flutter_flutter/packages/flutter/lib/src/widgets/scroll_simulation.dart
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// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import 'dart:math' as math;
import 'package:flutter/foundation.dart';
import 'package:flutter/physics.dart';
/// An implementation of scroll physics that matches iOS.
///
/// See also:
///
/// * [ClampingScrollSimulation], which implements Android scroll physics.
class BouncingScrollSimulation extends Simulation {
/// Creates a simulation group for scrolling on iOS, with the given
/// parameters.
///
/// The position and velocity arguments must use the same units as will be
/// expected from the [x] and [dx] methods respectively (typically logical
/// pixels and logical pixels per second respectively).
///
/// The leading and trailing extents must use the unit of length, the same
/// unit as used for the position argument and as expected from the [x]
/// method (typically logical pixels).
///
/// The units used with the provided [SpringDescription] must similarly be
/// consistent with the other arguments. A default set of constants is used
/// for the `spring` description if it is omitted; these defaults assume
/// that the unit of length is the logical pixel.
BouncingScrollSimulation({
required double position,
required double velocity,
required this.leadingExtent,
required this.trailingExtent,
required this.spring,
super.tolerance,
}) : assert(position != null),
assert(velocity != null),
assert(leadingExtent != null),
assert(trailingExtent != null),
assert(leadingExtent <= trailingExtent),
assert(spring != null) {
if (position < leadingExtent) {
_springSimulation = _underscrollSimulation(position, velocity);
_springTime = double.negativeInfinity;
} else if (position > trailingExtent) {
_springSimulation = _overscrollSimulation(position, velocity);
_springTime = double.negativeInfinity;
} else {
// Taken from UIScrollView.decelerationRate (.normal = 0.998)
// 0.998^1000 = ~0.135
_frictionSimulation = FrictionSimulation(0.135, position, velocity);
final double finalX = _frictionSimulation.finalX;
if (velocity > 0.0 && finalX > trailingExtent) {
_springTime = _frictionSimulation.timeAtX(trailingExtent);
_springSimulation = _overscrollSimulation(
trailingExtent,
math.min(_frictionSimulation.dx(_springTime), maxSpringTransferVelocity),
);
assert(_springTime.isFinite);
} else if (velocity < 0.0 && finalX < leadingExtent) {
_springTime = _frictionSimulation.timeAtX(leadingExtent);
_springSimulation = _underscrollSimulation(
leadingExtent,
math.min(_frictionSimulation.dx(_springTime), maxSpringTransferVelocity),
);
assert(_springTime.isFinite);
} else {
_springTime = double.infinity;
}
}
assert(_springTime != null);
}
/// The maximum velocity that can be transferred from the inertia of a ballistic
/// scroll into overscroll.
static const double maxSpringTransferVelocity = 5000.0;
/// When [x] falls below this value the simulation switches from an internal friction
/// model to a spring model which causes [x] to "spring" back to [leadingExtent].
final double leadingExtent;
/// When [x] exceeds this value the simulation switches from an internal friction
/// model to a spring model which causes [x] to "spring" back to [trailingExtent].
final double trailingExtent;
/// The spring used to return [x] to either [leadingExtent] or [trailingExtent].
final SpringDescription spring;
late FrictionSimulation _frictionSimulation;
late Simulation _springSimulation;
late double _springTime;
double _timeOffset = 0.0;
Simulation _underscrollSimulation(double x, double dx) {
return ScrollSpringSimulation(spring, x, leadingExtent, dx);
}
Simulation _overscrollSimulation(double x, double dx) {
return ScrollSpringSimulation(spring, x, trailingExtent, dx);
}
Simulation _simulation(double time) {
final Simulation simulation;
if (time > _springTime) {
_timeOffset = _springTime.isFinite ? _springTime : 0.0;
simulation = _springSimulation;
} else {
_timeOffset = 0.0;
simulation = _frictionSimulation;
}
return simulation..tolerance = tolerance;
}
@override
double x(double time) => _simulation(time).x(time - _timeOffset);
@override
double dx(double time) => _simulation(time).dx(time - _timeOffset);
@override
bool isDone(double time) => _simulation(time).isDone(time - _timeOffset);
@override
String toString() {
return '${objectRuntimeType(this, 'BouncingScrollSimulation')}(leadingExtent: $leadingExtent, trailingExtent: $trailingExtent)';
}
}
/// An implementation of scroll physics that matches Android.
