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-rw-r--r--core/java/android/animation/AnimationHandler.java3
-rw-r--r--core/java/com/android/internal/dynamicanimation/animation/DynamicAnimation.java815
-rw-r--r--core/java/com/android/internal/dynamicanimation/animation/FloatValueHolder.java64
-rw-r--r--core/java/com/android/internal/dynamicanimation/animation/Force.java27
-rw-r--r--core/java/com/android/internal/dynamicanimation/animation/SpringAnimation.java314
-rw-r--r--core/java/com/android/internal/dynamicanimation/animation/SpringForce.java323
6 files changed, 1545 insertions, 1 deletions
diff --git a/core/java/android/animation/AnimationHandler.java b/core/java/android/animation/AnimationHandler.java
index 7e814af3451d..1403ba2744b3 100644
--- a/core/java/android/animation/AnimationHandler.java
+++ b/core/java/android/animation/AnimationHandler.java
@@ -432,8 +432,9 @@ public class AnimationHandler {
/**
* Callbacks that receives notifications for animation timing and frame commit timing.
+ * @hide
*/
- interface AnimationFrameCallback {
+ public interface AnimationFrameCallback {
/**
* Run animation based on the frame time.
* @param frameTime The frame start time, in the {@link SystemClock#uptimeMillis()} time
diff --git a/core/java/com/android/internal/dynamicanimation/animation/DynamicAnimation.java b/core/java/com/android/internal/dynamicanimation/animation/DynamicAnimation.java
new file mode 100644
index 000000000000..d4fe7c8d7f36
--- /dev/null
+++ b/core/java/com/android/internal/dynamicanimation/animation/DynamicAnimation.java
@@ -0,0 +1,815 @@
+/*
+ * Copyright (C) 2022 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 com.android.internal.dynamicanimation.animation;
+
+import android.animation.AnimationHandler;
+import android.animation.ValueAnimator;
+import android.annotation.FloatRange;
+import android.annotation.MainThread;
+import android.annotation.NonNull;
+import android.annotation.SuppressLint;
+import android.os.Looper;
+import android.util.AndroidRuntimeException;
+import android.util.FloatProperty;
+import android.view.View;
+
+import java.util.ArrayList;
+
+/**
+ * This class is the base class of physics-based animations. It manages the animation's
+ * lifecycle such as {@link #start()} and {@link #cancel()}. This base class also handles the common
+ * setup for all the subclass animations. For example, DynamicAnimation supports adding
+ * {@link OnAnimationEndListener} and {@link OnAnimationUpdateListener} so that the important
+ * animation events can be observed through the callbacks. The start conditions for any subclass of
+ * DynamicAnimation can be set using {@link #setStartValue(float)} and
+ * {@link #setStartVelocity(float)}.
+ *
+ * @param <T> subclass of DynamicAnimation
+ */
+public abstract class DynamicAnimation<T extends DynamicAnimation<T>>
+ implements AnimationHandler.AnimationFrameCallback {
+
+ /**
+ * ViewProperty holds the access of a property of a {@link View}. When an animation is
+ * created with a {@link ViewProperty} instance, the corresponding property value of the view
+ * will be updated through this ViewProperty instance.
+ */
+ public abstract static class ViewProperty extends FloatProperty<View> {
+ private ViewProperty(String name) {
+ super(name);
+ }
+ }
+
+ /**
+ * View's translationX property.
+ */
+ public static final ViewProperty TRANSLATION_X = new ViewProperty("translationX") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setTranslationX(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getTranslationX();
+ }
+ };
+
+ /**
+ * View's translationY property.
+ */
+ public static final ViewProperty TRANSLATION_Y = new ViewProperty("translationY") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setTranslationY(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getTranslationY();
+ }
+ };
+
+ /**
+ * View's translationZ property.
+ */
+ public static final ViewProperty TRANSLATION_Z = new ViewProperty("translationZ") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setTranslationZ(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getTranslationZ();
+ }
+ };
+
+ /**
+ * View's scaleX property.
+ */
+ public static final ViewProperty SCALE_X = new ViewProperty("scaleX") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setScaleX(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getScaleX();
+ }
+ };
+
+ /**
+ * View's scaleY property.
+ */
+ public static final ViewProperty SCALE_Y = new ViewProperty("scaleY") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setScaleY(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getScaleY();
+ }
+ };
+
+ /**
+ * View's rotation property.
+ */
+ public static final ViewProperty ROTATION = new ViewProperty("rotation") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setRotation(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getRotation();
+ }
+ };
+
+ /**
+ * View's rotationX property.
+ */
+ public static final ViewProperty ROTATION_X = new ViewProperty("rotationX") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setRotationX(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getRotationX();
+ }
+ };
+
+ /**
+ * View's rotationY property.
+ */
+ public static final ViewProperty ROTATION_Y = new ViewProperty("rotationY") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setRotationY(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getRotationY();
+ }
+ };
+
+ /**
+ * View's x property.
+ */
+ public static final ViewProperty X = new ViewProperty("x") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setX(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getX();
+ }
+ };
+
+ /**
+ * View's y property.
+ */
+ public static final ViewProperty Y = new ViewProperty("y") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setY(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getY();
+ }
+ };
+
+ /**
+ * View's z property.
+ */
+ public static final ViewProperty Z = new ViewProperty("z") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setZ(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getZ();
+ }
+ };
+
+ /**
+ * View's alpha property.
+ */
+ public static final ViewProperty ALPHA = new ViewProperty("alpha") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setAlpha(value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return view.getAlpha();
+ }
+ };
+
+ // Properties below are not RenderThread compatible
+ /**
+ * View's scrollX property.
+ */
+ public static final ViewProperty SCROLL_X = new ViewProperty("scrollX") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setScrollX((int) value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return (float) view.getScrollX();
+ }
+ };
+
+ /**
+ * View's scrollY property.
+ */
+ public static final ViewProperty SCROLL_Y = new ViewProperty("scrollY") {
+ @Override
+ public void setValue(View view, float value) {
+ view.setScrollY((int) value);
+ }
+
+ @Override
+ public Float get(View view) {
+ return (float) view.getScrollY();
+ }
+ };
+
+ /**
+ * The minimum visible change in pixels that can be visible to users.
+ */
+ @SuppressLint("MinMaxConstant")
+ public static final float MIN_VISIBLE_CHANGE_PIXELS = 1f;
+ /**
+ * The minimum visible change in degrees that can be visible to users.
+ */
+ @SuppressLint("MinMaxConstant")
+ public static final float MIN_VISIBLE_CHANGE_ROTATION_DEGREES = 1f / 10f;
+ /**
+ * The minimum visible change in alpha that can be visible to users.
