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# Where We Left Off
Saivan
======
Ulima
=====
- Use runners[runnerid] = {startTime, runner, persist}
timeline.persist('monkey-in', Infinity)
- folding transformations
- testing direct non affine morph
- why cant i use current?
- handle null values
Both
====
- We discussed that matrices should always be applied from the left for animation, so we have:
- If we have C R x where C is the current Matrix and R is the relative matrix that we want to apply
- It could be animated by instead left multiplying (C R inv(C)) so that we have (C R inv(C)) C R
- This allows us to always left multiply (which greatly simplifies things)
=> Conclusion: We dont do this. We apply transformations left or right whatever is necessary
Latest
======
- Runners would call an element.mergeMatrix() function that requests a native animation frame. Each runner would cancel the call made by the last runner, so that the function only runs once per frame.
-https://en.wikipedia.org/wiki/Change_of_basis#Change_of_coordinates_of_a_vector
# Timeline Description
- [T] Timeline constructors
- [T] timeline () - Returns the timeline context to the user
- [T] Time Management
- [T] play () - Lets the timeline keep playing from here
- [T] pause () - Pauses the timeline where it currently is
- [T] stop () - Pauses the timeline and sets time = 0
- [T] finish () - Moves the time to the final time for the final animation, forces declaratives to snap to their final positions
- [T] speed (newSpeed) - Sets the playback speed
- [T] seek (dt) - Scrubs the timeline time forward or backward by dt
- [T] time (t) - Sets the absolute time to t
- [T] backwards (back) - Sets the speed to (back ? speed : -speed)
- [T] position (p) - sets the position in range [0, 1]
- [T] loop (times, swing, waits)
- [T] Runner Management
- [T] remove(tagOrRunner, end) - Removes all runners with tag from the timeline
- [T] reset () - Deletes all of the runners and resets the timeline
- [T] persist (tag, lifetime) - how long to keep a reference to an animation after it is completed
- [T] schedule (tag, time, when) - move the start time of the runner to time otherwise, returns all of the scheduled runners start and end times.
- [T] Hidden Methods
- [x] `_step (dt)`
- [x] `_continue ()`
# Runner
- [x] Constructors
- [x] animate (duration, delay, when) - Makes a new runner and returns the timeline context to the user with the new runner active.
- [x] loop (duration, times, swing) - Makes a new runner with the looping set as described by the parameters, returns timeline
- [x] delay (by, when) - Makes a new runner to start <by> ms after the last active runner is complete
- [x] Runner Methods
- [x] element (svgElement) - Given an element, you can bind it directly
- [x] animate (args) - Calls animate if we have an element set
- [x] loop (args) - Calls loop with arguments if we have an element
- [x] delay (args) - calls delay if we have an element
- [x] Runner Events
- [x] on (eventName, fn) - Binds a function to an event
- [x] off (eventName) - Unbinds all function from that event
- [x] fire () - Fires an event
- [x] Basic Functionality
- [x] queue (initFn, runFn, alwaysInitialise) - Given two functions, the runner will run initFn once, and run runFn on every step. If alwaysInitialise is true, it will always run the initialisation as well.
- [x] during (runFn) - The function to run on each frame
- [x] Runner Animation Methods
- [x] time (time) - Sets the time to the given time and runs the runner
- [x] step (dt) - Runs the runner method if
- [x] finish () - runs step with dT = Infinity
- [x] reverse () - Makes non-declarative runners play backwards
- [x] ease (fn) - Sets the easing function, can not be used to convert a non-declarative to a declarative animation.
- [x] active (activated) - Activates or deactivates a runner
- [x] loop (o) - Activates a loop sequence
- [x] Runner Management
- [x] tag (name) - Name a runner or act as a getter
- [x] untag ()
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