More documentation, parameters, update blender example.

Former-commit-id: ce16e476bf8f417dafd091f12559f83da25ebbff
This commit is contained in:
David Himmelstrup 2019-12-09 17:22:14 +08:00
commit 073b28bbf8
12 changed files with 241 additions and 107 deletions

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@ -2,13 +2,13 @@
Reanimate is a library for programmatically generating animations with a twist
towards mathematics / vector drawings. A lot of inspiration was drawn from
3b1b's manim library.
[3b1b's](https://www.youtube.com/channel/UCYO_jab_esuFRV4b17AJtAw) [manim](https://github.com/3b1b/manim) library.
Reanimate aims at being a batteries-included way of gluing together different technologies: SVG as a universal image format, LaTeX for typesetting, ffmpeg for video encoding, inkscape/imagemagick for rasterization, potrace for vectorization, blender/povray for 3D graphics, and Haskell for scripting.
## Scalable Vector Graphics
Movies consists of a sequence of frames and, in reanimate, these frames are SVG images. SVGs can easily reference raster images, includes a set of drawing primitives, and offers image advanced manipulation through filter effects.
Movies consists of a sequence of frames and, in reanimate, these frames are [SVG](https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Introduction) images. SVGs can easily reference raster images, includes a set of drawing primitives, and offers image advanced manipulation through filter effects.
Since SVGs are plain-text documents, tools can be written to analyse and modify images. For example, reanimate includes code for applying 2D physics to shapes in SVG images.
SVG features, as demonstrated in the below animation:
@ -82,7 +82,7 @@ The following examples shows how something as seemingly complicated as fourier s
<source src="https://github.com/Lemmih/reanimate/raw/master/docs/rendered/tut_glue_fourier.mp4">
</video>
Scripting in Haskell also gives access to the extensive body of code libraries. There are Haskell libraries for syntax highlighting, font manipulation, and much, much more. In the spirit of being a batteries-included framework, Reanimate ships with a built-in 2D physics library, called Chipmunk2D. The example below demonstrates how SVG shapes can be used nearly effortlessly in a physics simulation.
Scripting in Haskell also gives access to the extensive body of code libraries. There are Haskell libraries for syntax highlighting, font manipulation, and much, much more. In the spirit of being a batteries-included framework, Reanimate ships with a built-in 2D physics library, called [Chipmunk2D](https://chipmunk-physics.net/). The example below demonstrates how SVG shapes can be used nearly effortlessly in a physics simulation.
<details>
<summary>Toggle source code.</summary>
@ -100,7 +100,7 @@ Scripting in Haskell also gives access to the extensive body of code libraries.
## Pillar II: LaTeX
LaTeX is a widely used system for typesetting equations and documents. It is most commonly used by writing TeX documents which are then converted to pdfs. However, since the output of LaTeX is natively vector graphics, it is trivial to get SVG documents instead of pdfs. Armed with this knowledge, Reanimate offers a simple yet powerful function: `latex :: Text -> SVG`
[LaTeX](https://www.latex-project.org/) is a widely used system for typesetting equations and documents. It is most commonly used by writing TeX documents which are then converted to pdfs. However, since the output of LaTeX is natively vector graphics, it is trivial to get SVG documents instead of pdfs. Armed with this knowledge, Reanimate offers a simple yet powerful function: `latex :: Text -> SVG`
The `latex` function takes a snippet of TeX code, passes it through the LaTeX system, and converts the result to an SVG image. Furthermore, since the result is entirely determined by the TeX code, caching is used to hide the overhead of invoking LaTeX.
@ -120,7 +120,7 @@ The resulting SVGs can be manipulated just like any other. The below examples il
## Pillar III: povray
Although incredibly expressive, SVGs are strictly limited to 2D graphics. This limitation can be overcome with a 3D renderer such as povray: povray is a nearly 30 year-old raytracer with a relatively small but solid set of features. Reanimate offers convenient functions for importing povray scenes as well as exporting animations to be used as textures. In the video below, the LaTeX animation is projected upon a plane which is then rotated and translated in 3D space. A key thing to note is that both the 2D and 3D elements are managed entirely through code.
