// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
package org.chromium.chrome.browser.widget;
/**
* Progress bar animation logic that smoothly accelerates in the beginning and smoothly decelerates
* towards the end. The model is applying a constant acceleration followed by a constant
* deceleration.
*/
class ProgressAnimationSmooth implements ToolbarProgressBar.AnimationLogic {
// The (de)acceleration unit is progress per second squared where 0 <= progress <= 1.
private static final float FINISHING_ACCELERATION = 7.0f;
private static final float ACCELERATION = 0.15f;
private static final float DECELERATION = 0.15f;
// Precomputed constants
private static final float CONSTANT_1 = -1.0f / ACCELERATION;
private static final float CONSTANT_2 = 2.0f * DECELERATION
/ ((DECELERATION + ACCELERATION) * ACCELERATION);
private static final float CONSTANT_3 = DECELERATION
/ ((DECELERATION + ACCELERATION) * ACCELERATION * ACCELERATION);
private float mProgress;
private float mVelocity;
@Override
public void reset(float startProgress) {
mProgress = startProgress;
mVelocity = 0.0f;
}
@Override
public float updateProgress(float targetProgress, float frameTimeSec, int resolution) {
final float acceleratingDuration = computeAcceleratingDuration(
targetProgress, frameTimeSec);
final float deceleratingDuration = frameTimeSec - acceleratingDuration;
if (acceleratingDuration > 0.0f) {
float velocityChange = (targetProgress == 1.0f ? FINISHING_ACCELERATION : ACCELERATION)
* acceleratingDuration;
mProgress += (mVelocity + 0.5f * velocityChange) * acceleratingDuration;
mVelocity += velocityChange;
}
if (deceleratingDuration > 0.0f) {
float velocityChange = -DECELERATION * deceleratingDuration;
mProgress += (mVelocity + 0.5f * velocityChange) * deceleratingDuration;
mVelocity += velocityChange;
}
mProgress = Math.min(mProgress, targetProgress);
if (targetProgress - mProgress < 0.5f / resolution) {
mProgress = targetProgress;
mVelocity = 0.0f;
}
return mProgress;
}
/**
* Computes and returns accelerating duration.
*
* Symbol Description Corresponding variable
* v_0 Initial velocity mVelocity
* A Acceleration ACCELERATION
* D Deceleration DECELERATION
* d_A Accelerating duration
* d_D Decelerating duration
*
* Given the initial position and the initial velocity, we assume that it accelerates constantly
* and then decelerates constantly.
*
* We want to stop smoothly when it reaches the end. Thus zero velocity at the end:
* v_0 + A d_A - D d_D = 0
* Equation image: http://www.HostMath.com/Show.aspx?Code=v_0%20%2B%20A%20d_A%20-%20D%20d_D%20%3D%200
*
* The traveled distance should be (targetProgress - mProgress):
* targetProgress - mProgress =
* \int_0^{d_A} (v_0 + A t) dt + \int_0^{d_D} (v_{0} + A d_A - D t) dt
* Equation image: http://www.HostMath.com/Show.aspx?Code=targetProgress%20-%20mProgress%20%3D%20%5Cint_0%5E%7Bd_A%7D%20(v_0%20%2B%20A%20t)%20dt%20%2B%20%5Cint_0%5E%7Bd_D%7D%20(v_%7B0%7D%20%2B%20A%20d_A%20-%20D%20t)dt
*
* This function solves d_A from the above equations.
*/
private float computeAcceleratingDuration(float targetProgress, float frameTimeSec) {
if (targetProgress == 1.0f) {
return frameTimeSec;
} else {
float maxAcceleratingDuration = CONSTANT_1 * mVelocity + (float) Math.sqrt(
CONSTANT_2 * (targetProgress - mProgress) + CONSTANT_3 * mVelocity * mVelocity);
return Math.max(0, Math.min(frameTimeSec, maxAcceleratingDuration));
}
}
}