+ */
+ @SuppressLint("MinMaxConstant")
+ public static final float MIN_VISIBLE_CHANGE_ALPHA = 1f / 256f;
+ /**
+ * The minimum visible change in scale that can be visible to users.
+ */
+ @SuppressLint("MinMaxConstant")
+ public static final float MIN_VISIBLE_CHANGE_SCALE = 1f / 500f;
+
+ // Use the max value of float to indicate an unset state.
+ private static final float UNSET = Float.MAX_VALUE;
+
+ // Multiplier to the min visible change value for value threshold
+ private static final float THRESHOLD_MULTIPLIER = 0.75f;
+
+ // Internal tracking for velocity.
+ float mVelocity = 0;
+
+ // Internal tracking for value.
+ float mValue = UNSET;
+
+ // Tracks whether start value is set. If not, the animation will obtain the value at the time
+ // of starting through the getter and use that as the starting value of the animation.
+ boolean mStartValueIsSet = false;
+
+ // Target to be animated.
+ final Object mTarget;
+
+ // View property id.
+ final FloatProperty mProperty;
+
+ // Package private tracking of animation lifecycle state. Visible to subclass animations.
+ boolean mRunning = false;
+
+ // Min and max values that defines the range of the animation values.
+ float mMaxValue = Float.MAX_VALUE;
+ float mMinValue = -mMaxValue;
+
+ // Last frame time. Always gets reset to -1 at the end of the animation.
+ private long mLastFrameTime = 0;
+
+ private float mMinVisibleChange;
+
+ // List of end listeners
+ private final ArrayList<OnAnimationEndListener> mEndListeners = new ArrayList<>();
+
+ // List of update listeners
+ private final ArrayList<OnAnimationUpdateListener> mUpdateListeners = new ArrayList<>();
+
+ // Animation handler used to schedule updates for this animation.
+ private AnimationHandler mAnimationHandler;
+
+ // Internal state for value/velocity pair.
+ static class MassState {
+ float mValue;
+ float mVelocity;
+ }
+
+ /**
+ * Creates a dynamic animation with the given FloatValueHolder instance.
+ *
+ * @param floatValueHolder the FloatValueHolder instance to be animated.
+ */
+ DynamicAnimation(final FloatValueHolder floatValueHolder) {
+ mTarget = null;
+ mProperty = new FloatProperty("FloatValueHolder") {
+ @Override
+ public Float get(Object object) {
+ return floatValueHolder.getValue();
+ }
+
+ @Override
+ public void setValue(Object object, float value) {
+ floatValueHolder.setValue(value);
+ }
+ };
+ mMinVisibleChange = MIN_VISIBLE_CHANGE_PIXELS;
+ }
+
+ /**
+ * Creates a dynamic animation to animate the given property for the given {@link View}
+ *
+ * @param object the Object whose property is to be animated
+ * @param property the property to be animated
+ */
+
+ <K> DynamicAnimation(K object, FloatProperty<K> property) {
+ mTarget = object;
+ mProperty = property;
+ if (mProperty == ROTATION || mProperty == ROTATION_X
+ || mProperty == ROTATION_Y) {
+ mMinVisibleChange = MIN_VISIBLE_CHANGE_ROTATION_DEGREES;
+ } else if (mProperty == ALPHA) {
+ mMinVisibleChange = MIN_VISIBLE_CHANGE_ALPHA;
+ } else if (mProperty == SCALE_X || mProperty == SCALE_Y) {
+ mMinVisibleChange = MIN_VISIBLE_CHANGE_SCALE;
+ } else {
+ mMinVisibleChange = MIN_VISIBLE_CHANGE_PIXELS;
+ }
+ }
+
+ /**
+ * Sets the start value of the animation. If start value is not set, the animation will get
+ * the current value for the view's property, and use that as the start value.
+ *
+ * @param startValue start value for the animation
+ * @return the Animation whose start value is being set
+ */
+ @SuppressWarnings("unchecked")
+ public T setStartValue(float startValue) {
+ mValue = startValue;
+ mStartValueIsSet = true;
+ return (T) this;
+ }
+
+ /**
+ * Start velocity of the animation. Default velocity is 0. Unit: change in property per
+ * second (e.g. pixels per second, scale/alpha value change per second).
+ *
+ * <p>Note when using a fixed value as the start velocity (as opposed to getting the velocity
+ * through touch events), it is recommended to define such a value in dp/second and convert it
+ * to pixel/second based on the density of the screen to achieve a consistent look across
+ * different screens.
+ *
+ * <p>To convert from dp/second to pixel/second:
+ * <pre class="prettyprint">
+ * float pixelPerSecond = TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, dpPerSecond,
+ * getResources().getDisplayMetrics());
+ * </pre>
+ *
+ * @param startVelocity start velocity of the animation
+ * @return the Animation whose start velocity is being set
+ */
+ @SuppressWarnings("unchecked")
+ public T setStartVelocity(float startVelocity) {
+ mVelocity = startVelocity;
+ return (T) this;
+ }
+
+ /**
+ * Sets the max value of the animation. Animations will not animate beyond their max value.
+ * Whether or not animation will come to an end when max value is reached is dependent on the
+ * child animation's implementation.
+ *
+ * @param max maximum value of the property to be animated
+ * @return the Animation whose max value is being set
+ */
+ @SuppressWarnings("unchecked")
+ public T setMaxValue(float max) {
+ // This max value should be checked and handled in the subclass animations, instead of
+ // assuming the end of the animations when the max/min value is hit in the base class.
+ // The reason is that hitting max/min value may just be a transient state, such as during
+ // the spring oscillation.
+ mMaxValue = max;
+ return (T) this;
+ }
+
+ /**
+ * Sets the min value of the animation. Animations will not animate beyond their min value.
+ * Whether or not animation will come to an end when min value is reached is dependent on the
+ * child animation's implementation.
+ *
+ * @param min minimum value of the property to be animated
+ * @return the Animation whose min value is being set
+ */
+ @SuppressWarnings("unchecked")
+ public T setMinValue(float min) {
+ mMinValue = min;
+ return (T) this;
+ }
+
+ /**
+ * Adds an end listener to the animation for receiving onAnimationEnd callbacks. If the listener
+ * is {@code null} or has already been added to the list of listeners for the animation, no op.
+ *
+ * @param listener the listener to be added
+ * @return the animation to which the listener is added
+ */
+ @SuppressWarnings("unchecked")
+ public T addEndListener(OnAnimationEndListener listener) {
+ if (!mEndListeners.contains(listener)) {
+ mEndListeners.add(listener);
+ }
+ return (T) this;
+ }
+
+ /**
+ * Removes the end listener from the animation, so as to stop receiving animation end callbacks.