Although incredibly expressive, SVGs are strictly limited to 2D graphics. This limitation can be overcome with a 3D renderer such as [povray](https://www.povray.org/): povray is a nearly 30 year-old raytracer with a relatively small but solid set of features. Reanimate offers convenient functions for importing povray scenes as well as exporting animations to be used as textures. In the video below, the LaTeX animation is projected upon a plane which is then rotated and translated in 3D space. A key thing to note is that both the 2D and 3D elements are managed entirely through code.
<details>
<summary>Toggle source code.</summary>
@ -135,7 +135,7 @@ Although incredibly expressive, SVGs are strictly limited to 2D graphics. This l
</video>
The video above uses a perspective camera, ie. objects further away appears to be smaller. This gives the appearance of three dimensions but it also makes it difficult to interlace SVG objects and 3D objects with pixel-perfect precision. For example, aligning a cube and a square requires the exact position of the pinhole camera. All of this can be dramatically simplified with an orthographic projection where 'x' an 'y' coordinates in 3D space always map to the same 'x' and 'y' coordinates on the screen. Shapes lose their perspective but in many cases, especially when illustrating mathematical concepts, drawing "idealized" shapes is perfectly fine. The video below shows an orthographic projection of a sphere. The sphere (3D shape) could be completely eclipsed by a circle (2D shape) of the same radius with pixel-perfection.
The video above uses a perspective camera, ie. objects further away appears to be smaller. This gives the appearance of three dimensions but it also makes it difficult to interlace SVG objects and 3D objects with pixel-perfect precision. For example, aligning a cube and a square requires the exact position of the pinhole camera. All of this can be dramatically simplified with an [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection) where 'x' an 'y' coordinates in 3D space always map to the same 'x' and 'y' coordinates on the screen. Shapes lose their perspective but in many cases, especially when illustrating mathematical concepts, drawing "idealized" shapes is perfectly fine. The video below shows an orthographic projection of a sphere. The sphere (3D shape) could be completely eclipsed by a circle (2D shape) of the same radius with pixel-perfect accuracy.
<details>
<summary>Toggle source code.</summary>
@ -152,12 +152,26 @@ The video above uses a perspective camera, ie. objects further away appears to b
## Pillar IV: Blender
TODO: Crumble SVG animation.
[Blender](https://www.blender.org/) is a vastly more modern and capable 3D modeller than povray but has a slightly steeper learning curve. Most people interact with Blender through a graphical user interface but all of blender's features can also be used directly from Python. The [Python API](https://docs.blender.org/api/current/index.html) is sizable and, at first glance, it might seem that there are almost no tutorials for blender scripting. However, Blender can tell you the Python command for every action in the GUI, making it easy to translate graphical tutorials to scritping tutorials.
TODO: Morph SVG animation into sphere.
The example below uses built-in modifiers to bend a plane into a sphere and is rendered using the EEVEE engine.
<details>
<summary>Toggle source code.</summary>
<pre><code class="haskell">
{!examples/tut_glue_blender.hs!}
</code></pre>
</details>
<br/>
<video width="640" height="360" autoplay loop>
<source src="../rendered/tut_glue_blender.mp4">
<source src="https://github.com/Lemmih/reanimate/raw/master/docs/rendered/tut_glue_blender.mp4">
</video>
## Pillar V: potrace
[Potrace](https://en.wikipedia.org/wiki/Potrace) takes pixel data (from an image file, or perhaps generated by povray or Blender) and automatically convert it to vector graphics. Once an image has been vectorized, it can be manipulated with the standard SVG tools. In the example below, a sphere is rendered with povray, vectorized, and then line-drawn.
<details>
<summary>Toggle source code.</summary>
<pre><code class="haskell">

