Merge changes from topic "am-cf9638ae-d2ec-4b5a-94ac-d1ce047249a4" into ub-launcher3-master
* changes:
[automerger] Swipe up overshoot always plays am: cc3755da6e
Swipe up overshoot always plays
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@@ -16,7 +16,10 @@
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package com.android.launcher3.anim;
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import static com.android.launcher3.Utilities.SINGLE_FRAME_MS;
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import android.graphics.Path;
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import android.view.animation.AccelerateDecelerateInterpolator;
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import android.view.animation.AccelerateInterpolator;
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import android.view.animation.DecelerateInterpolator;
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import android.view.animation.Interpolator;
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@@ -45,6 +48,8 @@ public class Interpolators {
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public static final Interpolator DEACCEL_2_5 = new DecelerateInterpolator(2.5f);
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public static final Interpolator DEACCEL_3 = new DecelerateInterpolator(3f);
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public static final Interpolator ACCEL_DEACCEL = new AccelerateDecelerateInterpolator();
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public static final Interpolator FAST_OUT_SLOW_IN = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
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public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f);
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@@ -118,17 +123,12 @@ public class Interpolators {
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return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC;
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}
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public static Interpolator overshootInterpolatorForVelocity(float velocity) {
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return overshootInterpolatorForVelocity(velocity, 1f);
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}
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/**
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* Create an OvershootInterpolator with tension directly related to the velocity (in px/ms).
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* @param velocity The start velocity of the animation we want to overshoot.
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* @param dampFactor An optional factor to reduce the amount of tension (how far we overshoot).
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*/
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public static Interpolator overshootInterpolatorForVelocity(float velocity, float dampFactor) {
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return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f) / dampFactor);
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public static Interpolator overshootInterpolatorForVelocity(float velocity) {
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return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f));
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}
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/**
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@@ -160,4 +160,72 @@ public class Interpolators {
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float upperBound) {
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return t -> Utilities.mapRange(interpolator.getInterpolation(t), lowerBound, upperBound);
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}
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/**
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* Computes parameters necessary for an overshoot effect.
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*/
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public static class OvershootParams {
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public Interpolator interpolator;
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public float start;
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public float end;
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public long duration;
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/**
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* Given the input params, sets OvershootParams variables to be used by the caller.
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* @param startProgress The progress from 0 to 1 that the overshoot starts from.
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* @param overshootPastProgress The progress from 0 to 1 where we overshoot past (should
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* either be equal to startProgress or endProgress, depending on if we want to
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* overshoot immediately or only once we reach the end).
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* @param endProgress The final progress from 0 to 1 that we will settle to.
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* @param velocityPxPerMs The initial velocity that causes this overshoot.
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* @param totalDistancePx The distance against which progress is calculated.
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*/
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public OvershootParams(float startProgress, float overshootPastProgress,
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float endProgress, float velocityPxPerMs, int totalDistancePx) {
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velocityPxPerMs = Math.abs(velocityPxPerMs);
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start = startProgress;
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int startPx = (int) (start * totalDistancePx);
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// Overshoot by about half a frame.
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float overshootBy = velocityPxPerMs * SINGLE_FRAME_MS / totalDistancePx / 2;
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overshootBy = Utilities.boundToRange(overshootBy, 0.02f, 0.15f);
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end = overshootPastProgress + overshootBy;
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int endPx = (int) (end * totalDistancePx);
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int overshootDistance = endPx - startPx;
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// Calculate deceleration necessary to reach overshoot distance.
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// Formula: velocityFinal^2 = velocityInitial^2 + 2 * acceleration * distance
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// 0 = v^2 + 2ad (velocityFinal == 0)
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// a = v^2 / -2d
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float decelerationPxPerMs = velocityPxPerMs * velocityPxPerMs / (2 * overshootDistance);
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// Calculate time necessary to reach peak of overshoot.
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// Formula: acceleration = velocity / time
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// time = velocity / acceleration
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duration = (long) (velocityPxPerMs / decelerationPxPerMs);
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// Now that we're at the top of the overshoot, need to settle back to endProgress.
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float settleDistance = end - endProgress;
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int settleDistancePx = (int) (settleDistance * totalDistancePx);
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// Calculate time necessary for the settle.
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// Formula: distance = velocityInitial * time + 1/2 * acceleration * time^2
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// d = 1/2at^2 (velocityInitial = 0, since we just stopped at the top)
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// t = sqrt(2d/a)
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// Above formula assumes constant acceleration. Since we use ACCEL_DEACCEL, we actually
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// have acceleration to halfway then deceleration the rest. So the formula becomes:
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// t = sqrt(d/a) * 2 (half the distance for accel, half for deaccel)
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long settleDuration = (long) Math.sqrt(settleDistancePx / decelerationPxPerMs) * 2;
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// How much of the animation to devote to playing the overshoot (the rest is for settle).
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float overshootFraction = (float) duration / (duration + settleDuration);
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duration += settleDuration;
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// Finally, create the interpolator, composed of two interpolators: an overshoot, which
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// reaches end > 1, and then a settle to endProgress.
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Interpolator overshoot = Interpolators.clampToProgress(DEACCEL, 0, overshootFraction);
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// The settle starts at 1, where 1 is the top of the overshoot, and maps to a fraction
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// such that final progress is endProgress. For example, if we overshot to 1.1 but want
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// to end at 1, we need to map to 1/1.1.
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Interpolator settle = Interpolators.clampToProgress(Interpolators.mapToProgress(
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ACCEL_DEACCEL, 1, (endProgress - start) / (end - start)), overshootFraction, 1);
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interpolator = t -> t <= overshootFraction
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? overshoot.getInterpolation(t)
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: settle.getInterpolation(t);
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}
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}
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}
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