+ *
+ * @param listener the listener to be removed
+ */
+ public void removeEndListener(OnAnimationEndListener listener) {
+ removeEntry(mEndListeners, listener);
+ }
+
+ /**
+ * Adds an update listener to the animation for receiving per-frame animation update callbacks.
+ * If the listener is {@code null} or has already been added to the list of listeners for the
+ * animation, no op.
+ *
+ * <p>Note that update listener should only be added before the start of the animation.
+ *
+ * @param listener the listener to be added
+ * @return the animation to which the listener is added
+ * @throws UnsupportedOperationException if the update listener is added after the animation has
+ * started
+ */
+ @SuppressWarnings("unchecked")
+ public T addUpdateListener(OnAnimationUpdateListener listener) {
+ if (isRunning()) {
+ // Require update listener to be added before the animation, such as when we start
+ // the animation, we know whether the animation is RenderThread compatible.
+ throw new UnsupportedOperationException("Error: Update listeners must be added before"
+ + "the animation.");
+ }
+ if (!mUpdateListeners.contains(listener)) {
+ mUpdateListeners.add(listener);
+ }
+ return (T) this;
+ }
+
+ /**
+ * Removes the update listener from the animation, so as to stop receiving animation update
+ * callbacks.
+ *
+ * @param listener the listener to be removed
+ */
+ public void removeUpdateListener(OnAnimationUpdateListener listener) {
+ removeEntry(mUpdateListeners, listener);
+ }
+
+
+ /**
+ * This method sets the minimal change of animation value that is visible to users, which helps
+ * determine a reasonable threshold for the animation's termination condition. It is critical
+ * to set the minimal visible change for custom properties (i.e. non-<code>ViewProperty</code>s)
+ * unless the custom property is in pixels.
+ *
+ * <p>For custom properties, this minimum visible change defaults to change in pixel
+ * (i.e. {@link #MIN_VISIBLE_CHANGE_PIXELS}. It is recommended to adjust this value that is
+ * reasonable for the property to be animated. A general rule of thumb to calculate such a value
+ * is: minimum visible change = range of custom property value / corresponding pixel range. For
+ * example, if the property to be animated is a progress (from 0 to 100) that corresponds to a
+ * 200-pixel change. Then the min visible change should be 100 / 200. (i.e. 0.5).
+ *
+ * <p>It's not necessary to call this method when animating {@link ViewProperty}s, as the
+ * minimum visible change will be derived from the property. For example, if the property to be
+ * animated is in pixels (i.e. {@link #TRANSLATION_X}, {@link #TRANSLATION_Y},
+ * {@link #TRANSLATION_Z}, @{@link #SCROLL_X} or {@link #SCROLL_Y}), the default minimum visible
+ * change is 1 (pixel). For {@link #ROTATION}, {@link #ROTATION_X} or {@link #ROTATION_Y}, the
+ * animation will use {@link #MIN_VISIBLE_CHANGE_ROTATION_DEGREES} as the min visible change,
+ * which is 1/10. Similarly, the minimum visible change for alpha (
+ * i.e. {@link #MIN_VISIBLE_CHANGE_ALPHA} is defined as 1 / 256.
+ *
+ * @param minimumVisibleChange minimum change in property value that is visible to users
+ * @return the animation whose min visible change is being set
+ * @throws IllegalArgumentException if the given threshold is not positive
+ */
+ @SuppressWarnings("unchecked")
+ public T setMinimumVisibleChange(@FloatRange(from = 0.0, fromInclusive = false)
+ float minimumVisibleChange) {
+ if (minimumVisibleChange <= 0) {
+ throw new IllegalArgumentException("Minimum visible change must be positive.");
+ }
+ mMinVisibleChange = minimumVisibleChange;
+ setValueThreshold(minimumVisibleChange * THRESHOLD_MULTIPLIER);
+ return (T) this;
+ }
+
+ /**
+ * Returns the minimum change in the animation property that could be visibly different to
+ * users.
+ *
+ * @return minimum change in property value that is visible to users
+ */
+ public float getMinimumVisibleChange() {
+ return mMinVisibleChange;
+ }
+
+ /**
+ * Remove {@code null} entries from the list.
+ */
+ private static <T> void removeNullEntries(ArrayList<T> list) {
+ // Clean up null entries
+ for (int i = list.size() - 1; i >= 0; i--) {
+ if (list.get(i) == null) {
+ list.remove(i);
+ }
+ }
+ }
+
+ /**
+ * Remove an entry from the list by marking it {@code null} and clean up later.
+ */
+ private static <T> void removeEntry(ArrayList<T> list, T entry) {
+ int id = list.indexOf(entry);
+ if (id >= 0) {
+ list.set(id, null);
+ }
+ }
+
+ /****************Animation Lifecycle Management***************/
+
+ /**
+ * Starts an animation. If the animation has already been started, no op. Note that calling
+ * {@link #start()} will not immediately set the property value to start value of the animation.
+ * The property values will be changed at each animation pulse, which happens before the draw
+ * pass. As a result, the changes will be reflected in the next frame, the same as if the values
+ * were set immediately. This method should only be called on main thread.
+ *
+ * Unless a AnimationHandler is provided via setAnimationHandler, a default AnimationHandler
+ * is created on the same thread as the first call to start/cancel an animation. All the
+ * subsequent animation lifecycle manipulations need to be on that same thread, until the
+ * AnimationHandler is reset (using [setAnimationHandler]).
+ *
+ * @throws AndroidRuntimeException if this method is not called on the same thread as the
+ * animation handler
+ */
+ @MainThread
+ public void start() {
+ if (!isCurrentThread()) {
+ throw new AndroidRuntimeException("Animations may only be started on the same thread "
+ + "as the animation handler");
+ }
+ if (!mRunning) {
+ startAnimationInternal();
+ }
+ }
+
+ boolean isCurrentThread() {
+ return Thread.currentThread() == Looper.myLooper().getThread();
+ }
+
+ /**
+ * Cancels the on-going animation. If the animation hasn't started, no op.
+ *
+ * Unless a AnimationHandler is provided via setAnimationHandler, a default AnimationHandler
+ * is created on the same thread as the first call to start/cancel an animation. All the
+ * subsequent animation lifecycle manipulations need to be on that same thread, until the
+ * AnimationHandler is reset (using [setAnimationHandler]).
+ *
+ * @throws AndroidRuntimeException if this method is not called on the same thread as the
+ * animation handler
+ */
+ @MainThread
+ public void cancel() {
+ if (!isCurrentThread()) {
+ throw new AndroidRuntimeException("Animations may only be canceled from the same "
+ + "thread as the animation handler");
+ }
+ if (mRunning) {
+ endAnimationInternal(true);
+ }
+ }
+
+ /**
+ * Returns whether the animation is currently running.