11
examples/parameters.hs Executable file
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@ -0,0 +1,11 @@
#!/usr/bin/env stack
-- stack runghc --package reanimate
module Main (main) where
import Reanimate
import qualified Data.Text as T
main :: IO ()
main = reanimate $ animate $ const $
mkText $ T.pack $ "Test parameters: " ++ show (pFPS, pWidth, pHeight)

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@ -5,16 +5,21 @@
{-# LANGUAGE BangPatterns #-}
module Main (main) where
import Codec.Picture
import Data.String.Here
import qualified Data.Text as T
import Reanimate
import Reanimate.Blender
import Reanimate.Raster
import Reanimate.Scene
import Reanimate.Animation
import Reanimate.Effect
import Graphics.SvgTree
import System.IO.Unsafe
import qualified Data.Text.IO as T
import System.Random
import System.Random.Shuffle
import Control.Lens ((^.))
import Control.Monad
import Data.Monoid
import Codec.Picture.Types
main :: IO ()
main = seq texture $ reanimate $ parA bg $ sceneAnimation $ do
@ -27,8 +32,8 @@ main = seq texture $ reanimate $ parA bg $ sceneAnimation $ do
getTrans <- freezeVar trans
getRotX <- freezeVar rotX
getRotY <- freezeVar rotY
return $ \real_t dur t ->
blender (script (getBend real_t) (getTrans real_t) (getRotX real_t) (getRotY real_t))
return $ \real_t dur t -> seq (texture (t/dur)) $
blender (script (texture (t/dur)) (getBend real_t) (getTrans real_t) (getRotX real_t) (getRotY real_t))
tweenVar trans 5 (\t v -> fromToS v (-2) $ curveS 2 (t/5))
tweenVar bend 5 (\t v -> fromToS v 1 $ curveS 2 (t/5))
tweenVar rotY 15 (\t v -> fromToS v (pi*2*2) $ curveS 2 (t/15))
@ -37,7 +42,7 @@ main = seq texture $ reanimate $ parA bg $ sceneAnimation $ do
wait 5
tweenVar rotX 5 (\t v -> fromToS v (pi/5) $ curveS 2 (t/5))
wait (15-5)
tweenVar bend 5 (\t v -> fromToS 1 0 $ curveS 2 (t/5))
tweenVar bend 5 (\t v -> fromToS v 0 $ curveS 2 (t/5))
tweenVar rotX 5 (\t v -> fromToS v 0 $ curveS 2 (t/5))
tweenVar trans 5 (\t v -> fromToS v 0 $ curveS 2 (t/5))
wait 4
@ -46,15 +51,14 @@ main = seq texture $ reanimate $ parA bg $ sceneAnimation $ do
where
bg = animate $ const $ mkBackground "grey"
texture :: FilePath
texture = svgAsPngFile (mkGroup
[ checker 10 10
, withFillColor "red" $
scale 2 $ center $
latexAlign "\\sum_{k=1}^\\infty {1 \\over k^2} = {\\pi^2 \\over 6}"])
texture :: Double -> FilePath
texture t = svgAsPngFile $ mkGroup
[ checker 20 20
, frameAt (t*duration latexExample) latexExample
]
script :: Double -> Double -> Double -> Double -> T.Text
script bend transZ rotX rotY = [iTrim|
script :: FilePath -> Double -> Double -> Double -> Double -> T.Text
script img bend transZ rotX rotY = [iTrim|
import os
import math
@ -91,7 +95,7 @@ texture = mat.node_tree.nodes['Principled BSDF']
texture.inputs['Roughness'].default_value = 1
mat.node_tree.links.new(image_node.outputs['Color'], texture.inputs['Base Color'])
image_node.image = bpy.data.images.load('${T.pack texture}')
image_node.image = bpy.data.images.load('${T.pack img}')
modifier = plane.modifiers.new(name='Subsurf', type='SUBSURF')
@ -115,9 +119,9 @@ bendAround.deform_axis = 'Z'
bendAround.factor = -math.pi*2*x
bpy.context.view_layer.objects.active = plane
print(bpy.ops.object.modifier_apply(modifier='Subsurf'))
print(bpy.ops.object.modifier_apply(modifier='Bend up'))
print(bpy.ops.object.modifier_apply(modifier='Bend around'))
