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179 行
6.2 KiB

using System;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.physics;
using Unity.UIWidgets.ui;
using UnityEngine;
namespace Unity.UIWidgets.widgets {
public class BouncingScrollSimulation : Simulation {
public BouncingScrollSimulation(
float position,
float velocity,
float leadingExtent,
float trailingExtent,
SpringDescription spring,
Tolerance tolerance = null
) : base(tolerance: tolerance) {
D.assert(leadingExtent <= trailingExtent);
D.assert(spring != null);
this.leadingExtent = leadingExtent;
this.trailingExtent = trailingExtent;
this.spring = spring;
if (position < leadingExtent) {
_springSimulation = _underscrollSimulation(position, velocity);
_springTime = float.NegativeInfinity;
}
else if (position > trailingExtent) {
_springSimulation = _overscrollSimulation(position, velocity);
_springTime = float.NegativeInfinity;
}
else {
_frictionSimulation = new FrictionSimulation(0.135f, position, velocity);
float finalX = _frictionSimulation.finalX;
if (velocity > 0.0f && finalX > trailingExtent) {
_springTime = _frictionSimulation.timeAtX(trailingExtent);
_springSimulation = _overscrollSimulation(
trailingExtent,
Mathf.Min(_frictionSimulation.dx(_springTime),
maxSpringTransferVelocity)
);
D.assert(_springTime.isFinite());
}
else if (velocity < 0.0f && finalX < leadingExtent) {
_springTime = _frictionSimulation.timeAtX(leadingExtent);
_springSimulation = _underscrollSimulation(
leadingExtent,
Mathf.Min(_frictionSimulation.dx(_springTime),
maxSpringTransferVelocity)
);
D.assert(_springTime.isFinite());
}
else {
_springTime = float.PositiveInfinity;
}
}
}
const float maxSpringTransferVelocity = 5000.0f;
public readonly float leadingExtent;
public readonly float trailingExtent;
public readonly SpringDescription spring;
readonly FrictionSimulation _frictionSimulation;
readonly Simulation _springSimulation;
readonly float _springTime;
float _timeOffset = 0.0f;
Simulation _underscrollSimulation(float x, float dx) {
return new ScrollSpringSimulation(spring, x, leadingExtent, dx);
}
Simulation _overscrollSimulation(float x, float dx) {
return new ScrollSpringSimulation(spring, x, trailingExtent, dx);
}
Simulation _simulation(float time) {
Simulation simulation;
if (time > _springTime) {
_timeOffset = _springTime.isFinite() ? _springTime : 0.0f;
simulation = _springSimulation;
}
else {
_timeOffset = 0.0f;
simulation = _frictionSimulation;
}
simulation.tolerance = tolerance;
return simulation;
}
public override float x(float time) {
return _simulation(time).x(time - _timeOffset);
}
public override float dx(float time) {
return _simulation(time).dx(time - _timeOffset);
}
public override bool isDone(float time) {
return _simulation(time).isDone(time - _timeOffset);
}
public override string ToString() {
return $"{GetType()}(leadingExtent: {leadingExtent}, trailingExtent: {trailingExtent})";
}
}
public class ClampingScrollSimulation : Simulation {
public ClampingScrollSimulation(
float position,
float velocity,
float friction = 0.015f,
Tolerance tolerance = null
) : base(tolerance: tolerance) {
D.assert(_flingVelocityPenetration(0.0f) ==
_initialVelocityPenetration);
this.position = position;
this.velocity = velocity;
this.friction = friction;
_duration = _flingDuration(velocity);
_distance = (velocity * _duration / _initialVelocityPenetration).abs();
}
public readonly float position;
public readonly float velocity;
public readonly float friction;
readonly float _duration;
readonly float _distance;
static readonly float _kDecelerationRate = Mathf.Log(0.78f) / Mathf.Log(0.9f);
static float _decelerationForFriction(float friction) {
return friction * 61774.04968f;
}
float _flingDuration(float velocity) {
float scaledFriction = friction * _decelerationForFriction(0.84f);
float deceleration = Mathf.Log(0.35f * velocity.abs() / scaledFriction);
return Mathf.Exp(deceleration / (_kDecelerationRate - 1.0f));
}
const float _initialVelocityPenetration = 3.065f;
static float _flingDistancePenetration(float t) {
return (1.2f * t * t * t) - (3.27f * t * t) + (_initialVelocityPenetration * t);
}
static float _flingVelocityPenetration(float t) {
return (3.6f * t * t) - (6.54f * t) + _initialVelocityPenetration;
}
public override float x(float time) {
float t = (time / _duration).clamp(0.0f, 1.0f);
return (position + _distance * _flingDistancePenetration(t) *
velocity.sign());
}
public override float dx(float time) {
float t = (time / _duration).clamp(0.0f, 1.0f);
return (_distance * _flingVelocityPenetration(t) * velocity.sign() /
_duration);
}
public override bool isDone(float time) {
return time >= _duration;
}
}
}