Sync all skills and memories 2026-04-14 07:27

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# Animation
## Frame-Based Animation
### The Draw Loop
```javascript
function draw() {
// Called ~60 times/sec by default
// frameCount — integer, starts at 1
// deltaTime — ms since last frame (use for framerate-independent motion)
// millis() — ms since sketch start
}
```
### Time-Based vs Frame-Based
```javascript
// Frame-based (speed varies with framerate)
x += speed;
// Time-based (consistent speed regardless of framerate)
x += speed * (deltaTime / 16.67); // normalized to 60fps
```
### Normalized Time
```javascript
// Progress from 0 to 1 over N seconds
let duration = 5000; // 5 seconds in ms
let t = constrain(millis() / duration, 0, 1);
// Looping progress (0 → 1 → 0 → 1...)
let period = 3000; // 3 second loop
let t = (millis() % period) / period;
// Ping-pong (0 → 1 → 0 → 1...)
let raw = (millis() % (period * 2)) / period;
let t = raw <= 1 ? raw : 2 - raw;
```
## Easing Functions
### Built-in Lerp
```javascript
// Linear interpolation — smooth but mechanical
let x = lerp(startX, endX, t);
// Map for non-0-1 ranges
let y = map(t, 0, 1, startY, endY);
```
### Common Easing Curves
```javascript
// Ease in (slow start)
function easeInQuad(t) { return t * t; }
function easeInCubic(t) { return t * t * t; }
function easeInExpo(t) { return t === 0 ? 0 : pow(2, 10 * (t - 1)); }
// Ease out (slow end)
function easeOutQuad(t) { return 1 - (1 - t) * (1 - t); }
function easeOutCubic(t) { return 1 - pow(1 - t, 3); }
function easeOutExpo(t) { return t === 1 ? 1 : 1 - pow(2, -10 * t); }
// Ease in-out (slow both ends)
function easeInOutCubic(t) {
return t < 0.5 ? 4 * t * t * t : 1 - pow(-2 * t + 2, 3) / 2;
}
function easeInOutQuint(t) {
return t < 0.5 ? 16 * t * t * t * t * t : 1 - pow(-2 * t + 2, 5) / 2;
}
// Elastic (spring overshoot)
function easeOutElastic(t) {
if (t === 0 || t === 1) return t;
return pow(2, -10 * t) * sin((t * 10 - 0.75) * (2 * PI / 3)) + 1;
}
// Bounce
function easeOutBounce(t) {
if (t < 1/2.75) return 7.5625 * t * t;
else if (t < 2/2.75) { t -= 1.5/2.75; return 7.5625 * t * t + 0.75; }
else if (t < 2.5/2.75) { t -= 2.25/2.75; return 7.5625 * t * t + 0.9375; }
else { t -= 2.625/2.75; return 7.5625 * t * t + 0.984375; }
}
// Smooth step (Hermite interpolation — great default)
function smoothstep(t) { return t * t * (3 - 2 * t); }
// Smoother step (Ken Perlin)
function smootherstep(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
```
### Applying Easing
```javascript
// Animate from startVal to endVal over duration ms
function easedValue(startVal, endVal, startTime, duration, easeFn) {
let t = constrain((millis() - startTime) / duration, 0, 1);
return lerp(startVal, endVal, easeFn(t));
}
// Usage
let x = easedValue(100, 700, animStartTime, 2000, easeOutCubic);
```
## Spring Physics
More natural than easing — responds to force, overshoots, settles.