#print(bpy.ops.object.modifier_apply(modifier='Subsurf'))
#print(bpy.ops.object.modifier_apply(modifier='Bend up'))
#print(bpy.ops.object.modifier_apply(modifier='Bend around'))
bpy.ops.object.select_all(action='DESELECT')
plane.select_set(True);
@ -128,21 +132,22 @@ bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
plane.rotation_euler = (0, ${rotY}, 0)
scn = bpy.context.scene
# scn.render.engine = 'CYCLES'
scn.render.engine = 'CYCLES'
scn.render.resolution_percentage = 10
scn.render.film_transparent = True
bpy.ops.render.render( write_still=True )
|]
checker :: Int -> Int -> SVG
checker w h =
withFillColor "white" $
withStrokeColor "white" $
withStrokeWidth 0.1 $
withStrokeColor "lightblue" $
withStrokeWidth (defaultStrokeWidth/2) $
mkGroup
[ withStrokeWidth 0 $
withFillOpacity 0.8 $ mkBackground "blue"
withFillOpacity 0.8 $ mkBackground "white"
, mkGroup
[ translate (stepX*x-offsetX + stepX/2) 0 $
mkLine (0, -screenHeight/2*0.9) (0, screenHeight/2*0.9)
@ -160,3 +165,83 @@ checker w h =
stepY = screenHeight/fromIntegral h
offsetX = screenWidth/2
offsetY = screenHeight/2
-----------------------------------
-- COPIED FROM tut_glue_latex.hs --
latexExample :: Animation
latexExample = sceneAnimation $ do
-- Draw equation
play $ drawAnimation strokedSvg
sprites <- forM glyphs $ \(fn, _, elt) ->
newSpriteA $ animate $ const $ fn elt
-- Yoink each glyph
forM_ (reverse sprites) $ \sprite -> do
spriteE sprite (overBeginning 1 $ aroundCenterE $ highlightE)
wait 0.5
-- Flash glyphs randomly with color
forM_ (shuffleList (sprites++sprites)) $ \sprite -> do
spriteE sprite (overBeginning 0.5 $ aroundCenterE $ flashE)
wait 0.1
wait 0.5
mapM_ destroySprite sprites
-- Undraw equations
play $ drawAnimation' (Just 0xdeadbeef) 1 0.1 strokedSvg
# reverseA
where
glyphs = svgGlyphs svg
strokedSvg =
withStrokeWidth (defaultStrokeWidth*0.5) $
withStrokeColor "black" svg
svg = lowerTransformations $ simplify $ scale 2 $ center $
latexAlign "\\sum_{k=1}^\\infty {1 \\over k^2} = {\\pi^2 \\over 6}"
shuffleList lst = shuffle' lst (length lst) (mkStdGen 0xdeadbeef)
highlightE :: Effect
highlightE d t =
scale (1 + bellS 2 (t/d)*0.5) . rotate (wiggleS (t/d) * 20)
flashE :: Effect
flashE d t =
withStrokeColor "black" .
withStrokeWidth (defaultStrokeWidth*0.5*bellS 2 (t/d)) .
withFillColorPixel (promotePixel $ turbo (t/d))
-- s-curve, sin, s-curve
wiggleS :: Signal
wiggleS t
| t < 0.25 = curveS 2 (t*4)
| t < 0.75 = sin ((t-0.25)*2*pi+pi/2)
| otherwise = curveS 2 ((t-0.75)*4)-1
--
drawAnimation :: SVG -> Animation
drawAnimation = drawAnimation' Nothing 0.5 0.3
drawAnimation' :: Maybe Int -> Double -> Double -> SVG -> Animation
drawAnimation' mbSeed fillDur step svg = sceneAnimation $ do
forM_ (zip [0..] $ shuf $ svgGlyphs svg) $ \(n, (fn, attr, tree)) -> do
let sWidth =
case toUserUnit defaultDPI <$> getLast (attr ^. strokeWidth) of
Just (Num d) -> d
_ -> defaultStrokeWidth
fork $ do
wait (n*step)
play $ mapA fn $ (animate (\t -> withFillOpacity 0 $ partialSvg t tree)
# applyE (overEnding fillDur $ fadeLineOutE sWidth))
fork $ do
wait (n*step+(1-fillDur))
newSprite $ do
return $ \_real_t _d t ->
withStrokeWidth 0 $ fn $ withFillOpacity (min 1 $ t/fillDur) tree
where
shuf lst =
case mbSeed of
Nothing -> lst
Just seed -> shuffle' lst (length lst) (mkStdGen seed)

