AnticipateOvershootInterpolator
public class AnticipateOvershootInterpolator implements Interpolator
An interpolator where the change starts backward then flings forward and overshoots the target value and finally goes back to the final value.
Summary
Public constructors |
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Creates a new instance of |
AnticipateOvershootInterpolator(float tension)Creates a new instance of |
AnticipateOvershootInterpolator( |
AnticipateOvershootInterpolator(float tension, float extraTension)Creates a new instance of |
Public methods |
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@FloatRange(to = 1) float |
getInterpolation(@FloatRange(from = 0, to = 1) float input)Maps a value representing the elapsed fraction of an animation to a value that represents the interpolated fraction. |
Public constructors
AnticipateOvershootInterpolator
public AnticipateOvershootInterpolator()
Creates a new instance of AnticipateOvershootInterpolator with slight anticipate and overshoot.
AnticipateOvershootInterpolator
public AnticipateOvershootInterpolator(float tension)
Creates a new instance of AnticipateOvershootInterpolator.
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float tension |
Amount of anticipation/overshoot. When tension equals 0.0f, there is no anticipation/overshoot and the interpolator becomes a simple acceleration/deceleration interpolator. |
AnticipateOvershootInterpolator
public AnticipateOvershootInterpolator(
@NonNull Context context,
@Nullable AttributeSet attrs
)
AnticipateOvershootInterpolator
public AnticipateOvershootInterpolator(float tension, float extraTension)
Creates a new instance of AnticipateOvershootInterpolator.
| Parameters | |
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float tension |
Amount of anticipation/overshoot. When tension equals 0.0f, there is no anticipation/overshoot and the interpolator becomes a simple acceleration/deceleration interpolator. |
float extraTension |
Amount by which to multiply the tension. For instance, to get the same overshoot as an OvershootInterpolator with a tension of 2.0f, you would use an extraTension of 1.5f. |
Public methods
getInterpolation
public @FloatRange(to = 1) float getInterpolation(@FloatRange(from = 0, to = 1) float input)
Maps a value representing the elapsed fraction of an animation to a value that represents the interpolated fraction. This interpolated value is then multiplied by the change in value of an animation to derive the animated value at the current elapsed animation time.
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@FloatRange(from = 0, to = 1) float input |
A value between 0 and 1.0 indicating our current point in the animation where 0 represents the start and 1.0 represents the end |
| Returns | |
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@FloatRange(to = 1) float |
The interpolation value. This value can be more than 1.0 for interpolators which overshoot their targets, or less than 0 for interpolators that undershoot their targets. |