/* * Copyright 2016 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package io.plaidapp.ui.transitions; import android.content.Context; import android.graphics.Path; import android.transition.ArcMotion; import android.util.AttributeSet; /** * A tweak to {@link ArcMotion} which slightly alters the path calculation. In the real world * gravity slows upward motion and accelerates downward motion. This class emulates this behavior * to make motion paths appear more natural. * <p> * See https://www.google.com/design/spec/motion/movement.html#movement-movement-within-screen-bounds */ public class GravityArcMotion extends ArcMotion { private static final float DEFAULT_MIN_ANGLE_DEGREES = 0; private static final float DEFAULT_MAX_ANGLE_DEGREES = 70; private static final float DEFAULT_MAX_TANGENT = (float) Math.tan(Math.toRadians(DEFAULT_MAX_ANGLE_DEGREES/2)); private float mMinimumHorizontalAngle = 0; private float mMinimumVerticalAngle = 0; private float mMaximumAngle = DEFAULT_MAX_ANGLE_DEGREES; private float mMinimumHorizontalTangent = 0; private float mMinimumVerticalTangent = 0; private float mMaximumTangent = DEFAULT_MAX_TANGENT; public GravityArcMotion() {} public GravityArcMotion(Context context, AttributeSet attrs) { super(context, attrs); } /** * @inheritDoc */ @Override public void setMinimumHorizontalAngle(float angleInDegrees) { mMinimumHorizontalAngle = angleInDegrees; mMinimumHorizontalTangent = toTangent(angleInDegrees); } /** * @inheritDoc */ @Override public float getMinimumHorizontalAngle() { return mMinimumHorizontalAngle; } /** * @inheritDoc */ @Override public void setMinimumVerticalAngle(float angleInDegrees) { mMinimumVerticalAngle = angleInDegrees; mMinimumVerticalTangent = toTangent(angleInDegrees); } /** * @inheritDoc */ @Override public float getMinimumVerticalAngle() { return mMinimumVerticalAngle; } /** * @inheritDoc */ @Override public void setMaximumAngle(float angleInDegrees) { mMaximumAngle = angleInDegrees; mMaximumTangent = toTangent(angleInDegrees); } /** * @inheritDoc */ @Override public float getMaximumAngle() { return mMaximumAngle; } private static float toTangent(float arcInDegrees) { if (arcInDegrees < 0 || arcInDegrees > 90) { throw new IllegalArgumentException("Arc must be between 0 and 90 degrees"); } return (float) Math.tan(Math.toRadians(arcInDegrees / 2)); } @Override public Path getPath(float startX, float startY, float endX, float endY) { // Here's a little ascii art to show how this is calculated: // c---------- b // \ / | // \ d | // \ / e // a----f // This diagram assumes that the horizontal distance is less than the vertical // distance between The start point (a) and end point (b). // d is the midpoint between a and b. c is the center point of the circle with // This path is formed by assuming that start and end points are in // an arc on a circle. The end point is centered in the circle vertically // and start is a point on the circle. // Triangles bfa and bde form similar right triangles. The control points // for the cubic Bezier arc path are the midpoints between a and e and e and b. Path path = new Path(); path.moveTo(startX, startY); float ex; float ey; if (startY == endY) { ex = (startX + endX) / 2; ey = startY + mMinimumHorizontalTangent * Math.abs(endX - startX) / 2; } else if (startX == endX) { ex = startX + mMinimumVerticalTangent * Math.abs(endY - startY) / 2; ey = (startY + endY) / 2; } else { float deltaX = endX - startX; /** * This is the only change to ArcMotion */ float deltaY; if (endY < startY) { deltaY = startY - endY; // Y is inverted compared to diagram above. } else { deltaY = endY - startY; } /** * End changes */ // hypotenuse squared. float h2 = deltaX * deltaX + deltaY * deltaY; // Midpoint between start and end float dx = (startX + endX) / 2; float dy = (startY + endY) / 2; // Distance squared between end point and mid point is (1/2 hypotenuse)^2 float midDist2 = h2 * 0.25f; float minimumArcDist2 = 0; if (Math.abs(deltaX) < Math.abs(deltaY)) { // Similar triangles bfa and bde mean that (ab/fb = eb/bd) // Therefore, eb = ab * bd / fb // ab = hypotenuse // bd = hypotenuse/2 // fb = deltaY float eDistY = h2 / (2 * deltaY); ey = endY + eDistY; ex = endX; minimumArcDist2 = midDist2 * mMinimumVerticalTangent * mMinimumVerticalTangent; } else { // Same as above, but flip X & Y float eDistX = h2 / (2 * deltaX); ex = endX + eDistX; ey = endY; minimumArcDist2 = midDist2 * mMinimumHorizontalTangent * mMinimumHorizontalTangent; } float arcDistX = dx - ex; float arcDistY = dy - ey; float arcDist2 = arcDistX * arcDistX + arcDistY * arcDistY; float maximumArcDist2 = midDist2 * mMaximumTangent * mMaximumTangent; float newArcDistance2 = 0; if (arcDist2 < minimumArcDist2) { newArcDistance2 = minimumArcDist2; } else if (arcDist2 > maximumArcDist2) { newArcDistance2 = maximumArcDist2; } if (newArcDistance2 != 0) { float ratio2 = newArcDistance2 / arcDist2; float ratio = (float) Math.sqrt(ratio2); ex = dx + (ratio * (ex - dx)); ey = dy + (ratio * (ey - dy)); } } float controlX1 = (startX + ex) / 2; float controlY1 = (startY + ey) / 2; float controlX2 = (ex + endX) / 2; float controlY2 = (ey + endY) / 2; path.cubicTo(controlX1, controlY1, controlX2, controlY2, endX, endY); return path; } }