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@ -67,6 +67,7 @@ library
Reanimate.Effect
Reanimate.Builtin.TernaryPlot
Reanimate.Constants
Reanimate.Parameters
Reanimate.Chiphunk
Reanimate.PolyShape
Reanimate.Builtin.Documentation

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@ -104,7 +104,11 @@ module Reanimate
screenWidth,
screenHeight,
defaultDPI,
defaultStrokeWidth
defaultStrokeWidth,
-- * Parameters
pFPS,
pHeight,
pWidth
) where
import Reanimate.Animation
@ -120,3 +124,4 @@ import Reanimate.Svg.BoundingBox
import Reanimate.Svg.Constructors
import Reanimate.Svg.LineCommand
import Reanimate.Scene
import Reanimate.Parameters

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@ -13,12 +13,14 @@ import Graphics.SvgTree (Tree (..))
import Reanimate.Cache
import Reanimate.Misc
import Reanimate.Raster
import Reanimate.Parameters
import Reanimate.Animation
import Reanimate.Svg.Constructors
import System.FilePath (replaceExtension, (<.>))
import System.IO.Unsafe (unsafePerformIO)
import Data.Hashable
blender :: Text -> Tree
blender :: Text -> SVG
blender script =
(unsafePerformIO $ mkBlenderImage script)
@ -27,6 +29,7 @@ blender' script =
(unsafePerformIO $ mkBlenderImage' script)
mkBlenderImage :: Text -> IO Tree
mkBlenderImage script | pNoExternals = pure $ mkText script
mkBlenderImage script = do
png <- B.readFile =<< mkBlenderImage' script
case decodePng png of
@ -34,6 +37,7 @@ mkBlenderImage script = do
Right img -> return $ center $ scaleToSize 16 9 $ embedDynamicImage img
mkBlenderImage' :: Text -> IO FilePath
mkBlenderImage' _ | pNoExternals = pure "/blender/has/been/disabled"
mkBlenderImage' script = cacheFile template $ \target -> do
exec <- requireExecutable "blender"
let py_file = replaceExtension target "py"

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@ -8,6 +8,7 @@ import Reanimate.Driver.Check
import Reanimate.Driver.CLI
import Reanimate.Driver.Compile
import Reanimate.Driver.Server
import Reanimate.Parameters
import Reanimate.Render (FPS, Format (..), Height, Width,
render, renderSnippets, renderSvgs)
import System.Directory
@ -94,6 +95,7 @@ reanimate animation = do
case optsCommand of
Raw -> renderSvgs animation
Test -> do
setNoExternals True
-- hSetBinaryMode stdout True
renderSnippets animation
Check -> checkEnvironment
@ -137,6 +139,9 @@ reanimate animation = do
,"--target", target
,"+RTS", "-N", "-RTS"]
else do
setFPS fps
setWidth width
setHeight height
printf "Animation options:\n\
\ fps: %d\n\
\ width: %d\n\

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@ -12,6 +12,7 @@ import Graphics.SvgTree (Tree (..), defaultSvg, parseSvgFile)
import Reanimate.Cache
import Reanimate.Misc
import Reanimate.Svg
import Reanimate.Parameters
import System.FilePath (replaceExtension, takeFileName, (</>))
import System.IO.Unsafe (unsafePerformIO)
@ -24,6 +25,7 @@ import System.IO.Unsafe (unsafePerformIO)
--
-- <<docs/gifs/doc_latex.gif>>
latex :: T.Text -> Tree
latex tex | pNoExternals = mkText tex
latex tex = (unsafePerformIO . (cacheMem . cacheDiskSvg) (latexToSVG "dvi" exec args)) script
where
exec = "latex"
@ -39,6 +41,7 @@ latex tex = (unsafePerformIO . (cacheMem . cacheDiskSvg) (latexToSVG "dvi" exec
--
-- <<docs/gifs/doc_xelatex.gif>>
xelatex :: Text -> Tree
xelatex tex | pNoExternals = mkText tex
xelatex tex = (unsafePerformIO . (cacheMem . cacheDiskSvg) (latexToSVG "xdv" exec args)) script
where
exec = "xelatex"

