VectorizedDecayAnimationSpec

VectorizedDecayAnimationSpecs are stateless vector based decay animation specifications. They do not assume any starting/ending conditions. Nor do they manage a lifecycle. All it stores is the configuration that is particular to the type of the decay animation: friction multiplier for exponentialDecay. Its stateless nature allows the same VectorizedDecayAnimationSpec to be reused by a few different running animations with different starting and ending values.

Since VectorizedDecayAnimationSpecs are stateless, it requires starting value/velocity and ending value to be passed in, along with playtime, to calculate the value or velocity at that time. Play time here is the progress of the animation in terms of milliseconds, where 0 means the start of the animation and getDurationNanos returns the play time for the end of the animation.

Note: For use cases where the starting values/velocity and ending values aren't expected to change, it is recommended to use DecayAnimation that caches these static values and hence does not require them to be supplied in the value/velocity calculation.

See also

Properties

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This is the absolute value of a velocity threshold, below which the animation is considered finished.

Functions

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abstract fun getDurationNanos(initialValue: V, initialVelocity: V): Long

Returns the duration of the decay animation, in nanoseconds.

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abstract fun getTargetValue(initialValue: V, initialVelocity: V): V

Returns the target value of the animation based on the initial condition of the animation ( i.e. initial value and initial velocity).

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abstract fun getValueFromNanos(playTimeNanos: Long, initialValue: V, initialVelocity: V): V

Returns the value of the animation at the given time.

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abstract fun getVelocityFromNanos(playTimeNanos: Long, initialValue: V, initialVelocity: V): V

Returns the velocity of the animation at the given time.