Revert velocity damping.
Bug: 4364920 Velocity damping proved to be a bad idea because it would cause a significant ramp in velocity at the beginning of a gesture, instead of the desired smooth behavior. Oh well. Change-Id: Ie631946f47ef2492bd71fbed1ab44bbb39a875a8
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@ -608,11 +608,6 @@ private:
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// Oldest sample to consider when calculating the velocity.
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static const nsecs_t MAX_AGE = 200 * 1000000; // 200 ms
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// When the total duration of the window of samples being averaged is less
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// than the window size, the resulting velocity is scaled to reduce the impact
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// of overestimation in short traces.
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static const nsecs_t MIN_WINDOW = 100 * 1000000; // 100 ms
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// The minimum duration between samples when estimating velocity.
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static const nsecs_t MIN_DURATION = 10 * 1000000; // 10 ms
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@ -677,7 +677,6 @@ bool MotionEvent::isTouchEvent(int32_t source, int32_t action) {
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const uint32_t VelocityTracker::HISTORY_SIZE;
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const nsecs_t VelocityTracker::MAX_AGE;
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const nsecs_t VelocityTracker::MIN_WINDOW;
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const nsecs_t VelocityTracker::MIN_DURATION;
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VelocityTracker::VelocityTracker() {
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@ -868,14 +867,6 @@ bool VelocityTracker::getVelocity(uint32_t id, float* outVx, float* outVy) const
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// Make sure we used at least one sample.
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if (samplesUsed != 0) {
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// Scale the velocity linearly if the window of samples is small.
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nsecs_t totalDuration = newestMovement.eventTime - oldestMovement.eventTime;
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if (totalDuration < MIN_WINDOW) {
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float scale = float(totalDuration) / float(MIN_WINDOW);
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accumVx *= scale;
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accumVy *= scale;
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}
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*outVx = accumVx;
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*outVy = accumVy;
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return true;
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