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@ -0,0 +1,60 @@
module Reanimate.Parameters
( pFPS
, pWidth
, pHeight
, pNoExternals
, setFPS
, setWidth
, setHeight
, setNoExternals
) where
import System.IO.Unsafe
import Data.IORef
import Reanimate.Render
{-# NOINLINE pFPSRef #-}
pFPSRef :: IORef FPS
pFPSRef = unsafePerformIO (newIORef 0)
{-# NOINLINE pFPS #-}
pFPS :: FPS
pFPS = unsafePerformIO (readIORef pFPSRef)
setFPS :: FPS -> IO ()
setFPS = writeIORef pFPSRef
{-# NOINLINE pWidthRef #-}
pWidthRef :: IORef FPS
pWidthRef = unsafePerformIO (newIORef 0)
{-# NOINLINE pWidth #-}
pWidth :: Width
pWidth = unsafePerformIO (readIORef pWidthRef)
setWidth :: Width -> IO ()
setWidth = writeIORef pWidthRef
{-# NOINLINE pHeightRef #-}
pHeightRef :: IORef FPS
pHeightRef = unsafePerformIO (newIORef 0)
{-# NOINLINE pHeight #-}
pHeight :: Height
pHeight = unsafePerformIO (readIORef pHeightRef)
setHeight :: Height -> IO ()
setHeight = writeIORef pHeightRef
{-# NOINLINE pNoExternalsRef #-}
pNoExternalsRef :: IORef Bool
pNoExternalsRef = unsafePerformIO (newIORef False)
{-# NOINLINE pNoExternals #-}
pNoExternals :: Bool
pNoExternals = unsafePerformIO (readIORef pNoExternalsRef)
setNoExternals :: Bool -> IO ()
setNoExternals = writeIORef pNoExternalsRef

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@ -19,6 +19,7 @@ import Graphics.SvgTree (Tree (..))
import Reanimate.Cache
import Reanimate.Misc
import Reanimate.Raster
import Reanimate.Parameters
import Reanimate.Svg.Constructors
import System.FilePath (replaceExtension, (<.>))
import System.IO.Unsafe (unsafePerformIO)
@ -57,6 +58,7 @@ povrayExtreme' :: [String] -> Text -> FilePath
povrayExtreme' args = povrayRaw' (["+H2160","+W3840", "+A"] ++ args)
mkPovrayImage :: [String] -> Text -> IO Tree
mkPovrayImage _ script | pNoExternals = pure $ mkText script
mkPovrayImage args script = do
out <- mkPovrayImage' args script
-- return $ center $ scaleToSize 16 9 $ embedImageFile out
@ -66,6 +68,7 @@ mkPovrayImage args script = do
Right img -> return $ center $ scaleToSize 16 9 $ embedDynamicImage img
mkPovrayImage' :: [String] -> Text -> IO FilePath
mkPovrayImage' _ _ | pNoExternals = pure "/povray/has/been/disabled"
mkPovrayImage' args script = cacheFile template $ \target -> do
exec <- requireExecutable "povray"
let pov_file = replaceExtension target "pov"
@ -74,3 +77,4 @@ mkPovrayImage' args script = cacheFile template $ \target -> do
where
template = show (hash key) <.> "png"
key = T.concat (script:map T.pack args)