///
/// See also:
///
/// * [BouncingScrollSimulation], which implements iOS scroll physics.
//
// This class is based on Scroller.java from Android:
// https://android.googlesource.com/platform/frameworks/base/+/master/core/java/android/widget
//
// The "See..." comments below refer to Scroller methods and values. Some
// simplifications have been made.
class ClampingScrollSimulation extends Simulation {
/// Creates a scroll physics simulation that matches Android scrolling.
ClampingScrollSimulation({
required this.position,
required this.velocity,
this.friction = 0.015,
super.tolerance,
}) : assert(_flingVelocityPenetration(0.0) == _initialVelocityPenetration) {
_duration = _flingDuration(velocity);
_distance = (velocity * _duration / _initialVelocityPenetration).abs();
}
/// The position of the particle at the beginning of the simulation.
final double position;
/// The velocity at which the particle is traveling at the beginning of the
/// simulation.
final double velocity;
/// The amount of friction the particle experiences as it travels.
///
/// The more friction the particle experiences, the sooner it stops.
final double friction;
late double _duration;
late double _distance;
// See DECELERATION_RATE.
static final double _kDecelerationRate = math.log(0.78) / math.log(0.9);
// See computeDeceleration().
static double _decelerationForFriction(double friction) {
return friction * 61774.04968;
}
// See getSplineFlingDuration(). Returns a value in seconds.
double _flingDuration(double velocity) {
// See mPhysicalCoeff
final double scaledFriction = friction * _decelerationForFriction(0.84);
// See getSplineDeceleration().
final double deceleration = math.log(0.35 * velocity.abs() / scaledFriction);
return math.exp(deceleration / (_kDecelerationRate - 1.0));
}
// Based on a cubic curve fit to the Scroller.computeScrollOffset() values
// produced for an initial velocity of 4000. The value of Scroller.getDuration()
// and Scroller.getFinalY() were 686ms and 961 pixels respectively.
//
// Algebra courtesy of Wolfram Alpha.
//
// f(x) = scrollOffset, x is time in milliseconds
// f(x) = 3.60882×10^-6 x^3 - 0.00668009 x^2 + 4.29427 x - 3.15307
// f(x) = 3.60882×10^-6 x^3 - 0.00668009 x^2 + 4.29427 x, so f(0) is 0
// f(686ms) = 961 pixels
// Scale to f(0 <= t <= 1.0), x = t * 686
// f(t) = 1165.03 t^3 - 3143.62 t^2 + 2945.87 t
// Scale f(t) so that 0.0 <= f(t) <= 1.0
// f(t) = (1165.03 t^3 - 3143.62 t^2 + 2945.87 t) / 961.0
// = 1.2 t^3 - 3.27 t^2 + 3.065 t
static const double _initialVelocityPenetration = 3.065;
static double _flingDistancePenetration(double t) {
return (1.2 * t * t * t) - (3.27 * t * t) + (_initialVelocityPenetration * t);
}
// The derivative of the _flingDistancePenetration() function.
static double _flingVelocityPenetration(double t) {
return (3.6 * t * t) - (6.54 * t) + _initialVelocityPenetration;
}
@override
double x(double time) {
final double t = (time / _duration).clamp(0.0, 1.0);
return position + _distance * _flingDistancePenetration(t) * velocity.sign;
}
@override
double dx(double time) {
final double t = (time / _duration).clamp(0.0, 1.0);
return _distance * _flingVelocityPenetration(t) * velocity.sign / _duration;
}
@override
bool isDone(double time) {
return time >= _duration;
}
}