So I have this class which is used for shape morphing:
class ShapeOverlays {
constructor(elm) {
this.elm = elm;
this.path = elm.querySelectorAll('path');
this.numPoints = 18;
this.duration = 600;
this.delayPointsArray = [];
this.delayPointsMax = 300;
this.delayPerPath = 100;
this.timeStart = Date.now();
this.isOpened = false;
this.isAnimating = false;
}
toggle() {
this.isAnimating = true;
const range = 4 * Math.random() + 6;
for (var i = 0; i < this.numPoints; i++) {
const radian = i / (this.numPoints - 1) * Math.PI;
this.delayPointsArray[i] = (Math.sin(-radian) + Math.sin(-radian * range) + 2) / 4 * this.delayPointsMax;
}
if (this.isOpened === false) {
this.open();
} else {
this.close();
}
}
open() {
this.isOpened = true;
this.elm.classList.add('is-opened');
this.timeStart = Date.now();
this.renderLoop();
}
close() {
this.isOpened = false;
this.elm.classList.remove('is-opened');
this.timeStart = Date.now();
this.renderLoop();
}
updatePath(time) {
const points = [];
for (var i = 0; i < this.numPoints + 1; i++) {
points[i] = ease.cubicInOut(Math.min(Math.max(time - this.delayPointsArray[i], 0) / this.duration, 1)) * 100
}
let str = '';
str += (this.isOpened) ? `M 0 0 V ${points[0]} ` : `M 0 ${points[0]} `;
for (var i = 0; i < this.numPoints - 1; i++) {
const p = (i + 1) / (this.numPoints - 1) * 100;
const cp = p - (1 / (this.numPoints - 1) * 100) / 2;
str += `C ${cp} ${points[i]} ${cp} ${points[i + 1]} ${p} ${points[i + 1]} `;
}
str += (this.isOpened) ? `V 0 H 0` : `V 100 H 0`;
return str;
}
render() {
if (this.isOpened) {
for (var i = 0; i < this.path.length; i++) {
this.path[i].setAttribute('d', this.updatePath(Date.now() - (this.timeStart + this.delayPerPath * i)));
}
} else {
for (var i = 0; i < this.path.length; i++) {
this.path[i].setAttribute('d', this.updatePath(Date.now() - (this.timeStart + this.delayPerPath * (this.path.length - i - 1))));
}
}
}
renderLoop() {
this.render();
if (Date.now() - this.timeStart < this.duration + this.delayPerPath * (this.path.length - 1) + this.delayPointsMax) {
requestAnimationFrame(() => {
this.renderLoop();
});
}
else {
this.isAnimating = false;
}
}
}
(function() {
const elmHamburger = document.querySelector('.hamburger');
const gNavItems = document.querySelectorAll('.global-menu__item');
const elmOverlay = document.querySelector('.shape-overlays');
const overlay = new ShapeOverlays(elmOverlay);
elmHamburger.addEventListener('click', () => {
if (overlay.isAnimating) {
return false;
}
overlay.toggle();
if (overlay.isOpened === true) {
elmHamburger.classList.add('is-opened-navi');
for (var i = 0; i < gNavItems.length; i++) {
gNavItems[i].classList.add('is-opened');
}
} else {
elmHamburger.classList.remove('is-opened-navi');
for (var i = 0; i < gNavItems.length; i++) {
gNavItems[i].classList.remove('is-opened');
}
}
});
}());
Can some one please explain this code? I don't really get how the paths are created using time,how the points are placed and how could I modify it.What is range used for? Why are trigonometral functions used for the delayPointsArray?
Basically it's this part that I don't get:
updatePath(time) {
const points = [];
for (var i = 0; i < this.numPoints + 1; i++) {
points[i] = ease.cubicInOut(Math.min(Math.max(time - this.delayPointsArray[i], 0) / this.duration, 1)) * 100
}
let str = '';
str += (this.isOpened) ? `M 0 0 V ${points[0]} ` : `M 0 ${points[0]} `;
for (var i = 0; i < this.numPoints - 1; i++) {
const p = (i + 1) / (this.numPoints - 1) * 100;
const cp = p - (1 / (this.numPoints - 1) * 100) / 2;
str += `C ${cp} ${points[i]} ${cp} ${points[i + 1]} ${p} ${points[i + 1]} `;
}
str += (this.isOpened) ? `V 0 H 0` : `V 100 H 0`;
return str;
}
render() {
if (this.isOpened) {
for (var i = 0; i < this.path.length; i++) {
this.path[i].setAttribute('d', this.updatePath(Date.now() - (this.timeStart + this.delayPerPath * i)));
}
} else {
for (var i = 0; i < this.path.length; i++) {
this.path[i].setAttribute('d', this.updatePath(Date.now() - (this.timeStart + this.delayPerPath * (this.path.length - i - 1))));
}
}
}
Why is time being used? What is the purpose of this:
points[i] = ease.cubicInOut(Math.min(Math.max(time - this.delayPointsArray[i], 0) / this.duration, 1)) * 100