| /* |
| * Copyright (C) 2016 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' |
| * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, |
| * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS |
| * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF |
| * THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #include "config.h" |
| #include "ScrollingMomentumCalculator.h" |
| |
| #include "FloatPoint.h" |
| #include "FloatSize.h" |
| |
| namespace WebCore { |
| |
| static const Seconds scrollSnapAnimationDuration = 1_s; |
| static inline float projectedInertialScrollDistance(float initialWheelDelta) |
| { |
| // On macOS 10.10 and earlier, we don't have a platform scrolling momentum calculator, so we instead approximate the scroll destination |
| // by multiplying the initial wheel delta by a constant factor. By running a few experiments (i.e. logging scroll destination and initial |
| // wheel delta for many scroll gestures) we determined that this is a reasonable way to approximate where scrolling will take us without |
| // using _NSScrollingMomentumCalculator. |
| static constexpr double inertialScrollPredictionFactor = 16.7; |
| return inertialScrollPredictionFactor * initialWheelDelta; |
| } |
| |
| ScrollingMomentumCalculator::ScrollingMomentumCalculator(const ScrollExtents& scrollExtents, const FloatPoint& initialOffset, const FloatSize& initialDelta, const FloatSize& initialVelocity) |
| : m_initialDelta(initialDelta) |
| , m_initialVelocity(initialVelocity) |
| , m_initialScrollOffset(initialOffset) |
| , m_scrollExtents(scrollExtents) |
| { |
| } |
| |
| void ScrollingMomentumCalculator::setRetargetedScrollOffset(const FloatPoint& target) |
| { |
| auto currentDestination = destinationScrollOffset(); |
| m_retargetedScrollOffset = target; |
| |
| if (currentDestination != destinationScrollOffset()) |
| destinationScrollOffsetDidChange(); |
| } |
| |
| FloatPoint ScrollingMomentumCalculator::predictedDestinationOffset() |
| { |
| auto minScrollOffset = m_scrollExtents.minimumScrollOffset(); |
| auto maxScrollOffset = m_scrollExtents.maximumScrollOffset(); |
| |
| float initialOffsetX = clampTo<float>(m_initialScrollOffset.x() + projectedInertialScrollDistance(m_initialDelta.width()), minScrollOffset.x(), maxScrollOffset.x()); |
| float initialOffsetY = clampTo<float>(m_initialScrollOffset.y() + projectedInertialScrollDistance(m_initialDelta.height()), minScrollOffset.y(), maxScrollOffset.y()); |
| return { initialOffsetX, initialOffsetY }; |
| } |
| |
| #if !PLATFORM(MAC) |
| |
| std::unique_ptr<ScrollingMomentumCalculator> ScrollingMomentumCalculator::create(const ScrollExtents& scrollExtents, const FloatPoint& initialOffset, const FloatSize& initialDelta, const FloatSize& initialVelocity) |
| { |
| return makeUnique<BasicScrollingMomentumCalculator>(scrollExtents, initialOffset, initialDelta, initialVelocity); |
| } |
| |
| void ScrollingMomentumCalculator::setPlatformMomentumScrollingPredictionEnabled(bool) |
| { |
| } |
| |
| #endif |
| |
| BasicScrollingMomentumCalculator::BasicScrollingMomentumCalculator(const ScrollExtents& scrollExtents, const FloatPoint& initialOffset, const FloatSize& initialDelta, const FloatSize& initialVelocity) |
| : ScrollingMomentumCalculator(scrollExtents, initialOffset, initialDelta, initialVelocity) |
| { |
| m_initialDestinationOffset = predictedDestinationOffset(); |
| } |
| |
| FloatPoint BasicScrollingMomentumCalculator::linearlyInterpolatedOffsetAtProgress(float progress) |
| { |
| return m_initialScrollOffset + progress * (destinationScrollOffset() - m_initialScrollOffset); |
| } |
| |
| FloatPoint BasicScrollingMomentumCalculator::cubicallyInterpolatedOffsetAtProgress(float progress) const |
| { |
| ASSERT(!m_forceLinearAnimationCurve); |
| FloatPoint interpolatedPoint; |
| for (int i = 0; i < 4; ++i) |
| interpolatedPoint += std::pow(progress, i) * m_snapAnimationCurveCoefficients[i]; |
| |
| return interpolatedPoint; |
| } |
| |
