g dist %g\n", t, speed, dist); float tx = fDirection.fX * dist; float ty = fDirection.fY * dist; if (DISCRETIZE_TRANSLATE_TO_AVOID_FLICKER) { tx = sk_float_round2int(tx); ty = sk_float_round2int(ty); } matrix->setTranslate(tx, ty); // printf("---- evaluate (%g %g)\n", tx, ty); return true; } //////////////////////////////////////// GrAnimateFloat::GrAnimateFloat() : fTime0(0) {} void GrAnimateFloat::start(float v0, float v1, float duration) { fValue0 = v0; fValue1 = v1; fDuration = duration; if (duration > 0) { fTime0 = SkTime::GetMSecs(); if (!fTime0) { fTime0 = 1; // time0 is our sentinel } } else { fTime0 = 0; } } float GrAnimateFloat::evaluate() { if (!fTime0) { return fValue1; } double elapsed = (SkTime::GetMSecs() - fTime0) * 0.001; if (elapsed >= fDuration) { fTime0 = 0; return fValue1; } double t = elapsed / fDuration; if (true) { t = (3 - 2 * t) * t * t; } return fValue0 + t * (fValue1 - fValue0); }