+ *
+ * @return {@code true} if the animation is currently running, {@code false} otherwise
+ */
+ public boolean isRunning() {
+ return mRunning;
+ }
+
+ /************************** Private APIs below ********************************/
+
+ // This gets called when the animation is started, to finish the setup of the animation
+ // before the animation pulsing starts.
+ private void startAnimationInternal() {
+ if (!mRunning) {
+ mRunning = true;
+ if (!mStartValueIsSet) {
+ mValue = getPropertyValue();
+ }
+ // Sanity check:
+ if (mValue > mMaxValue || mValue < mMinValue) {
+ throw new IllegalArgumentException("Starting value need to be in between min"
+ + " value and max value");
+ }
+ getAnimationHandler().addAnimationFrameCallback(this, 0);
+ }
+ }
+
+ /**
+ * This gets call on each frame of the animation. Animation value and velocity are updated
+ * in this method based on the new frame time. The property value of the view being animated
+ * is then updated. The animation's ending conditions are also checked in this method. Once
+ * the animation reaches equilibrium, the animation will come to its end, and end listeners
+ * will be notified, if any.
+ */
+ @Override
+ public boolean doAnimationFrame(long frameTime) {
+ if (mLastFrameTime == 0) {
+ // First frame.
+ mLastFrameTime = frameTime;
+ setPropertyValue(mValue);
+ return false;
+ }
+ long deltaT = frameTime - mLastFrameTime;
+ mLastFrameTime = frameTime;
+ float durationScale = ValueAnimator.getDurationScale();
+ deltaT = durationScale == 0.0f ? Integer.MAX_VALUE : (long) (deltaT / durationScale);
+ boolean finished = updateValueAndVelocity(deltaT);
+ // Clamp value & velocity.
+ mValue = Math.min(mValue, mMaxValue);
+ mValue = Math.max(mValue, mMinValue);
+
+ setPropertyValue(mValue);
+
+ if (finished) {
+ endAnimationInternal(false);
+ }
+ return finished;
+ }
+
+ @Override
+ public void commitAnimationFrame(long frameTime) {
+ doAnimationFrame(frameTime);
+ }
+
+ /**
+ * Updates the animation state (i.e. value and velocity). This method is package private, so
+ * subclasses can override this method to calculate the new value and velocity in their custom
+ * way.
+ *
+ * @param deltaT time elapsed in millisecond since last frame
+ * @return whether the animation has finished
+ */
+ abstract boolean updateValueAndVelocity(long deltaT);
+
+ /**
+ * Internal method to reset the animation states when animation is finished/canceled.
+ */
+ private void endAnimationInternal(boolean canceled) {
+ mRunning = false;
+ getAnimationHandler().removeCallback(this);
+ mLastFrameTime = 0;
+ mStartValueIsSet = false;
+ for (int i = 0; i < mEndListeners.size(); i++) {
+ if (mEndListeners.get(i) != null) {
+ mEndListeners.get(i).onAnimationEnd(this, canceled, mValue, mVelocity);
+ }
+ }
+ removeNullEntries(mEndListeners);
+ }
+
+ /**
+ * Updates the property value through the corresponding setter.
+ */
+ @SuppressWarnings("unchecked")
+ void setPropertyValue(float value) {
+ mProperty.setValue(mTarget, value);
+ for (int i = 0; i < mUpdateListeners.size(); i++) {
+ if (mUpdateListeners.get(i) != null) {
+ mUpdateListeners.get(i).onAnimationUpdate(this, mValue, mVelocity);
+ }
+ }
+ removeNullEntries(mUpdateListeners);
+ }
+
+ /**
+ * Returns the default threshold.
+ */
+ float getValueThreshold() {
+ return mMinVisibleChange * THRESHOLD_MULTIPLIER;
+ }
+
+ /**
+ * Obtain the property value through the corresponding getter.
+ */
+ @SuppressWarnings("unchecked")
+ private float getPropertyValue() {
+ return (Float) mProperty.get(mTarget);
+ }
+
+ /**
+ * Returns the {@link AnimationHandler} used to schedule updates for this animator.
+ *
+ * @return the {@link AnimationHandler} for this animator.
+ */
+ @NonNull
+ public AnimationHandler getAnimationHandler() {
+ return mAnimationHandler != null ? mAnimationHandler : AnimationHandler.getInstance();
+ }
+
+ /****************Sub class animations**************/
+ /**
+ * Returns the acceleration at the given value with the given velocity.
+ **/
+ abstract float getAcceleration(float value, float velocity);
+
+ /**
+ * Returns whether the animation has reached equilibrium.
+ */
+ abstract boolean isAtEquilibrium(float value, float velocity);
+
+ /**
+ * Updates the default value threshold for the animation based on the property to be animated.
+ */
+ abstract void setValueThreshold(float threshold);
+
+ /**
+ * An animation listener that receives end notifications from an animation.
+ */
+ public interface OnAnimationEndListener {
+ /**
+ * Notifies the end of an animation. Note that this callback will be invoked not only when
+ * an animation reach equilibrium, but also when the animation is canceled.
+ *
+ * @param animation animation that has ended or was canceled
+ * @param canceled whether the animation has been canceled
+ * @param value the final value when the animation stopped
+ * @param velocity the final velocity when the animation stopped
+ */
+ void onAnimationEnd(DynamicAnimation animation, boolean canceled, float value,
+ float velocity);
+ }
+
+ /**
+ * Implementors of this interface can add themselves as update listeners
+ * to an <code>DynamicAnimation</code> instance to receive callbacks on every animation
+ * frame, after the current frame's values have been calculated for that
+ * <code>DynamicAnimation</code>.
+ */
+ public interface OnAnimationUpdateListener {
+
+ /**
+ * Notifies the occurrence of another frame of the animation.
+ *
+ * @param animation animation that the update listener is added to
+ * @param value the current value of the animation
+ * @param velocity the current velocity of the animation
+ */
+ void onAnimationUpdate(DynamicAnimation animation, float value, float velocity);
+ }
+}
diff --git a/core/java/com/android/internal/dynamicanimation/animation/FloatValueHolder.java b/core/java/com/android/internal/dynamicanimation/animation/FloatValueHolder.java
new file mode 100644
index 000000000000..c3a2cacd16ec
--- /dev/null
+++ b/core/java/com/android/internal/dynamicanimation/animation/FloatValueHolder.java
@@ -0,0 +1,64 @@
+/*
+ * Copyright (C) 2022 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 com.android.internal.dynamicanimation.animation;
+
+/**
+ * <p>FloatValueHolder holds a float value. FloatValueHolder provides a setter and a getter (
+ * i.e. {@link #setValue(float)} and {@link #getValue()}) to access this float value. Animations can
+ * be performed on a FloatValueHolder instance. During each frame of the animation, the
+ * FloatValueHolder will have its value updated via {@link #setValue(float)}. The caller can
+ * obtain the up-to-date animation value via {@link FloatValueHolder#getValue()}.
