/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include"AxisPhysicsMSDModel.h" #include <math.h> // for sqrt and fabs
namespace mozilla { namespace layers {
/** * Constructs an AxisPhysicsMSDModel with initial values for state. * * @param aInitialPosition sets the initial position of the simulated spring, * in AppUnits. * @param aInitialDestination sets the resting position of the simulated spring, * in AppUnits. * @param aInitialVelocity sets the initial velocity of the simulated spring, * in AppUnits / second. Critically-damped and over-damped systems are * guaranteed not to overshoot aInitialDestination if this is set to 0; * however, it is possible to overshoot and oscillate if not set to 0 or * the system is under-damped. * @param aSpringConstant sets the strength of the simulated spring. Greater * values of mSpringConstant result in a stiffer / stronger spring. * @param aDampingRatio controls the amount of dampening force and determines * if the system is under-damped, critically-damped, or over-damped.
*/
AxisPhysicsMSDModel::AxisPhysicsMSDModel(double aInitialPosition, double aInitialDestination, double aInitialVelocity, double aSpringConstant, double aDampingRatio)
: AxisPhysicsModel(aInitialPosition, aInitialVelocity),
mDestination(aInitialDestination),
mSpringConstant(aSpringConstant),
mSpringConstantSqrtXTwo(sqrt(mSpringConstant) * 2.0),
mDampingRatio(aDampingRatio) {}
bool AxisPhysicsMSDModel::IsFinished(double aSmallestVisibleIncrement) const { // In order to satisfy the condition of reaching the destination, the distance // between the simulation position and the destination must be less than // aSmallestVisibleIncrement while the speed is simultaneously less than // finishVelocity. This enables an under-damped system to overshoot the // destination when desired without prematurely triggering the finished state. // If finishVelocity is set too low, the animation may end long after // oscillation has finished, resulting in unnecessary processing. // If set too high, the animation may prematurely terminate when expected // to overshoot the destination in an under-damped system. // aSmallestVisibleIncrement * 2 was selected through experimentation that // revealed that a critically damped system will terminate within 100ms. constdouble finishVelocity = aSmallestVisibleIncrement * 2;
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