```javascript
class Spring {
constructor(value, target, stiffness = 0.1, damping = 0.7) {
this.value = value;
this.target = target;
this.velocity = 0;
this.stiffness = stiffness;
this.damping = damping;
}
update() {
let force = (this.target - this.value) * this.stiffness;
this.velocity += force;
this.velocity *= this.damping;
this.value += this.velocity;
return this.value;
}
setTarget(t) { this.target = t; }
isSettled(threshold = 0.01) {
return abs(this.velocity) < threshold && abs(this.value - this.target) < threshold;
}
}
// Usage
let springX = new Spring(0, 0, 0.08, 0.85);
function draw() {
springX.setTarget(mouseX);
let x = springX.update();
ellipse(x, height/2, 50);
}
```
### 2D Spring
```javascript
class Spring2D {
constructor(x, y) {
this.pos = createVector(x, y);
this.target = createVector(x, y);
this.vel = createVector(0, 0);
this.stiffness = 0.08;
this.damping = 0.85;
}
update() {
let force = p5.Vector.sub(this.target, this.pos).mult(this.stiffness);
this.vel.add(force).mult(this.damping);
this.pos.add(this.vel);
return this.pos;
}
}
```
## State Machines
For complex multi-phase animations.
```javascript
const STATES = { IDLE: 0, ENTER: 1, ACTIVE: 2, EXIT: 3 };
let state = STATES.IDLE;
let stateStart = 0;
function setState(newState) {
state = newState;
stateStart = millis();
}
function stateTime() {
return millis() - stateStart;
}
function draw() {
switch (state) {
case STATES.IDLE:
// waiting...
break;
case STATES.ENTER:
let t = constrain(stateTime() / 1000, 0, 1);
let alpha = easeOutCubic(t) * 255;
// fade in...
if (t >= 1) setState(STATES.ACTIVE);
break;
case STATES.ACTIVE:
// main animation...
break;
case STATES.EXIT:
let t2 = constrain(stateTime() / 500, 0, 1);
// fade out...
if (t2 >= 1) setState(STATES.IDLE);
break;
}
}
```
## Timeline Sequencing
For timed multi-scene animations (motion graphics, title sequences).
```javascript
class Timeline {
constructor() {
this.events = [];
}
at(timeMs, duration, fn) {
this.events.push({ start: timeMs, end: timeMs + duration, fn });
return this;
}
update() {
let now = millis();
for (let e of this.events) {
if (now >= e.start && now < e.end) {
let t = (now - e.start) / (e.end - e.start);
e.fn(t);
}
}
}
}
// Usage
let timeline = new Timeline();
timeline
.at(0, 2000, (t) => {
// Scene 1: title fade in (0-2s)
let alpha = easeOutCubic(t) * 255;
fill(255, alpha);
textSize(48);
text("Hello", width/2, height/2);
})
.at(2000, 1000, (t) => {
// Scene 2: title fade out (2-3s)
let alpha = (1 - easeInCubic(t)) * 255;
fill(255, alpha);
textSize(48);
text("Hello", width/2, height/2);
})
.at(3000, 5000, (t) => {
// Scene 3: main content (3-8s)
renderMainContent(t);
});
function draw() {
background(0);
timeline.update();
}
```
## Noise-Driven Motion
More organic than deterministic animation.
```javascript
// Smooth wandering position
let x = map(noise(frameCount * 0.005, 0), 0, 1, 0, width);
let y = map(noise(0, frameCount * 0.005), 0, 1, 0, height);
// Noise-driven rotation
let angle = noise(frameCount * 0.01) * TWO_PI;
// Noise-driven scale (breathing effect)
let s = map(noise(frameCount * 0.02), 0, 1, 0.8, 1.2);
// Noise-driven color shift
let hue = map(noise(frameCount * 0.003), 0, 1, 0, 360);
```
## Transition Patterns
### Fade In/Out
```javascript
function fadeIn(t) { return constrain(t, 0, 1); }
function fadeOut(t) { return constrain(1 - t, 0, 1); }
```
### Slide
```javascript
function slideIn(t, direction = 'left') {
let et = easeOutCubic(t);
switch (direction) {
case 'left': return lerp(-width, 0, et);
case 'right': return lerp(width, 0, et);
case 'up': return lerp(-height, 0, et);
case 'down': return lerp(height, 0, et);
}
}
```
### Scale Reveal
```javascript
function scaleReveal(t) {
let et = easeOutElastic(constrain(t, 0, 1));
push();
translate(width/2, height/2);
scale(et);
translate(-width/2, -height/2);
// draw content...
