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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,
double constantDeceleration = 0,
super.tolerance,
}) : assert(leadingExtent <= trailingExtent) {
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, constantDeceleration: constantDeceleration);
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;
}
}
}
/// 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 aligns with Android.
///
/// For any value of [velocity], this travels the same total distance as the
/// Android scroll physics.
///
/// This scroll physics has been adjusted relative to Android's in order to make
/// it ballistic, meaning that the deceleration at any moment is a function only
/// of the current velocity [dx] and does not depend on how long ago the
/// simulation was started. (This is required by Flutter's scrolling protocol,
/// where [ScrollActivityDelegate.goBallistic] may restart a scroll activity
/// using only its current velocity and the scroll position's own state.)
/// Compared to this scroll physics, Android's moves faster at the very
/// beginning, then slower, and it ends at the same place but a little later.
///
/// Times are measured in seconds, and positions in logical pixels.
///
/// See also:
///
/// * [BouncingScrollSimulation], which implements iOS scroll physics.
//
// This class is based on OverScroller.java from Android:
// https://android.googlesource.com/platform/frameworks/base/+/android-13.0.0_r24/core/java/android/widget/OverScroller.java#738
// and in particular class SplineOverScroller (at the end of the file), starting
// at method "fling". (A very similar algorithm is in Scroller.java in the same
// directory, but OverScroller is what's used by RecyclerView.)
//
// In the Android implementation, times are in milliseconds, positions are in
// physical pixels, but velocity is in physical pixels per whole second.
//
// The "See..." comments below refer to SplineOverScroller methods and values.
class ClampingScrollSimulation extends Simulation {
/// Creates a scroll physics simulation that aligns with Android scrolling.
ClampingScrollSimulation({
required this.position,
required this.velocity,
this.friction = 0.015,
super.tolerance,
}) {
_duration = _flingDuration();
_distance = _flingDistance();
}
/// The position of the particle at the beginning of the simulation, in
/// logical pixels.
final double position;
/// The velocity at which the particle is traveling at the beginning of the
/// simulation, in logical pixels per second.
final double velocity;
/// The amount of friction the particle experiences as it travels.
///
/// The more friction the particle experiences, the sooner it stops and the
/// less far it travels.
///
/// The default value causes the particle to travel the same total distance
/// as in the Android scroll physics.
// See mFlingFriction.
final double friction;
/// The total time the simulation will run, in seconds.
late double _duration;
/// The total, signed, distance the simulation will travel, in logical pixels.
late double _distance;
// See DECELERATION_RATE.
static final double _kDecelerationRate = math.log(0.78) / math.log(0.9);
// See INFLEXION.
static const double _kInflexion = 0.35;
// See mPhysicalCoeff. This has a value of 0.84 times Earth gravity,
// expressed in units of logical pixels per second^2.
static const double _physicalCoeff =
9.80665 // g, in meters per second^2
* 39.37 // 1 meter / 1 inch
* 160.0 // 1 inch / 1 logical pixel
* 0.84; // "look and feel tuning"
// See getSplineFlingDuration().
double _flingDuration() {
// See getSplineDeceleration(). That function's value is
// math.log(velocity.abs() / referenceVelocity).
final double referenceVelocity = friction * _physicalCoeff / _kInflexion;
// This is the value getSplineFlingDuration() would return, but in seconds.
final double androidDuration =
math.pow(velocity.abs() / referenceVelocity,
1 / (_kDecelerationRate - 1.0)) as double;
// We finish a bit sooner than Android, in order to travel the
// same total distance.
return _kDecelerationRate * _kInflexion * androidDuration;
}
// See getSplineFlingDistance(). This returns the same value but with the
// sign of [velocity], and in logical pixels.
double _flingDistance() {
final double distance = velocity * _duration / _kDecelerationRate;
assert(() {
// This is the more complicated calculation that getSplineFlingDistance()
// actually performs, which boils down to the much simpler formula above.
final double referenceVelocity = friction * _physicalCoeff / _kInflexion;
final double logVelocity = math.log(velocity.abs() / referenceVelocity);
final double distanceAgain =
friction * _physicalCoeff
* math.exp(logVelocity * _kDecelerationRate / (_kDecelerationRate - 1.0));
return (distance.abs() - distanceAgain).abs() < tolerance.distance;
}());
return distance;
}
@override
double x(double time) {
final double t = clampDouble(time / _duration, 0.0, 1.0);
return position + _distance * (1.0 - math.pow(1.0 - t, _kDecelerationRate));
}
@override
double dx(double time) {
final double t = clampDouble(time / _duration, 0.0, 1.0);
return velocity * math.pow(1.0 - t, _kDecelerationRate - 1.0);
}
@override
bool isDone(double time) {
return time >= _duration;
}
}