Reputation: 1416
How can I animate a vector path being drawn with Raphael JS?
I have a set of coordinates that I would like to connect using Raphael JS.
On a grid, the coordinates are (x,y sets). I would like to start from one end and "connect the dots" as the user watches. The end product would look something like this:
Picture 9.png http://img213.imageshack.us/img213/8013/picture9my.png
Ideally, I would like to be able to make the paths curved so they would look more like this (coordinates added for reference):
Picture 10.png http://img534.imageshack.us/img534/1789/picture10fc.png
The coordinates are:
26,-6
14,-12
5,-20
11,-28
14,-37
5,-40
I've been searching Google and I have read through this question How to draw a vector path progressively? (Raphael.js) but I am trying to use Raphael.js specifically and the example on that page for Raphael.js does not seem to work nor does it talk about using multiple coordinate points for inputs.
Upvotes: 6
Views: 7319
Reputation: 4433
Progressive Paths
Drawing a path progressively is easy to do. I dislike the second-most-accepted answer on this question because it recreates a path at every step, clearing the paper in between. Here's the utility function I've used time and time again:
function drawpath( canvas, pathstr, duration, attr, callback )
{
var guide_path = canvas.path( pathstr ).attr( { stroke: "none", fill: "none" } );
var path = canvas.path( guide_path.getSubpath( 0, 1 ) ).attr( attr );
var total_length = guide_path.getTotalLength( guide_path );
var last_point = guide_path.getPointAtLength( 0 );
var start_time = new Date().getTime();
var interval_length = 50;
var result = path;
var interval_id = setInterval( function()
{
var elapsed_time = new Date().getTime() - start_time;
var this_length = elapsed_time / duration * total_length;
var subpathstr = guide_path.getSubpath( 0, this_length );
attr.path = subpathstr;
path.animate( attr, interval_length );
if ( elapsed_time >= duration )
{
clearInterval( interval_id );
if ( callback != undefined ) callback();
guide_path.remove();
}
}, interval_length );
return result;
}
You can see it in action on my site.
This alone would make animating the progressive path construction of your points in a linear fashion absolutely simple. You'd simply compile your path...
var sequence_path = ["M26,-6", "L14,-12", "L5,-20", "L11,-28", "L14,-37", "L5,-40"];
And then pass it to whatever path animation function you've set up. In my case,
drawpath( paper,
sequence_path,
3500,
{ stroke: 'black', 'stroke-width': 2, 'stroke-opacity': 1, fill: 'none', 'fill-opacity': 0 },
function()
{
alert("All done"); // trigger whatever you want here
} );
Curve Interpolation
Raphael 2.0's Catmull Rom feature makes curving gracefully between your points extremely straightforward (thanks to Erik Dahlström for pointing this out). All you need to do is construct a path using the 'R' command to move between points, and Raphael will do the rest.
function generateInterpolatedPath( points )
{
var path_sequence = [];
path_sequence.push( "M", points[0].x, points[0].y );
path_sequence.push( "R" );
for ( var i = 1; i < points.length; i++ )
{
path_sequence.push( points[i].x, points[i].y );
}
return path_sequence;
}
You can see all the pieces working together here.
Upvotes: 19
Reputation: 60966
You could also use Catmull Rom (see http://raphaeljs.com/reference.html#Paper.path) to get the smooth curve through the given points.
Live demo here (click to assign points, then shift-click to transition to Catmull Rom curve).
Upvotes: 3