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@ -154,74 +154,16 @@ withObject obj@(Object ref) scene = do
liftST $ writeSTRef ref (Just tl)
return a
data Param s a = Param (STRef s (Time, Time, Time -> a))
newParam :: a -> Scene s (Param s a)
newParam initVal = do
now <- queryNow
Param <$> liftST (newSTRef (now, -1, const initVal))
destroyParam :: Param s a -> Scene s ()
destroyParam (Param ref) = do
now <- queryNow
liftST $ do
(startT, _endT, fn) <- readSTRef ref
writeSTRef ref (startT, now, fn)
readParam :: Param s a -> Scene s a
readParam (Param ref) = do
now <- queryNow
(_, _, fn) <- liftST $ readSTRef ref
return $ fn now
paramAt :: Param s a -> Time -> ST s a
paramAt = undefined
paramFn :: Param s a -> ST s (Time -> a)
paramFn (Param ref) = do
(_, _, fn) <- readSTRef ref
return fn
withParamAt :: Param s a -> Time -> (a -> ST s SVG) -> ST s SVG
withParamAt = undefined
fromParams :: Gen s -> Scene s ()
fromParams gen = M $ \_ -> return ((), 0, 0, emptyTimeline, [gen])
setParam :: Param s a -> a -> Scene s ()
setParam = undefined
-- setParamZIndex :: Param s a -> ZIndex -> Scene s ()
-- setParamZIndex = undefined
--
-- adjustParamZIndex :: Param s a -> Duration -> (Time -> ZIndex -> ZIndex) -> Scene s ()
-- adjustParamZIndex = undefined
--
-- adjustParamZIndex_ :: Param s a -> (Time -> ZIndex -> ZIndex) -> Scene s ()
-- adjustParamZIndex_ = undefined
tweenParam :: Param s a -> Duration -> (Double -> a -> a) -> Scene s ()
tweenParam (Param ref) dur fn = do
now <- queryNow
liftST $ do
(startT,endT,prevFn) <- readSTRef ref
let worker t
| t > now = fn (min 1 ((t-now)/dur)) (prevFn t)
| otherwise = prevFn t
writeSTRef ref (startT, endT, worker)
wait dur
tweenParam_ :: Param s a -> (Time -> a -> a) -> Scene s ()
tweenParam_ = undefined
simpleParam :: (a -> SVG) -> a -> Scene s (Param s a)
simpleParam :: (a -> SVG) -> a -> Scene s (Var s a)
simpleParam render def = do
p <- newParam def
fromParams $ do
fn <- paramFn p
return $ \_d t -> (render $ fn t, 0)
return p
v <- newVar def
_ <- newSprite $ do
getV <- freezeVar v
return $ \real_t _d _t -> render (getV real_t)
return v
data Var s a = Var (STRef s (Time -> a))

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@ -267,7 +267,7 @@ simpleSort_ lst = do
worker dir rest
worker dir ((i, (nth,t)):rest) = do
z <- round <$> queryNow
fork $ tweenParam (params!!i) 1 $ \t (x,y,elt) ->
fork $ tweenVar (params!!i) 1 $ \t (x,y,elt) ->
let s = curveS 2 t in
(fromToS x (fromIntegral nth) s, y+sin (pi*s )*dir, elt)
wait 0.5
@ -289,9 +289,9 @@ quicksort_ lst = do
let partition pivot lo hi = do
loValP <- liftST (V.read params lo)
loVal <- readParam loValP
loVal <- readVar loValP
hiValP <- liftST (V.read params hi)
hiVal <- readParam hiValP
hiVal <- readVar hiValP
if getKey loVal < getKey pivot
then partition pivot (lo+1) hi
else if getKey hiVal > getKey pivot
@ -301,10 +301,10 @@ quicksort_ lst = do
else do
liftST $ V.write params lo hiValP
liftST $ V.write params hi loValP
fork $ tweenParam hiValP 1 $ \t (x,y,elt) ->
fork $ tweenVar hiValP 1 $ \t (x,y,elt) ->
let s = curveS 2 t in
(fromToS x (getPos loVal) s, y+sin (pi*s), elt)
fork $ tweenParam loValP 1 $ \t (x,y,elt) ->
fork $ tweenVar loValP 1 $ \t (x,y,elt) ->
let s = curveS 2 t in
(fromToS x (getPos hiVal) s, y-sin (pi*s), elt)
wait 1
@ -312,12 +312,12 @@ quicksort_ lst = do
let worker lo hi | lo >= hi = return ()
worker lo hi = do
pivotP <- getPivot params lo hi
pivot <- readParam pivotP
tweenParam pivotP 1 $ \t (x,y,elt) ->
pivot <- readVar pivotP
tweenVar pivotP 1 $ \t (x,y,elt) ->
let s = curveS 2 t in
(x, y-s/2, elt)
p <- partition pivot lo hi
tweenParam pivotP 1 $ \t (x,y,elt) ->
tweenVar pivotP 1 $ \t (x,y,elt) ->
let s = curveS 2 t in
(x, y+s/2, elt)
fork $ worker lo p
@ -328,7 +328,7 @@ quicksort_ lst = do
let middle = lo + (hi-lo) `div` 2
indices = filter (< hi) $ filter (>= lo) [middle-1,middle,middle+1]
selected <- forM indices $ \idx -> liftST (V.read params idx)
keys <- mapM readParam selected
keys <- mapM readVar selected
return $ head $ drop (length indices `div` 2) $ map snd $ sortBy (comparing fst) $ zip (map getKey keys) selected
getPos (x, _, _) = x
getKey (_x, _y, (i, _)) = i