/
C100_InteractiveAnimations.kt
284 lines (236 loc) · 8.11 KB
/
C100_InteractiveAnimations.kt
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@file:Suppress("UNUSED_EXPRESSION")
@file:Title("Interactive animations")
@file:ParentTitle("Animation")
@file:Order("100")
@file:URL("animation/interactiveAnimations")
package docs.`50_Animation`
import org.openrndr.animatable.Animatable
import org.openrndr.animatable.easing.Easing
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.dokgen.annotations.*
import org.openrndr.extra.noise.uniform
import org.openrndr.math.Vector2
fun main() {
@Text
"""
# Interactive animations
## Animatable
The OPENRNDR
[`Animatable`](https://github.com/openrndr/openrndr/blob/v0.4.0-rc.7/openrndr-animatable/src/commonMain/kotlin/org/openrndr/animatable/Animatable.kt#L35)
class provides animation logic.
Displayed below is a very simple animation setup in which we animate a
circle from left to right. We do this by
animating the `x` property of our animation object.
"""
@Media.Video "../media/animations-001.mp4"
@Application
@ProduceVideo("media/animations-001.mp4", 5.0)
@Code
application {
program {
// -- create an animation object
val animation = object : Animatable() {
var x = 0.0
var y = 360.0
}
animation.apply {
::x.animate(width.toDouble(), 5000)
}
extend {
animation.updateAnimation()
drawer.fill = ColorRGBa.PINK
drawer.stroke = null
drawer.circle(animation.x, animation.y, 100.0)
}
}
}
@Text
"""
By using `.complete()` we can create sequences of property animations.
"""
@Media.Video "../media/animations-002.mp4"
@Application
@ProduceVideo("media/animations-002.mp4", 10.0)
@Code
application {
program {
val animation = object : Animatable() {
var x = 0.0
var y = 0.0
}
animation.apply {
::x.animate(width.toDouble(), 5000)
::x.complete()
::y.animate(height.toDouble(), 5000)
}
extend {
animation.updateAnimation()
drawer.fill = ColorRGBa.PINK
drawer.stroke = null
drawer.circle(animation.x, animation.y, 100.0)
}
}
}
@Text
"""
If we leave out that `::x.complete()` line we will see that
animations for `x` and `y` run simultaneously.
"""
@Media.Video "../media/animations-003.mp4"
@Application
@ProduceVideo("media/animations-003.mp4", 10.0)
@Code
application {
program {
val animation = object : Animatable() {
var x = 0.0
var y = 0.0
}
animation.apply {
::x.animate(width.toDouble(), 5000)
::y.animate(height.toDouble(), 5000)
}
extend {
animation.updateAnimation()
drawer.fill = ColorRGBa.PINK
drawer.stroke = null
drawer.circle(animation.x, animation.y, 100.0)
}
}
}
@Text
"""
For those wondering where that `::x.animate()` notation comes from,
those are Kotlin's [property references](https://kotlinlang.org/docs/reflection.html#property-references).
## Easing
A simple trick for making animations less stiff is to specify an easing.
To demonstrate we take one of the previously shown animations and add easings.
Available [Easings](https://github.com/openrndr/openrndr/blob/v0.4.0-rc.7/openrndr-animatable/src/commonMain/kotlin/org/openrndr/animatable/easing/Easer.kt#L10)
"""
@Media.Video "../media/animations-101.mp4"
@Application
@ProduceVideo("media/animations-101.mp4", 10.0)
@Code
application {
program {
val animation = object : Animatable() {
var x = 0.0
var y = 0.0
}
animation.apply {
::x.animate(width.toDouble(), 5000, Easing.CubicInOut)
::y.animate(height.toDouble(), 5000, Easing.CubicInOut)
}
extend {
animation.updateAnimation()
drawer.fill = ColorRGBa.PINK
drawer.stroke = null
drawer.circle(animation.x, animation.y, 100.0)
}
}
}
@Text
"""
## Behavioral animation
"""
@Media.Video "../media/animations-301.mp4"
@Application
@ProduceVideo("media/animations-301.mp4", 10.0)
@Code
application {
program {
class AnimatedCircle : Animatable() {
var x = 0.0
var y = 0.0
var radius = 100.0
var latch = 0.0
fun shrink() {
// -- first stop any running animations for the radius property
::radius.cancel()
::radius.animate(10.0, 200, Easing.CubicInOut)
}
fun grow() {
::radius.cancel()
::radius.animate(Double.uniform(60.0, 90.0), 200, Easing.CubicInOut)
}
fun jump() {
::x.cancel()
::y.cancel()
::x.animate(Double.uniform(0.0, width.toDouble()), 400, Easing.CubicInOut)
::y.animate(Double.uniform(0.0, height.toDouble()), 400, Easing.CubicInOut)
}
fun update() {
updateAnimation()
if (!::latch.hasAnimations) {
val duration = Double.uniform(100.0, 700.0).toLong()
::latch.animate(1.0, duration).completed.listen {
val action = listOf(::shrink, ::grow, ::jump).random()
action()
}
}
}
}
val animatedCircles = List(5) { AnimatedCircle() }
extend {
drawer.fill = ColorRGBa.PINK
drawer.stroke = null
for (ac in animatedCircles) {
ac.update()
drawer.circle(ac.x, ac.y, ac.radius)
}
}
}
}
@Text """
## Looping animations
While `Animatable` doesn't provide explicit support for looping animations.
They can be achieved through the following pattern:
"""
@Media.Video "../media/animations-401.mp4"
@Application
@ProduceVideo("media/animations-401.mp4", 10.0)
@Code
application {
val animation = object : Animatable() {
var x: Double = 0.0
}
program {
extend {
animation.updateAnimation()
if (!animation.hasAnimations()) {
animation.apply {
::x.animate(width.toDouble(), 1000, Easing.CubicInOut)
::x.complete()
::x.animate(0.0, 1000, Easing.CubicInOut)
::x.complete()
}
}
drawer.fill = ColorRGBa.PINK
drawer.stroke = null
drawer.circle(animation.x, height / 2.0, 100.0)
}
}
}
@Text """
## Animatable properties
Thus far we have only worked with `Double` properties in our animations.
However, animation is not limited to Doubles.
Any property that is a
[`LinearType`](https://github.com/openrndr/openrndr/blob/v0.4.0-rc.7/openrndr-math/src/commonMain/kotlin/org/openrndr/math/LinearType.kt)
can be animated through Animatable.
"""
@Code
application {
program {
val animation = object : Animatable() {
var color = ColorRGBa.WHITE
var position = Vector2.ZERO
}
animation.apply {
::color.animate(ColorRGBa.PINK, 5000)
::position.animate(Vector2(width.toDouble(), height.toDouble()), 5000)
}
}
}
}