requestanimationframe

How to use requestAnimationFrame inside a Class object

佐手、 提交于 2020-05-15 02:03:04
问题 I have a class that takes some coordinate and duration data. I want to use it to animate an svg . In more explicit terms, I want to use that data to change svg attributes over a time frame. I'm using a step function and requestAnimationFrame outside the class: function step(timestamp) { if (!start) start = timestamp var progress = timestamp - start; var currentX = parseInt(document.querySelector('#start').getAttribute('cx')); var moveX = distancePerFrame(circleMove.totalFrames(), circleMove

How to use requestAnimationFrame inside a Class object

你离开我真会死。 提交于 2020-05-15 02:00:11
问题 I have a class that takes some coordinate and duration data. I want to use it to animate an svg . In more explicit terms, I want to use that data to change svg attributes over a time frame. I'm using a step function and requestAnimationFrame outside the class: function step(timestamp) { if (!start) start = timestamp var progress = timestamp - start; var currentX = parseInt(document.querySelector('#start').getAttribute('cx')); var moveX = distancePerFrame(circleMove.totalFrames(), circleMove

Empty requestAnimationFrame loop leaking memory?

只愿长相守 提交于 2020-05-10 14:27:55
问题 I have a clean HTML file with requestAnimationFrame loop that does absolutely no processing. However, if I look at memory consumption on Chrome DevTools I see that used memory constantly increases and garbage collector runs every few seconds to collect around 1 megabyte of garbage data. So where does this memory leak comes from? That's how my memory usage looks like: And here's my code: <!DOCTYPE html> <html> <head lang="en"> <title></title> <script> function update() { window

Empty requestAnimationFrame loop leaking memory?

生来就可爱ヽ(ⅴ<●) 提交于 2020-05-10 14:25:44
问题 I have a clean HTML file with requestAnimationFrame loop that does absolutely no processing. However, if I look at memory consumption on Chrome DevTools I see that used memory constantly increases and garbage collector runs every few seconds to collect around 1 megabyte of garbage data. So where does this memory leak comes from? That's how my memory usage looks like: And here's my code: <!DOCTYPE html> <html> <head lang="en"> <title></title> <script> function update() { window

【webGl】threejs实现一个简单的动画-弹跳的小球

最后都变了- 提交于 2020-04-06 16:17:00
在这里,我们将动态画面简称为动画(animation)。正如动画片的原理一样,动画的本质是利用了人眼的视觉暂留特性,快速地变换画面,从而产生物体在运动的假象。而对于Three.js程序而言,动画的实现也是通过在每秒中多次重绘画面实现的。 为了衡量画面切换速度,引入了每秒帧数FPS(Frames Per Second)的概念,是指每秒画面重绘的次数。FPS越大,则动画效果越平滑,当FPS小于20时,一般就能明显感受到画面的卡滞现象。 那么FPS是不是越大越好呢?其实也未必。当FPS足够大(比如达到60),再增加帧数人眼也不会感受到明显的变化,反而相应地就要消耗更多资源(比如电影的胶片就需要更长了,或是电脑刷新画面需要消耗计算资源等等)。因此,选择一个适中的FPS即可。 NTSC标准的电视FPS是30,PAL标准的电视FPS是25,电影的FPS标准为24。而对于Three.js动画而言,一般FPS在30到60之间都是可取的。 setInterval方法 如果要设置特定的FPS(虽然严格来说,即使使用这种方法, JavaScript也不能保证帧数精确性 ),可以使用JavaScript DOM定义的方法: setInterval(func, msec) 其中, func 是每过 msec 毫秒执行的函数,如果将 func 定义为重绘画面的函数,就能实现动画效果。 setInterval

博客园背景滴墨水特效

被刻印的时光 ゝ 提交于 2020-03-29 18:32:08
设计自己的神奇滴墨水,你只需这几步: 点开博客园后台 点开设置 找到“页首 HTML 代码”(页尾也可以) 输入代码保存即可 (要先申请js权限哦) 代码如下: <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title>canvas</title> <style type="text/css"> * { margin: 0; padding: 0; } body { width: 100%; height: 100%; overflow: hidden; position: fixed; } </style> <script src="http://www.jq22.com/jquery/jquery-1.10.2.js"></script> <script src="https://libs.baidu.com/jquery/1.10.2/jquery.min.js"></script> </head> <body> <canvas id="c" width="1536"></canvas> <script type="text/javascript"> $(document).ready(function (

定时器

泄露秘密 提交于 2020-03-16 09:01:09
  本篇文章主要分别讲一下setInterval,setTimeout,setImmediate,requestAnimationFrame的使用及注意事项。   一、 setInterval     重复执行定时器,每隔一段时间就会去执行指定的函数。重复的执行。     语法:如下     参数:要执行的函数:当时间到了就会去执行这里的代码        时间:间隔的时间,单位是ms。1s=1000ms。当第二个参数省略的时候,这个参数为0. <script> setInterval(function () { 要执行的代码 }, 时间) </script>     事实上,除了前面两个参数,setInterval()方法还允许添加更多的参数,但是这个只有在ie9以上才支持。 <script> setInterval(function (a, b) { console.log(a + b) //2 }, 2000, 1, 1) </script>   二、setTimeout     延迟执行定时器:当延迟时间到达后,会执行指定的函数,这个函数只执行一次。     语法:如下 <script> setTimeout(function(){ 当时间到达后,会执行这里的代码 },时间); </script>     setTimeout的用法与setInterval完全一致

animating a map marker using request animation frame in google maps api v3

流过昼夜 提交于 2020-02-23 07:37:29
问题 I've managed to animate a google map marker around a route in google maps api v3 using setTimeout, but I'd like to find a way to do it using request animation frame. However, when I try to do this - the marker just seems to jump from beginning of the path to the end, with no animation. Any ideas where I'm going astray? Here's the relevant parts of my code using setTimeout, but you can also download / view the files in github: self.animateRun = function(curDist){ //moves the runner if (curDist

js动画最佳实现——requestAnimationFrame

走远了吗. 提交于 2020-02-11 12:55:04
我们经常用setInterval来实现动画,其实这种做法不是太好,因为不同浏览器 的刷新频率 也不一样(一般认为设置16为最佳,按每秒60帧算,1000/60≈16.67) var dis = 0,timer = 0; clearInterval(timer); timer = setInterval(function(){ div.style.left = ++dis;   if(dis>=50) clearInterval(timer) },16) 实现js动画最好的是requestAnimationFrame: requestAnimationFrame 比起 setTimeout、setInterval的优势主要有两点: 1、requestAnimationFrame 会把每一帧中的所有DOM操作集中起来,在一次重绘或回流中就完成,并且重绘或回流的时间间隔 紧紧跟随浏览器的刷新频率 ,一般来说,这个频率为每秒60帧。 2、在隐藏或不可见的元素中,requestAnimationFrame将不会进行重绘或回流,这当然就意味着更少的的cpu,gpu和内存使用量。 var dis =0; function animation(){ requestAnimationFrame(function(){ div.style.left = ++dis; if(disx<50)

What happen when I call requestAnimationFrame multiple times

眉间皱痕 提交于 2020-02-01 00:36:53
问题 I mean calling multiple requestAnimationFrame with the same function in one time function Draw() { /* DoSomething */ } function AFunc() { /* prepare something */ requestAnimationFrame(Draw); } function BFunc() { /* prepare something */ requestAnimationFrame(Draw); } window.onload(function(){ AFunc(); BFunc(); }); What will happen? Will it duplicated? Would it be called 2 times in the same frame? Or it would be stacked and called on difference frame? 回答1: From the MDN documentation: The