package com.wangdaye.mysplash.common.ui.transition;
import android.content.Context;
import android.graphics.Path;
import android.os.Build;
import android.support.annotation.RequiresApi;
import android.transition.ArcMotion;
import android.util.AttributeSet;
/**
* Gravity arc motion.
*
* This motion is used to draw a arc track that was effected by gravity.
*
* */
@RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
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);
}
@Override
public void setMinimumHorizontalAngle(float angleInDegrees) {
mMinimumHorizontalAngle = angleInDegrees;
mMinimumHorizontalTangent = toTangent(angleInDegrees);
}
@Override
public float getMinimumHorizontalAngle() {
return mMinimumHorizontalAngle;
}
@Override
public void setMinimumVerticalAngle(float angleInDegrees) {
mMinimumVerticalAngle = angleInDegrees;
mMinimumVerticalTangent = toTangent(angleInDegrees);
}
@Override
public float getMinimumVerticalAngle() {
return mMinimumVerticalAngle;
}
@Override
public void setMaximumAngle(float angleInDegrees) {
mMaximumAngle = angleInDegrees;
mMaximumTangent = toTangent(angleInDegrees);
}
@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) {
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;
float deltaY;
if (endY < startY) {
deltaY = startY - endY; // Y is inverted compared to diagram above.
} else {
deltaY = endY - startY;
}
// 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;
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;
}
}