+ *
+ * @see SpringAnimation#SpringAnimation(FloatValueHolder)
+ */
+
+public class FloatValueHolder {
+ private float mValue = 0.0f;
+
+ /**
+ * Constructs a holder for a float value that is initialized to 0.
+ */
+ public FloatValueHolder() {
+ }
+
+ /**
+ * Constructs a holder for a float value that is initialized to the input value.
+ *
+ * @param value the value to initialize the value held in the FloatValueHolder
+ */
+ public FloatValueHolder(float value) {
+ setValue(value);
+ }
+
+ /**
+ * Sets the value held in the FloatValueHolder instance.
+ *
+ * @param value float value held in the FloatValueHolder instance
+ */
+ public void setValue(float value) {
+ mValue = value;
+ }
+
+ /**
+ * Returns the float value held in the FloatValueHolder instance.
+ *
+ * @return float value held in the FloatValueHolder instance
+ */
+ public float getValue() {
+ return mValue;
+ }
+}
diff --git a/core/java/com/android/internal/dynamicanimation/animation/Force.java b/core/java/com/android/internal/dynamicanimation/animation/Force.java
new file mode 100644
index 000000000000..fcb9c459fff3
--- /dev/null
+++ b/core/java/com/android/internal/dynamicanimation/animation/Force.java
@@ -0,0 +1,27 @@
+/*
+ * Copyright (C) 2022 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 com.android.internal.dynamicanimation.animation;
+
+/**
+ * Hide this for now, in case we want to change the API.
+ */
+interface Force {
+ // Acceleration based on position.
+ float getAcceleration(float position, float velocity);
+
+ boolean isAtEquilibrium(float value, float velocity);
+}
diff --git a/core/java/com/android/internal/dynamicanimation/animation/SpringAnimation.java b/core/java/com/android/internal/dynamicanimation/animation/SpringAnimation.java
new file mode 100644
index 000000000000..2f3b72c4f97d
--- /dev/null
+++ b/core/java/com/android/internal/dynamicanimation/animation/SpringAnimation.java
@@ -0,0 +1,314 @@
+/*
+ * Copyright (C) 2022 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 com.android.internal.dynamicanimation.animation;
+
+import android.util.AndroidRuntimeException;
+import android.util.FloatProperty;
+
+/**
+ * SpringAnimation is an animation that is driven by a {@link SpringForce}. The spring force defines
+ * the spring's stiffness, damping ratio, as well as the rest position. Once the SpringAnimation is
+ * started, on each frame the spring force will update the animation's value and velocity.
+ * The animation will continue to run until the spring force reaches equilibrium. If the spring used
+ * in the animation is undamped, the animation will never reach equilibrium. Instead, it will
+ * oscillate forever.
+ *
+ * <div class="special reference">
+ * <h3>Developer Guides</h3>
+ * </div>
+ *
+ * <p>To create a simple {@link SpringAnimation} that uses the default {@link SpringForce}:</p>
+ * <pre class="prettyprint">
+ * // Create an animation to animate view's X property, set the rest position of the
+ * // default spring to 0, and start the animation with a starting velocity of 5000 (pixel/s).
+ * final SpringAnimation anim = new SpringAnimation(view, DynamicAnimation.X, 0)
+ * .setStartVelocity(5000);
+ * anim.start();
+ * </pre>
+ *
+ * <p>Alternatively, a {@link SpringAnimation} can take a pre-configured {@link SpringForce}, and
+ * use that to drive the animation. </p>
+ * <pre class="prettyprint">
+ * // Create a low stiffness, low bounce spring at position 0.
+ * SpringForce spring = new SpringForce(0)
+ * .setDampingRatio(SpringForce.DAMPING_RATIO_LOW_BOUNCY)
+ * .setStiffness(SpringForce.STIFFNESS_LOW);
+ * // Create an animation to animate view's scaleY property, and start the animation using
+ * // the spring above and a starting value of 0.5. Additionally, constrain the range of value for
+ * // the animation to be non-negative, effectively preventing any spring overshoot.
+ * final SpringAnimation anim = new SpringAnimation(view, DynamicAnimation.SCALE_Y)
+ * .setMinValue(0).setSpring(spring).setStartValue(1);
+ * anim.start();
+ * </pre>
+ */
+public final class SpringAnimation extends DynamicAnimation<SpringAnimation> {
+
+ private SpringForce mSpring = null;
+ private float mPendingPosition = UNSET;
+ private static final float UNSET = Float.MAX_VALUE;
+ private boolean mEndRequested = false;
+
+ /**
+ * <p>This creates a SpringAnimation that animates a {@link FloatValueHolder} instance. During
+ * the animation, the {@link FloatValueHolder} instance will be updated via
+ * {@link FloatValueHolder#setValue(float)} each frame. The caller can obtain the up-to-date
+ * animation value via {@link FloatValueHolder#getValue()}.
+ *
+ * <p><strong>Note:</strong> changing the value in the {@link FloatValueHolder} via
+ * {@link FloatValueHolder#setValue(float)} outside of the animation during an
+ * animation run will not have any effect on the on-going animation.
+ *
+ * @param floatValueHolder the property to be animated
+ */
+ public SpringAnimation(FloatValueHolder floatValueHolder) {
+ super(floatValueHolder);
+ }
+
+ /**
+ * <p>This creates a SpringAnimation that animates a {@link FloatValueHolder} instance. During
+ * the animation, the {@link FloatValueHolder} instance will be updated via
+ * {@link FloatValueHolder#setValue(float)} each frame. The caller can obtain the up-to-date
+ * animation value via {@link FloatValueHolder#getValue()}.
+ *
+ * A Spring will be created with the given final position and default stiffness and damping
+ * ratio. This spring can be accessed and reconfigured through {@link #setSpring(SpringForce)}.
+ *
+ * <p><strong>Note:</strong> changing the value in the {@link FloatValueHolder} via
+ * {@link FloatValueHolder#setValue(float)} outside of the animation during an
+ * animation run will not have any effect on the on-going animation.
+ *
+ * @param floatValueHolder the property to be animated
+ * @param finalPosition the final position of the spring to be created.
+ */
+ public SpringAnimation(FloatValueHolder floatValueHolder, float finalPosition) {
+ super(floatValueHolder);
+ mSpring = new SpringForce(finalPosition);
+ }
+
+ /**
+ * This creates a SpringAnimation that animates the property of the given object.
+ * Note, a spring will need to setup through {@link #setSpring(SpringForce)} before
+ * the animation starts.