| FloatPoint BasicScrollingMomentumCalculator::scrollOffsetAfterElapsedTime(Seconds elapsedTime) |
| { |
| if (m_momentumCalculatorRequiresInitialization) { |
| initializeSnapProgressCurve(); |
| initializeInterpolationCoefficientsIfNecessary(); |
| m_momentumCalculatorRequiresInitialization = false; |
| } |
| |
| float progress = animationProgressAfterElapsedTime(elapsedTime); |
| return m_forceLinearAnimationCurve ? linearlyInterpolatedOffsetAtProgress(progress) : cubicallyInterpolatedOffsetAtProgress(progress); |
| } |
| |
| Seconds BasicScrollingMomentumCalculator::animationDuration() |
| { |
| return scrollSnapAnimationDuration; |
| } |
| |
| /** |
| * Computes and sets coefficients required for interpolated snapping when scrolling in 2 dimensions, given |
| * initial conditions (the initial and target vectors, along with the initial wheel delta as a vector). The |
| * path is a cubic Bezier curve of the form p(s) = INITIAL + (C_1 * s) + (C_2 * s^2) + (C_3 * s^3) where each |
| * C_i is a 2D vector and INITIAL is the vector representing the initial scroll offset. s is a real in the |
| * interval [0, 1] indicating the "progress" of the curve (i.e. how much of the curve has been traveled). |
| * |
| * The curve has 4 control points, the first and last of which are the initial and target points, respectively. |
| * The distances between adjacent control points are constrained to be the same, making the convex hull an |
| * isosceles trapezoid with 3 sides of equal length. Additionally, the vector from the first control point to |
| * the second points in the same direction as the initial scroll delta. These constraints ensure two properties: |
| * 1. The direction of the snap animation at s=0 will be equal to the direction of the initial scroll delta. |
| * 2. Points at regular intervals of s will be evenly spread out. |
| * |
| * If the initial scroll direction is orthogonal to or points in the opposite direction as the vector from the |
| * initial point to the target point, initialization returns early and sets the curve to animate directly to the |
| * snap point without cubic interpolation. |
| * |
| * FIXME: This should be refactored to use UnitBezier. |
| */ |
| void BasicScrollingMomentumCalculator::initializeInterpolationCoefficientsIfNecessary() |
| { |
| m_forceLinearAnimationCurve = true; |
| float initialDeltaMagnitude = m_initialDelta.diagonalLength(); |
| if (initialDeltaMagnitude < 1) { |
| // The initial wheel delta is so insignificant that we're better off considering this to have the same effect as finishing a scroll gesture with no momentum. |
| // Thus, cubic interpolation isn't needed here. |
| return; |
| } |
| |
| FloatSize startToEndVector = destinationScrollOffset() - m_initialScrollOffset; |
| float startToEndDistance = startToEndVector.diagonalLength(); |
| if (!startToEndDistance) { |
| // The start and end positions are the same, so we shouldn't try to interpolate a path. |
| return; |
| } |
| |
| float cosTheta = (m_initialDelta.width() * startToEndVector.width() + m_initialDelta.height() * startToEndVector.height()) / (initialDeltaMagnitude * startToEndDistance); |
| if (cosTheta <= 0) { |
| // It's possible that the user is not scrolling towards the target snap offset (for instance, scrolling against a corner when 2D scroll snapping). |
| // In this case, just let the scroll offset animate to the target without computing a cubic curve. |
| return; |
| } |
| |
| float sideLength = startToEndDistance / (2.0f * cosTheta + 1.0f); |
| auto initialOffsetAsSize = toFloatSize(m_initialScrollOffset); |
| FloatSize controlVector1 = initialOffsetAsSize + sideLength * m_initialDelta / initialDeltaMagnitude; |
| FloatSize controlVector2 = controlVector1 + (sideLength * startToEndVector / startToEndDistance); |
| m_snapAnimationCurveCoefficients[0] = initialOffsetAsSize; |
| m_snapAnimationCurveCoefficients[1] = 3 * (controlVector1 - initialOffsetAsSize); |
| m_snapAnimationCurveCoefficients[2] = 3 * (initialOffsetAsSize - 2 * controlVector1 + controlVector2); |
