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Migrate DecayAnimation to Kotlin (facebook#45719)
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Summary:
Pull Request resolved: facebook#45719

# Changelog:
[Internal] -

As in the title.

Reviewed By: tdn120

Differential Revision: D60284323
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rshest authored and facebook-github-bot committed Jul 27, 2024
1 parent 6da7363 commit d58841c
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/*
* 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)
}

public override fun resetConfig(config: ReadableMap): Unit {
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
mHasFinished = iterations == 0
}

public override fun runAnimationStep(frameTimeNanos: Long) {
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 mFromValue based on mAnimatedValue
fromValue = mAnimatedValue.mValue
} else { // not the first iteration, reset mAnimatedValue based on mFromValue
mAnimatedValue.mValue = fromValue
}
lastValue = mAnimatedValue.mValue
}
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 mStartFrameTimeMillis to -1 to reset instance variables on the next runAnimationStep
startFrameTimeMillis = -1
currentLoop++
} else { // animation has completed
mHasFinished = true
return
}
}
lastValue = value
mAnimatedValue.mValue = value
}
}

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