+ *
+ * @param object the Object whose property will be animated
+ * @param property the property to be animated
+ * @param <K> the class on which the Property is declared
+ */
+ public <K> SpringAnimation(K object, FloatProperty<K> property) {
+ super(object, property);
+ }
+
+ /**
+ * This creates a SpringAnimation that animates the property of the given object. A Spring will
+ * be created with the given final position and default stiffness and damping ratio.
+ * This spring can be accessed and reconfigured through {@link #setSpring(SpringForce)}.
+ *
+ * @param object the Object whose property will be animated
+ * @param property the property to be animated
+ * @param finalPosition the final position of the spring to be created.
+ * @param <K> the class on which the Property is declared
+ */
+ public <K> SpringAnimation(K object, FloatProperty<K> property,
+ float finalPosition) {
+ super(object, property);
+ mSpring = new SpringForce(finalPosition);
+ }
+
+ /**
+ * Returns the spring that the animation uses for animations.
+ *
+ * @return the spring that the animation uses for animations
+ */
+ public SpringForce getSpring() {
+ return mSpring;
+ }
+
+ /**
+ * Uses the given spring as the force that drives this animation. If this spring force has its
+ * parameters re-configured during the animation, the new configuration will be reflected in the
+ * animation immediately.
+ *
+ * @param force a pre-defined spring force that drives the animation
+ * @return the animation that the spring force is set on
+ */
+ public SpringAnimation setSpring(SpringForce force) {
+ mSpring = force;
+ return this;
+ }
+
+ @Override
+ public void start() {
+ sanityCheck();
+ mSpring.setValueThreshold(getValueThreshold());
+ super.start();
+ }
+
+ /**
+ * Updates the final position of the spring.
+ * <p/>
+ * When the animation is running, calling this method would assume the position change of the
+ * spring as a continuous movement since last frame, which yields more accurate results than
+ * changing the spring position directly through {@link SpringForce#setFinalPosition(float)}.
+ * <p/>
+ * If the animation hasn't started, calling this method will change the spring position, and
+ * immediately start the animation.
+ *
+ * @param finalPosition rest position of the spring
+ */
+ public void animateToFinalPosition(float finalPosition) {
+ if (isRunning()) {
+ mPendingPosition = finalPosition;
+ } else {
+ if (mSpring == null) {
+ mSpring = new SpringForce(finalPosition);
+ }
+ mSpring.setFinalPosition(finalPosition);
+ start();
+ }
+ }
+
+ /**
+ * Cancels the on-going animation. If the animation hasn't started, no op. Note that this method
+ * should only be called on main thread.
+ *
+ * @throws AndroidRuntimeException if this method is not called on the main thread
+ */
+ @Override
+ public void cancel() {
+ super.cancel();
+ if (mPendingPosition != UNSET) {
+ if (mSpring == null) {
+ mSpring = new SpringForce(mPendingPosition);
+ } else {
+ mSpring.setFinalPosition(mPendingPosition);
+ }
+ mPendingPosition = UNSET;
+ }
+ }
+
+ /**
+ * Skips to the end of the animation. If the spring is undamped, an
+ * {@link IllegalStateException} will be thrown, as the animation would never reach to an end.
+ * It is recommended to check {@link #canSkipToEnd()} before calling this method. If animation
+ * is not running, no-op.
+ *
+ * Unless a AnimationHandler is provided via setAnimationHandler, a default AnimationHandler
+ * is created on the same thread as the first call to start/cancel an animation. All the
+ * subsequent animation lifecycle manipulations need to be on that same thread, until the
+ * AnimationHandler is reset (using [setAnimationHandler]).
+ *
+ * @throws IllegalStateException if the spring is undamped (i.e. damping ratio = 0)
+ * @throws AndroidRuntimeException if this method is not called on the same thread as the
+ * animation handler
+ */
+ public void skipToEnd() {
+ if (!canSkipToEnd()) {
+ throw new UnsupportedOperationException("Spring animations can only come to an end"
+ + " when there is damping");
+ }
+ if (!isCurrentThread()) {
+ throw new AndroidRuntimeException("Animations may only be started on the same thread "
+ + "as the animation handler");
+ }
+ if (mRunning) {
+ mEndRequested = true;
+ }
+ }
+
+ /**
+ * Queries whether the spring can eventually come to the rest position.
+ *
+ * @return {@code true} if the spring is damped, otherwise {@code false}
+ */
+ public boolean canSkipToEnd() {
+ return mSpring.mDampingRatio > 0;
+ }
+
+ /************************ Below are private APIs *************************/
+
+ private void sanityCheck() {
+ if (mSpring == null) {
+ throw new UnsupportedOperationException("Incomplete SpringAnimation: Either final"
+ + " position or a spring force needs to be set.");
+ }
+ double finalPosition = mSpring.getFinalPosition();
+ if (finalPosition > mMaxValue) {
+ throw new UnsupportedOperationException("Final position of the spring cannot be greater"
+ + " than the max value.");
+ } else if (finalPosition < mMinValue) {
+ throw new UnsupportedOperationException("Final position of the spring cannot be less"
+ + " than the min value.");
+ }
+ }
+
+ @Override
+ boolean updateValueAndVelocity(long deltaT) {
+ // If user had requested end, then update the value and velocity to end state and consider
+ // animation done.
+ if (mEndRequested) {
+ if (mPendingPosition != UNSET) {
+ mSpring.setFinalPosition(mPendingPosition);
+ mPendingPosition = UNSET;
+ }
+ mValue = mSpring.getFinalPosition();
+ mVelocity = 0;
+ mEndRequested = false;
+ return true;
+ }
+
+ if (mPendingPosition != UNSET) {
+ // Approximate by considering half of the time spring position stayed at the old
+ // position, half of the time it's at the new position.
+ MassState massState = mSpring.updateValues(mValue, mVelocity, deltaT / 2);
+ mSpring.setFinalPosition(mPendingPosition);
+ mPendingPosition = UNSET;
+
+ massState = mSpring.updateValues(massState.mValue, massState.mVelocity, deltaT / 2);
+ mValue = massState.mValue;
+ mVelocity = massState.mVelocity;
+
+ } else {
+ MassState massState = mSpring.updateValues(mValue, mVelocity, deltaT);
+ mValue = massState.mValue;
+ mVelocity = massState.mVelocity;
+ }
+
+ mValue = Math.max(mValue, mMinValue);
+ mValue = Math.min(mValue, mMaxValue);
+
+ if (isAtEquilibrium(mValue, mVelocity)) {
+ mValue = mSpring.getFinalPosition();
+ mVelocity = 0f;
+ return true;
+ }
+ return false;
+ }
+
+ @Override
+ float getAcceleration(float value, float velocity) {
+ return mSpring.getAcceleration(value, velocity);
+ }
+
+ @Override
+ boolean isAtEquilibrium(float value, float velocity) {
+ return mSpring.isAtEquilibrium(value, velocity);
+ }
+
+ @Override
+ void setValueThreshold(float threshold) {
+ }
+}
diff --git a/core/java/com/android/internal/dynamicanimation/animation/SpringForce.java b/core/java/com/android/internal/dynamicanimation/animation/SpringForce.java
new file mode 100644
index 000000000000..36242ae2cf3d
--- /dev/null
+++ b/core/java/com/android/internal/dynamicanimation/animation/SpringForce.java
@@ -0,0 +1,323 @@
+/*
+ * Copyright (C) 2022 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 com.android.internal.dynamicanimation.animation;
+
+import android.annotation.FloatRange;
+
+/**
+ * Spring Force defines the characteristics of the spring being used in the animation.
