Reputation: 1628
I would like to transform an element on a SVG canvas by a transformation matrix (that is decided on the fly). I can do it with JQuery-SVG animate() but it doesn't result smooth at all. So I thought to use the native SVG animateTransform, and the question is:
thanks in advance :D
Upvotes: 5
Views: 8774
Reputation: 1628
Thanks for your answer! Since i wanted to use native SVG animations I found this solution (still not working perfectly). This is a sort of version of the unexisting animateTransform(attributeName="transform" type="matrix")
NOTE: i keep the svg transformation for each element in group.transform, and group.transform.matrix() returns just the transformation matrix of that element.
I first add these elements to the element i want to animate:
<animateTransform id="canvTranslate" begin="indefinite" attributeName="transform" type="translate" to="" dur="1s" additive="sum" fill="freeze"/>
<animateTransform id="canvRotate" begin="indefinite" attributeName="transform" type="rotate" to="" dur="1s" additive="sum" fill="freeze"/>
<animateTransform id="canvScale" begin="indefinite" attributeName="transform" type="scale" to="" dur="1s" additive="sum" fill="freeze"/>
Then i do:
var tMatrix = transformation.matrix(); //this is the transformation i want to obtain
var cMatrix = group.transform.matrix(); //this is the actual CTM of the element
//getting the animations
var animTrans = document.getElementById('canvTranslate');
var animRotaz = document.getElementById('canvRotate');
var animScale = document.getElementById('canvScale');
//setting duration (it's got somewhere before)
animTrans.setAttribute('dur', duration/1000+'s');
animRotaz.setAttribute('dur', duration/1000+'s');
animScale.setAttribute('dur', duration/1000+'s');
//calculating the 'from' attribute
var transX = cMatrix.e;
var transY = cMatrix.f;
var scaleX = Math.sqrt(Math.pow(cMatrix.a, 2)+Math.pow(cMatrix.b, 2));
var rotate = Math.atan(cMatrix.c/cMatrix.d);
animTrans.setAttribute('from', transX+','+transY);
animRotaz.setAttribute('from', -rotate*180/Math.PI);
animScale.setAttribute('from', scaleX);
//end 'from'
//calculating the 'to' attribute to set
var transX = tMatrix.e;
var transY = tMatrix.f;
var scaleX = Math.sqrt(Math.pow(tMatrix.a, 2)+Math.pow(tMatrix.b, 2));
var rotate = Math.atan(tMatrix.c/tMatrix.d);
animTrans.setAttribute('to', transX+','+transY);
animRotaz.setAttribute('to', -rotate*180/Math.PI);
animScale.setAttribute('to', scaleX);
//end 'to'
animTrans.beginElement();
animRotaz.beginElement();
animScale.beginElement();
group.transform = transformation;
and finally, to update the transform attribute of the element:
setTimeout(function(){ //i will change this somehow better :)
//this is a problematic step. with it animations work on Chrome, without it they work good on firefox and opera too
$(group).attr('transform', 'matrix('+tMatrix.a+','+tMatrix.b+','+tMatrix.c+','+tMatrix.d+','+tMatrix.e+','+tMatrix.f+')');
}, duration+100);
This final step is the problematic one. I can't understand why with it works fine in Chrome, while the animation ends up much more scaled in Firefox and Opera (where not calling setTimeout works just fine).
Upvotes: 4
Reputation: 12380
Animations can be done in many different ways.
Adding animate elements to graphic/shape elements is suitable for predefined animations. The "animate elements" presents really short sweet solutions, demo: http://jsfiddle.net/UjuR8
Interactive animations requires more manual solutions with quite some Javascript boilerplate code. You have to create a function render
which will be invoked 60 times per second by requestAnimationFrame
(see http://paulirish.com/2011/requestanimationframe-for-smart-animating/). In render
you can get the "current transformation matrix" (CTM) and apply changes based on that. This is a really small proof of concept: http://jsfiddle.net/PaSD8/.
In a big project I'd recommend wrapping the SVG elements and perhaps do the animations without string concatenation and instead working directly with the matrices and transforms. This is an example class I have lying around:
var SVG, Object2D;
SVG = document.querySelector( 'svg' );
// ...
Object2D = ( function () {
var proto;
function Object2D ( domElement ) {
this.domElement = domElement;
this.transform = SVG.createSVGTransform();
this.matrix = SVG.createSVGMatrix();
this.position = SVG.createSVGPoint();
this.rotation = 0;
this.scale = 1;
}
proto = Object2D.prototype;
proto.draw = function ( timestamp ) {
// update scale and position, apply rotation
var transform = this.transform,
matrix = this.matrix,
position = this.position,
rotation = this.rotation,
scale = this.scale;
matrix.a = scale;
matrix.d = scale;
matrix.e = position.x;
matrix.f = position.y;
transform.setMatrix( matrix.multiply( rotation ) );
this.domElement.transform.baseVal.initialize( transform ); // clear then put
};
return Object2D;
} )();
Upvotes: 1