/* * Copyright (c) Meta Platforms, Inc. and 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 import kotlin.math.abs import kotlin.math.exp /** * Implementation of [AnimationDriver] providing support for decay animations. The implementation is * copied from the JS version in `AnimatedImplementation.js`. */ internal class DecayAnimation(config: ReadableMap) : AnimationDriver() { private var velocity: Double = 0.0 private var deceleration: Double = 0.0 private var startFrameTimeMillis: Long = -1 private var fromValue: Double = 0.0 private var lastValue: Double = 0.0 private var iterations: Int = 1 private var currentLoop: Int = 1 init { resetConfig(config) } override fun resetConfig(config: ReadableMap) { velocity = config.getDouble("velocity") deceleration = config.getDouble("deceleration") startFrameTimeMillis = -1 fromValue = 0.0 lastValue = 0.0 iterations = if (config.hasKey("iterations")) config.getInt("iterations") else 1 currentLoop = 1 hasFinished = iterations == 0 } override fun runAnimationStep(frameTimeNanos: Long) { val animatedValue = requireNotNull(animatedValue) { "Animated value should not be null" } val frameTimeMillis = frameTimeNanos / 1000000 if (startFrameTimeMillis == -1L) { // since this is the first animation step, consider the start to be on the previous frame startFrameTimeMillis = frameTimeMillis - 16 if (fromValue == lastValue) { // first iteration, assign [fromValue] based on [animatedValue] fromValue = animatedValue.nodeValue } else { // not the first iteration, reset [animatedValue] based on [fromValue] animatedValue.nodeValue = fromValue } lastValue = animatedValue.nodeValue } val value = (fromValue + velocity / (1 - deceleration) * (1 - exp(-(1 - deceleration) * (frameTimeMillis - startFrameTimeMillis)))) if (abs(lastValue - value) < 0.1) { if (iterations == -1 || currentLoop < iterations) { // looping animation, return to start // set [startFrameTimeMillis] to -1 to reset instance variables on the next // [runAnimationStep] startFrameTimeMillis = -1 currentLoop++ } else { // animation has completed hasFinished = true return } } lastValue = value animatedValue.nodeValue = value } }