+ * <p>
+ * By configuring the stiffness and damping ratio, callers can create a spring with the look and
+ * feel suits their use case. Stiffness corresponds to the spring constant. The stiffer the spring
+ * is, the harder it is to stretch it, the faster it undergoes dampening.
+ * <p>
+ * Spring damping ratio describes how oscillations in a system decay after a disturbance.
+ * When damping ratio > 1* (i.e. over-damped), the object will quickly return to the rest position
+ * without overshooting. If damping ratio equals to 1 (i.e. critically damped), the object will
+ * return to equilibrium within the shortest amount of time. When damping ratio is less than 1
+ * (i.e. under-damped), the mass tends to overshoot, and return, and overshoot again. Without any
+ * damping (i.e. damping ratio = 0), the mass will oscillate forever.
+ */
+public final class SpringForce implements Force {
+ /**
+ * Stiffness constant for extremely stiff spring.
+ */
+ public static final float STIFFNESS_HIGH = 10_000f;
+ /**
+ * Stiffness constant for medium stiff spring. This is the default stiffness for spring force.
+ */
+ public static final float STIFFNESS_MEDIUM = 1500f;
+ /**
+ * Stiffness constant for a spring with low stiffness.
+ */
+ public static final float STIFFNESS_LOW = 200f;
+ /**
+ * Stiffness constant for a spring with very low stiffness.
+ */
+ public static final float STIFFNESS_VERY_LOW = 50f;
+
+ /**
+ * Damping ratio for a very bouncy spring. Note for under-damped springs
+ * (i.e. damping ratio < 1), the lower the damping ratio, the more bouncy the spring.
+ */
+ public static final float DAMPING_RATIO_HIGH_BOUNCY = 0.2f;
+ /**
+ * Damping ratio for a medium bouncy spring. This is also the default damping ratio for spring
+ * force. Note for under-damped springs (i.e. damping ratio < 1), the lower the damping ratio,
+ * the more bouncy the spring.
+ */
+ public static final float DAMPING_RATIO_MEDIUM_BOUNCY = 0.5f;
+ /**
+ * Damping ratio for a spring with low bounciness. Note for under-damped springs
+ * (i.e. damping ratio < 1), the lower the damping ratio, the higher the bounciness.
+ */
+ public static final float DAMPING_RATIO_LOW_BOUNCY = 0.75f;
+ /**
+ * Damping ratio for a spring with no bounciness. This damping ratio will create a critically
+ * damped spring that returns to equilibrium within the shortest amount of time without
+ * oscillating.
+ */
+ public static final float DAMPING_RATIO_NO_BOUNCY = 1f;
+
+ // This multiplier is used to calculate the velocity threshold given a certain value threshold.
+ // The idea is that if it takes >= 1 frame to move the value threshold amount, then the velocity
+ // is a reasonable threshold.
+ private static final double VELOCITY_THRESHOLD_MULTIPLIER = 1000.0 / 16.0;
+
+ // Natural frequency
+ double mNaturalFreq = Math.sqrt(STIFFNESS_MEDIUM);
+ // Damping ratio.
+ double mDampingRatio = DAMPING_RATIO_MEDIUM_BOUNCY;
+
+ // Value to indicate an unset state.
+ private static final double UNSET = Double.MAX_VALUE;
+
+ // Indicates whether the spring has been initialized
+ private boolean mInitialized = false;
+
+ // Threshold for velocity and value to determine when it's reasonable to assume that the spring
+ // is approximately at rest.
+ private double mValueThreshold;
+ private double mVelocityThreshold;
+
+ // Intermediate values to simplify the spring function calculation per frame.
+ private double mGammaPlus;
+ private double mGammaMinus;
+ private double mDampedFreq;
+
+ // Final position of the spring. This must be set before the start of the animation.
+ private double mFinalPosition = UNSET;
+
+ // Internal state to hold a value/velocity pair.
+ private final DynamicAnimation.MassState mMassState = new DynamicAnimation.MassState();
+
+ /**
+ * Creates a spring force. Note that final position of the spring must be set through
+ * {@link #setFinalPosition(float)} before the spring animation starts.
+ */
+ public SpringForce() {
+ // No op.
+ }
+
+ /**
+ * Creates a spring with a given final rest position.
+ *
+ * @param finalPosition final position of the spring when it reaches equilibrium
+ */
+ public SpringForce(float finalPosition) {
+ mFinalPosition = finalPosition;
+ }
+
+ /**
+ * Sets the stiffness of a spring. The more stiff a spring is, the more force it applies to
+ * the object attached when the spring is not at the final position. Default stiffness is
+ * {@link #STIFFNESS_MEDIUM}.
+ *
+ * @param stiffness non-negative stiffness constant of a spring
+ * @return the spring force that the given stiffness is set on
+ * @throws IllegalArgumentException if the given spring stiffness is not positive
+ */
+ public SpringForce setStiffness(
+ @FloatRange(from = 0.0, fromInclusive = false) float stiffness) {
+ if (stiffness <= 0) {
+ throw new IllegalArgumentException("Spring stiffness constant must be positive.");
+ }
+ mNaturalFreq = Math.sqrt(stiffness);
+ // All the intermediate values need to be recalculated.
+ mInitialized = false;
+ return this;
+ }
+
+ /**
+ * Gets the stiffness of the spring.
+ *
+ * @return the stiffness of the spring
+ */
+ public float getStiffness() {
+ return (float) (mNaturalFreq * mNaturalFreq);
+ }
+
+ /**
+ * Spring damping ratio describes how oscillations in a system decay after a disturbance.
+ * <p>
+ * When damping ratio > 1 (over-damped), the object will quickly return to the rest position
+ * without overshooting. If damping ratio equals to 1 (i.e. critically damped), the object will
+ * return to equilibrium within the shortest amount of time. When damping ratio is less than 1
+ * (i.e. under-damped), the mass tends to overshoot, and return, and overshoot again. Without
+ * any damping (i.e. damping ratio = 0), the mass will oscillate forever.