| m_snapAnimationCurveCoefficients[3] = 3 * (controlVector1 - controlVector2) - initialOffsetAsSize + toFloatSize(destinationScrollOffset()); |
| m_forceLinearAnimationCurve = false; |
| } |
| |
| static const float framesPerSecond = 60.0f; |
| |
| /** |
| * Computes and sets parameters required for tracking the progress of a snap animation curve, interpolated |
| * or linear. The progress curve s(t) maps time t to progress s; both variables are in the interval [0, 1]. |
| * The time input t is 0 when the current time is the start of the animation, t = 0, and 1 when the current |
| * time is at or after the end of the animation, t = m_scrollSnapAnimationDuration. |
| * |
| * In this exponential progress model, s(t) = A - A * b^(-kt), where k = 60T is the number of frames in the |
| * animation (assuming 60 FPS and an animation duration of T) and A, b are reals greater than or equal to 1. |
| * Also note that we are given the initial progress, a value indicating the portion of the curve which our |
| * initial scroll delta takes us. This is important when matching the initial speed of the animation to the |
| * user's initial momentum scrolling speed. Let this initial progress amount equal v_0. I clamp this initial |
| * progress amount to a minimum or maximum value. |
| * |
| * A is referred to as the curve magnitude, while b is referred to as the decay factor. We solve for A and b, |
| * keeping the following constraints in mind: |
| * 1. s(0) = 0 |
| * 2. s(1) = 1 |
| * 3. s(1/k) = v_0 |
| * |
| * First, observe that s(0) = 0 holds for appropriate values of A, b. Solving for the remaining constraints |
| * yields a nonlinear system of two equations. In lieu of a purely analytical solution, an alternating |
| * optimization scheme is used to approximate A and b. This technique converges quickly (within 5 iterations |
| * or so) for appropriate values of v_0. The optimization terminates early when the decay factor changes by |
| * less than a threshold between one iteration and the next. |
| */ |
| void BasicScrollingMomentumCalculator::initializeSnapProgressCurve() |
| { |
| static const int maxNumScrollSnapParameterEstimationIterations = 10; |
| static const float scrollSnapDecayFactorConvergenceThreshold = 0.001; |
| static const float initialScrollSnapCurveMagnitude = 1.1; |
| static const float minScrollSnapInitialProgress = 0.1; |
| static const float maxScrollSnapInitialProgress = 0.5; |
| |
| FloatSize alignmentVector = m_initialDelta * (destinationScrollOffset() - m_initialScrollOffset); |
| float initialProgress; |
| if (alignmentVector.width() + alignmentVector.height() > 0) |
| initialProgress = clampTo(m_initialDelta.diagonalLength() / (destinationScrollOffset() - m_initialScrollOffset).diagonalLength(), minScrollSnapInitialProgress, maxScrollSnapInitialProgress); |
| else |
| initialProgress = minScrollSnapInitialProgress; |
| |
| float previousDecayFactor = 1.0f; |
| m_snapAnimationCurveMagnitude = initialScrollSnapCurveMagnitude; |
| for (int i = 0; i < maxNumScrollSnapParameterEstimationIterations; ++i) { |
| m_snapAnimationDecayFactor = m_snapAnimationCurveMagnitude / (m_snapAnimationCurveMagnitude - initialProgress); |
| m_snapAnimationCurveMagnitude = 1.0f / (1.0f - std::pow(m_snapAnimationDecayFactor, -framesPerSecond * scrollSnapAnimationDuration.value())); |
| if (std::abs(m_snapAnimationDecayFactor - previousDecayFactor) < scrollSnapDecayFactorConvergenceThreshold) |
| break; |
| |
| previousDecayFactor = m_snapAnimationDecayFactor; |
| } |
| } |
| |
| float BasicScrollingMomentumCalculator::animationProgressAfterElapsedTime(Seconds elapsedTime) const |
| { |
| float timeProgress = clampTo<float>(elapsedTime / scrollSnapAnimationDuration, 0, 1); |
| return std::min(1.0, m_snapAnimationCurveMagnitude * (1.0 - std::pow(m_snapAnimationDecayFactor, -framesPerSecond * scrollSnapAnimationDuration.value() * timeProgress))); |
| } |
| |
| }; // namespace WebCore |