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			169 lines
		
	
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			169 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 std::clamp(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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