pop();
}
```
### Staggered Entry
```javascript
// N elements appear one after another
let staggerDelay = 100; // ms between each
for (let i = 0; i < elements.length; i++) {
let itemStart = baseTime + i * staggerDelay;
let t = constrain((millis() - itemStart) / 500, 0, 1);
let alpha = easeOutCubic(t) * 255;
let yOffset = lerp(30, 0, easeOutCubic(t));
// draw element with alpha and yOffset
}
```
## Recording Deterministic Animations
For frame-perfect export, use frame count instead of millis():
```javascript
const TOTAL_FRAMES = 300; // 10 seconds at 30fps
const FPS = 30;
function draw() {
let t = frameCount / TOTAL_FRAMES; // 0 to 1 over full duration
if (t > 1) { noLoop(); return; }
// Use t for all animation timing — deterministic
renderFrame(t);
// Export
if (CONFIG.recording) {
saveCanvas('frame-' + nf(frameCount, 4), 'png');
}
}
```
## Scene Fade Envelopes (Video)
Every scene in a multi-scene video needs fade-in and fade-out. Hard cuts between visually different generative scenes are jarring.
```javascript
const SCENE_FRAMES = 150; // 5 seconds at 30fps
const FADE = 15; // half-second fade
function draw() {
let lf = frameCount - 1; // 0-indexed local frame
let t = lf / SCENE_FRAMES; // 0..1 normalized progress
// Fade envelope: ramp up at start, ramp down at end
let fade = 1;
if (lf < FADE) fade = lf / FADE;
if (lf > SCENE_FRAMES - FADE) fade = (SCENE_FRAMES - lf) / FADE;
fade = fade * fade * (3 - 2 * fade); // smoothstep for organic feel
// Apply fade to all visual output
// Option 1: multiply alpha values by fade
fill(r, g, b, alpha * fade);
// Option 2: tint entire composited image
tint(255, fade * 255);
image(sceneBuffer, 0, 0);
noTint();
// Option 3: multiply pixel brightness (for pixel-level scenes)
pixels[i] = r * fade;
}
```
## Animating Static Algorithms
Some generative algorithms produce a single static result (attractors, circle packing, Voronoi). In video, static content reads as frozen/broken. Techniques to add motion:
### Progressive Reveal
Expand a mask from center outward to reveal the precomputed result:
```javascript
let revealRadius = easeOutCubic(min(t * 1.5, 1)) * (width * 0.8);
// In the render loop, skip pixels beyond revealRadius from center
let dx = x - width/2, dy = y - height/2;
if (sqrt(dx*dx + dy*dy) > revealRadius) continue;
// Soft edge:
let edgeFade = constrain((revealRadius - dist) / 40, 0, 1);
```
### Parameter Sweep
Slowly change a parameter to show the algorithm evolving:
```javascript
// Attractor with drifting parameters
let a = -1.7 + sin(t * 0.5) * 0.2; // oscillate around base value
let b = 1.3 + cos(t * 0.3) * 0.15;
```
### Slow Camera Motion
Apply subtle zoom or rotation to the final image:
```javascript
push();
translate(width/2, height/2);
scale(1 + t * 0.05); // slow 5% zoom over scene duration
rotate(t * 0.1); // gentle rotation
translate(-width/2, -height/2);
image(precomputedResult, 0, 0);
pop();
```
### Overlay Dynamic Elements
Add particles, grain, or subtle noise on top of static content:
```javascript
// Static background
image(staticResult, 0, 0);
// Dynamic overlay
for (let p of ambientParticles) {
p.update();
p.display(); // slow-moving specks add life
}
```