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/// Interpolates the geometry, appearance, and transform between multiple vector layers, producing a single morphed vector shape.
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///
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/// Progression [0, 1) morphs through all objects at uniform speed. A path may be provided to control the trajectory between key objects. The **Origins to Polyline** node may be used to create a path with anchor points corresponding to each object. Other nodes can modify its path segments.
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/// *Progression* morphs through all objects. Interpolation is linear unless *Path* geometry is provided to control the trajectory between key objects. The **Origins to Polyline** node may be used to create a path with anchor points corresponding to each object. Other nodes can modify its path segments.
asyncfnmorph<I:IntoGraphicTable + 'n + Send + Clone>(
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_:implCtx,
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/// The vector objects to interpolate between. Mixed graphic content is deeply flattened to keep only vector elements.
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#[implementations(Table<Graphic>,Table<Vector>)]
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content:I,
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/// The fractional part [0, 1) traverses the morph uniformly along the path. If the control path has multiple subpaths, each added integer selects the next subpath.
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/// The fractional part `[0, 1)` traverses the morph uniformly along the path. If the control path has multiple subpaths, each added integer selects the next subpath.
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progression:Progression,
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/// Swap the direction of the progression between objects or along the control path.
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reverse:bool,
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/// The parameter of change that influences the interpolation speed between each object. Equal slices in this parameter correspond to the rate of progression through the morph. This must be set to a parameter that changes.
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///
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/// "Objects" morphs through each group element at an equal rate. "Distances" keeps constant speed with time between objects proportional to their distances. "Angles" keeps constant rotational speed. "Sizes" keeps constant shrink/growth speed. "Slants" keeps constant shearing angle speed.
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distribution:InterpolationDistribution,
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/// An optional control path whose anchor points correspond to each object. Curved segments between points will shape the morph trajectory instead of traveling straight. If there is a break between path segments, the separate subpaths are selected by index from the integer part of the progression value. For example, [1, 2) morphs along the segments of the second subpath, and so on.
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/// An optional control path whose anchor points correspond to each object. Curved segments between points will shape the morph trajectory instead of traveling straight. If there is a break between path segments, the separate subpaths are selected by index from the integer part of the progression value. For example, `[1, 2)` morphs along the segments of the second subpath, and so on.
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path:Table<Vector>,
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) -> Table<Vector>{
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/// Promotes a segment's handle pair to cubic-equivalent Bézier control points.
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