This class is useful for creating manual animations. If you wish to animate particular properties on a GraphObject every time their value changes, you may want to use AnimationTriggers instead, which automatically create and start Animations.
The AnimationManager.defaultAnimation is an instance of this class, and carries out the default animations in GoJS: Model load, layout, expand and collapse, and so on. See the Introduction Page on Animations for more detail on the different kinds of animations.
Manual animations are set up by creating an instance of this class, and calling add at least once, then calling start. The method add specifies which objects and which animation effects/properties to animate, plus start and end values for the property. As objects are added to an Animation, the Animation infers which Diagram and AnimationManager is relevant.
Animations can continue indefinitely if runCount is set to
Infinity. Animations can act upon temporary copies of an object that will get destroyed by calling addTemporaryPart. This is useful when crafting cosmetic animations of parts that are about to be deleted: Since the part will no longer exist, you can instead animate a temporary part disappearing.
A simple example usage is this:
var node = myDiagram.nodes.first(); var shape = part.findObject("SHAPE"); // assumes this Node contains a go.Shape with .name = "SHAPE" var animation = new go.Animation(); // Animate this Node from its current position to (400, 500) animation.add(node, "position", node.position, new go.Point(400, 500)); // Animate the fill of the Shape within the Node, from its current color to blue animation.add(shape, "fill", shape.fill, "blue"); // Both of these effects will animate simultaneously when start() is called: animation.start();
Unlike the AnimationManager.defaultAnimation, Animations can be started any time, and do not stop automatically when a new transaction begins.
Gets or sets the duration for animations, in milliseconds.
The default value is
NaN, which means it inherits the default value from the AnimationManager.duration, which defaults to 600 milliseconds.
The value must be a number greater than or equal to 1, or
NaN. Setting this property does not raise any events.
Gets or sets the easing function this Animation will use to modify default properties.
Pre-defined animatable values are processed by passing scalars into this easing function.
The default value is Animation.EaseInOutQuad.
The value can be an arbitrary easing function, or one of the six provided: Animation.EaseLinear, Animation.EaseInOutQuad, Animation.EaseInQuad, Animation.EaseOutQuad, Animation.EaseInExpo, Animation.EaseOutExpo.
Gets or sets the function to execute when the user Animation finishes.
By default this property is null.
This read-only property is true when the Animation is currently running.
This value cannot be set, but Animation can be stopped by calling stop.
Gets or sets whether this Animation should allow an unconstrained viewport during the runtime of the animation. This temporarily sets the Diagram.scrollMode to Diagram.InfiniteScroll, and restores the value at the end of the animation. This is done so that animating objects can move out of the viewport temporarily during the animation and not trigger scrollbars.
This may be useful to set for animations that have objects or the Diagram bounds animate from outside the viewport into the view. The default value is true.
Gets or sets whether this Animation will repeat its animation in reverse at the end of the duration. Default false.
A reversible Animation, if stopped early, will end at its original state.
Setting this to true doubles the effective duration of the Animation.
Gets or sets whether this Animation should be repeat, and how many times. The default is 1, which means the animation does not repeat.
This can be set to any non-zero positive integer, or
Infinity. Setting this to
Infinity will repeat an animation forever.
Add an object (GraphObject or Diagram) and effect name, with specified start and end values, to this Animation.
GraphObject or Diagram to animate.
Animation effect name, such as
"scale" to change GraphObject.scale. By default the supported properties are, for GraphObjects:
"stroke"(on Shapes, TextBlocks)
More properties can be supported by defining new effects with AnimationManager.defineAnimationEffect.
The starting value for the animated property. Often this is the current value of the property.
The ending value for the animated property. Even if the animation is just cosmetic, this must be a valid value for the property. For instance, for GraphObject.scale, you cannot animate to 0, as this is an invalid scale value. Instead you would animate to a very small (but still valid) value, such as 0.001.
Determines if the animation should revert the property value to the start value at the end of animation. Default false. This is commonly used when animating opacity or scale of "disappearing" nodes during collapse. Even though the node may appear to go to scale 0.001, the programmer usually wants the scale to be reflect its prior value, once hidden.
A part to add to the Diagram at the start of the animation and remove at the end. This is typically either a copied Part already in the Diagram, to animate its deletion, or a Part created programmatically to be used for some effect.
The Diagram to add the temporary part to, and remove it from, at the start and end of animation, respectively.
This can be used to store temporary information per animated object during the course of an animation. This state is cleared at the end of an animation.
Start this animation.
This adds the Animation to its AnimationManager's list of active animations. The AnimationManager is inferred from the list of objects to be animted, by inspecting their Diagram.
This does nothing if there are no objects to animate.
Stops a running Animation and updates the animating objects to their final state.
If an animation was about to begin, it is cancelled.