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/*
* Copyright 2019 The Android Open Source Project
*
* 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 androidx.animation
import androidx.ui.util.annotation.FloatRange
import kotlin.math.abs
import kotlin.math.exp
import kotlin.math.ln
import kotlin.math.max
/**
* This animation interface is intended to be stateless, just like Animation<T>. But unlike
* Animation<T>, DecayAnimation does not have an end value defined. The end value is a
* result of the animation rather than an input.
*/
// TODO: Figure out a better story for non-floats
interface DecayAnimation {
/**
* This is the absolute value of a velocity threshold, below which the animation is considered
* finished.
*/
val absVelocityThreshold: Float
/**
* Returns the value of the animation at the given time.
*
* @param playTime The time elapsed in milliseconds since the start of the animation
* @param start The start value of the animation
* @param startVelocity The start velocity of the animation
*/
fun getValue(
playTime: Long,
start: Float,
startVelocity: Float
): Float
fun getDurationMillis(
start: Float,
startVelocity: Float
): Long
/**
* Returns the velocity of the animation at the given time.
*
* @param playTime The time elapsed in milliseconds since the start of the animation
* @param start The start value of the animation
* @param startVelocity The start velocity of the animation
*/
fun getVelocity(
playTime: Long,
start: Float,
startVelocity: Float
): Float
/**
* Returns the target value of the animation based on the starting condition of the animation (
* i.e. start value and start velocity).
*
* @param start The start value of the animation
* @param startVelocity The start velocity of the animation
*/
fun getTarget(
start: Float,
startVelocity: Float
): Float
}
private const val ExponentialDecayFriction = -4.2f
/**
* This is a decay animation where the friction/deceleration is always proportional to the velocity.
* As a result, the velocity goes under an exponential decay. The constructor parameter, friction
* multiplier, can be tuned to adjust the amount of friction applied in the decay. The higher the
* multiplier, the higher the friction, the sooner the animation will stop, and the shorter distance
* the animation will travel with the same starting condition.
*/
class ExponentialDecay(
@FloatRange(
from = 0.0,
// TODO(b/158069385): use POSITIVE_INFINITY constant once it's possible to do in MPP code.
to = 3.4e38, // POSITIVE_INFINITY,
fromInclusive = false
) frictionMultiplier: Float = 1f,
@FloatRange(
from = 0.0,
// TODO(b/158069385): use POSITIVE_INFINITY constant once it's possible to do in MPP code.
to = 3.4e38, // POSITIVE_INFINITY,
fromInclusive = false
) absVelocityThreshold: Float = 0.1f
) : DecayAnimation {
override val absVelocityThreshold: Float = max(0.0000001f, abs(absVelocityThreshold))
private val friction: Float = ExponentialDecayFriction * max(0.0001f, frictionMultiplier)
override fun getValue(
playTime: Long,
start: Float,
startVelocity: Float
): Float {
return start - startVelocity / friction +
startVelocity / friction * exp(friction * playTime / 1000f)
}
override fun getVelocity(
playTime: Long,
start: Float,
startVelocity: Float
): Float {
return (startVelocity * exp(((playTime / 1000f) * friction)))
}
override fun getDurationMillis(start: Float, startVelocity: Float): Long {
// Inverse of getVelocity
return (1000f * ln(absVelocityThreshold / abs(startVelocity)) / friction).toLong()
}
override fun getTarget(
start: Float,
startVelocity: Float
): Float {
if (abs(startVelocity) <= absVelocityThreshold) {
return start
}
val duration: Double =
ln(abs(absVelocityThreshold / startVelocity).toDouble()) / friction * 1000
return start - startVelocity / friction +
startVelocity / friction * exp((friction * duration / 1000f)).toFloat()
}
}
internal fun DecayAnimation.createWrapper(
startValue: Float,
startVelocity: Float = 0f
): AnimationWrapper<Float, AnimationVector1D> {
return DecayAnimationWrapper(startValue, startVelocity, this)
}