Reputation: 126
I am trying to animate SVG's in a web browser using JavaScript. My current methodology is using innerHTML:
var e = new entity();
function draw() {
element = document.getElementById("canvas");
e.radius += .1;
e.pos[0] += .1; e.pos[1] += .1;
var insides = "";
insides += '<svg height="80%" viewBox="0 0 100 100">' + e.show() + '</svg>';
element.innerHTML = insides;
}
function entity() {
this.pos = [0, 0];
this.radius = 1;
this.show = function() {
return '<circle cx="' + String(this.pos[0]) + '" cy="' + String(this.pos[1]) + '" r="' + String(this.radius) + '" />';
}
}
window.setInterval(draw, 60);
<div id="canvas" style="text-align:center;"></div>
I want to make sure I am not wasting too many resources, so are there any ways that are less resource-intensive in the HTML document/JavaScript to do controlled interactive animations with SVG's such as this?
Upvotes: 1
Views: 268
Reputation: 101820
Recreating the whole SVG every time is extremely inefficient. Just update the geometry attributes.
var e = new entity();
function draw() {
element = document.getElementById("canvas");
e.radius += .1;
e.pos[0] += .1; e.pos[1] += .1;
e.show();
}
function entity() {
this.element = document.getElementById("mycircle");
this.pos = [0, 0];
this.radius = 1;
this.show = function() {
this.element.cx.baseVal.value = this.pos[0];
this.element.cy.baseVal.value = this.pos[1];
this.element.r.baseVal.value = this.radius;
}
}
window.setInterval(draw, 60);
<div id="canvas" style="text-align:center;">
<svg height="80%" viewBox="0 0 100 100">
<circle id="mycircle" cx="0" cy="0" r="0" />
</svg>
</div>
Upvotes: 2