/** * Copyright (c) Facebook, Inc. and its affiliates. * *

This source code is licensed under the MIT license found in the LICENSE file in the root * directory of this source tree. */ package com.facebook.react.animated; import com.facebook.react.bridge.ReadableMap; /** * Implementation of {@link AnimationDriver} providing support for decay animations. The * implementation is copied from the JS version in {@code AnimatedImplementation.js}. */ public class DecayAnimation extends AnimationDriver { private final double mVelocity; private double mDeceleration; private long mStartFrameTimeMillis; private double mFromValue; private double mLastValue; private int mIterations; private int mCurrentLoop; public DecayAnimation(ReadableMap config) { mVelocity = config.getDouble("velocity"); // initial velocity resetConfig(config); } @Override public void resetConfig(ReadableMap config) { mDeceleration = config.getDouble("deceleration"); mIterations = config.hasKey("iterations") ? config.getInt("iterations") : 1; mCurrentLoop = 1; mHasFinished = mIterations == 0; mStartFrameTimeMillis = -1; mFromValue = 0; mLastValue = 0; } @Override public void runAnimationStep(long frameTimeNanos) { long frameTimeMillis = frameTimeNanos / 1000000; if (mStartFrameTimeMillis == -1) { // since this is the first animation step, consider the start to be on the previous frame mStartFrameTimeMillis = frameTimeMillis - 16; if (mFromValue == mLastValue) { // first iteration, assign mFromValue based on mAnimatedValue mFromValue = mAnimatedValue.mValue; } else { // not the first iteration, reset mAnimatedValue based on mFromValue mAnimatedValue.mValue = mFromValue; } mLastValue = mAnimatedValue.mValue; } final double value = mFromValue + (mVelocity / (1 - mDeceleration)) * (1 - Math.exp(-(1 - mDeceleration) * (frameTimeMillis - mStartFrameTimeMillis))); if (Math.abs(mLastValue - value) < 0.1) { if (mIterations == -1 || mCurrentLoop < mIterations) { // looping animation, return to start // set mStartFrameTimeMillis to -1 to reset instance variables on the next runAnimationStep mStartFrameTimeMillis = -1; mCurrentLoop++; } else { // animation has completed mHasFinished = true; return; } } mLastValue = value; mAnimatedValue.mValue = value; } }