+ * <p>
+ * Default damping ratio is {@link #DAMPING_RATIO_MEDIUM_BOUNCY}.
+ *
+ * @param dampingRatio damping ratio of the spring, it should be non-negative
+ * @return the spring force that the given damping ratio is set on
+ * @throws IllegalArgumentException if the {@param dampingRatio} is negative.
+ */
+ public SpringForce setDampingRatio(@FloatRange(from = 0.0) float dampingRatio) {
+ if (dampingRatio < 0) {
+ throw new IllegalArgumentException("Damping ratio must be non-negative");
+ }
+ mDampingRatio = dampingRatio;
+ // All the intermediate values need to be recalculated.
+ mInitialized = false;
+ return this;
+ }
+
+ /**
+ * Returns the damping ratio of the spring.
+ *
+ * @return damping ratio of the spring
+ */
+ public float getDampingRatio() {
+ return (float) mDampingRatio;
+ }
+
+ /**
+ * Sets the rest position of the spring.
+ *
+ * @param finalPosition rest position of the spring
+ * @return the spring force that the given final position is set on
+ */
+ public SpringForce setFinalPosition(float finalPosition) {
+ mFinalPosition = finalPosition;
+ return this;
+ }
+
+ /**
+ * Returns the rest position of the spring.
+ *
+ * @return rest position of the spring
+ */
+ public float getFinalPosition() {
+ return (float) mFinalPosition;
+ }
+
+ /*********************** Below are private APIs *********************/
+
+ @Override
+ public float getAcceleration(float lastDisplacement, float lastVelocity) {
+
+ lastDisplacement -= getFinalPosition();
+
+ double k = mNaturalFreq * mNaturalFreq;
+ double c = 2 * mNaturalFreq * mDampingRatio;
+
+ return (float) (-k * lastDisplacement - c * lastVelocity);
+ }
+
+ @Override
+ public boolean isAtEquilibrium(float value, float velocity) {
+ if (Math.abs(velocity) < mVelocityThreshold
+ && Math.abs(value - getFinalPosition()) < mValueThreshold) {
+ return true;
+ }
+ return false;
+ }
+
+ /**
+ * Initialize the string by doing the necessary pre-calculation as well as some sanity check
+ * on the setup.
+ *
+ * @throws IllegalStateException if the final position is not yet set by the time the spring
+ * animation has started
+ */
+ private void init() {
+ if (mInitialized) {
+ return;
+ }
+
+ if (mFinalPosition == UNSET) {
+ throw new IllegalStateException("Error: Final position of the spring must be"
+ + " set before the animation starts");
+ }
+
+ if (mDampingRatio > 1) {
+ // Over damping
+ mGammaPlus = -mDampingRatio * mNaturalFreq
+ + mNaturalFreq * Math.sqrt(mDampingRatio * mDampingRatio - 1);
+ mGammaMinus = -mDampingRatio * mNaturalFreq
+ - mNaturalFreq * Math.sqrt(mDampingRatio * mDampingRatio - 1);
+ } else if (mDampingRatio >= 0 && mDampingRatio < 1) {
+ // Under damping
+ mDampedFreq = mNaturalFreq * Math.sqrt(1 - mDampingRatio * mDampingRatio);
+ }
+
+ mInitialized = true;
+ }
+
+ /**
+ * Internal only call for Spring to calculate the spring position/velocity using
+ * an analytical approach.
+ */
+ DynamicAnimation.MassState updateValues(double lastDisplacement, double lastVelocity,
+ long timeElapsed) {
+ init();
+
+ double deltaT = timeElapsed / 1000d; // unit: seconds
+ lastDisplacement -= mFinalPosition;
+ double displacement;
+ double currentVelocity;
+ if (mDampingRatio > 1) {
+ // Overdamped
+ double coeffA = lastDisplacement - (mGammaMinus * lastDisplacement - lastVelocity)
+ / (mGammaMinus - mGammaPlus);
+ double coeffB = (mGammaMinus * lastDisplacement - lastVelocity)
+ / (mGammaMinus - mGammaPlus);
+ displacement = coeffA * Math.pow(Math.E, mGammaMinus * deltaT)
+ + coeffB * Math.pow(Math.E, mGammaPlus * deltaT);
+ currentVelocity = coeffA * mGammaMinus * Math.pow(Math.E, mGammaMinus * deltaT)
+ + coeffB * mGammaPlus * Math.pow(Math.E, mGammaPlus * deltaT);
+ } else if (mDampingRatio == 1) {
+ // Critically damped
+ double coeffA = lastDisplacement;
+ double coeffB = lastVelocity + mNaturalFreq * lastDisplacement;
+ displacement = (coeffA + coeffB * deltaT) * Math.pow(Math.E, -mNaturalFreq * deltaT);
+ currentVelocity = (coeffA + coeffB * deltaT) * Math.pow(Math.E, -mNaturalFreq * deltaT)
+ * -mNaturalFreq + coeffB * Math.pow(Math.E, -mNaturalFreq * deltaT);
+ } else {
+ // Underdamped
+ double cosCoeff = lastDisplacement;
+ double sinCoeff = (1 / mDampedFreq) * (mDampingRatio * mNaturalFreq
+ * lastDisplacement + lastVelocity);
+ displacement = Math.pow(Math.E, -mDampingRatio * mNaturalFreq * deltaT)
+ * (cosCoeff * Math.cos(mDampedFreq * deltaT)
+ + sinCoeff * Math.sin(mDampedFreq * deltaT));
+ currentVelocity = displacement * -mNaturalFreq * mDampingRatio
+ + Math.pow(Math.E, -mDampingRatio * mNaturalFreq * deltaT)
+ * (-mDampedFreq * cosCoeff * Math.sin(mDampedFreq * deltaT)
+ + mDampedFreq * sinCoeff * Math.cos(mDampedFreq * deltaT));
+ }
+
+ mMassState.mValue = (float) (displacement + mFinalPosition);
+ mMassState.mVelocity = (float) currentVelocity;
+ return mMassState;
+ }
+
+ /**
+ * This threshold defines how close the animation value needs to be before the animation can
+ * finish. This default value is based on the property being animated, e.g. animations on alpha,
+ * scale, translation or rotation would have different thresholds. This value should be small
+ * enough to avoid visual glitch of "jumping to the end". But it shouldn't be so small that
+ * animations take seconds to finish.
+ *
+ * @param threshold the difference between the animation value and final spring position that
+ * is allowed to end the animation when velocity is very low
+ */
+ void setValueThreshold(double threshold) {
+ mValueThreshold = Math.abs(threshold);
+ mVelocityThreshold = mValueThreshold * VELOCITY_THRESHOLD_MULTIPLIER;
+ }
+}