reanimate-0.4.2.0: Animation library based on SVGs.

CopyrightWritten by David Himmelstrup
LicenseUnlicense
Maintainerlemmih@gmail.com
Stabilityexperimental
PortabilityPOSIX
Safe HaskellNone
LanguageHaskell2010

Reanimate

Contents

Description

Reanimate is an animation library based on SVGs. It is designed to act like glue between external components such as 'latex', 'ffmpeg', 'gnuplot', 'diagrams', and 'povray'.

Canvas

Reanimate uses its own internal, Cartesian coordinate system for animations, with a fixed canvas size of 16x9, where X and Y are real numbers. (0, 0) is located in the center of the canvas, with positive X going to the right, and positive Y going up. This means that e.g. (8, 4.5) is the top right corner and (-8, -4.5) is the bottom left corner. Note that this canvas size does not affect how large or small output resolution will be, although it does affect aspect ratio.

Driver

Reanimate features a web-based viewer which is opened by default if no other parameters are given. Key features:

  • This viewer listens for changes to the source file and recompiles the code automatically as needed.
  • Animations are rendered with increasing fidelity until the frame rate reaches 60 fps.
  • Key commands for pausing, frame stepping, forward/rewind. To pause press SPACE, to move -1/+1/-10/+10 frames use LEFT/RIGHT/DOWN/UP arrow keys.
Synopsis

Documentation

reanimate :: Animation -> IO () Source #

Main entry-point for accessing an animation. Creates a program that takes the following command-line arguments:

Usage: PROG [COMMAND]
  This program contains an animation which can either be viewed in a web-browser
  or rendered to disk.

Available options:
  -h,--help                Show this help text

Available commands:
  check                    Run a system's diagnostic and report any missing
                           external dependencies.
  view                     Play animation in browser window.
  render                   Render animation to file.

Neither the 'check' nor the 'view' command take any additional arguments. Rendering animation can be controlled with these arguments:

Usage: PROG render [-o|--target FILE] [--fps FPS] [-w|--width PIXELS]
                   [-h|--height PIXELS] [--compile] [--format FMT]
                   [--preset TYPE]
  Render animation to file.

Available options:
  -o,--target FILE         Write output to FILE
  --fps FPS                Set frames per second.
  -w,--width PIXELS        Set video width.
  -h,--height PIXELS       Set video height.
  --compile                Compile source code before rendering.
  --format FMT             Video format: mp4, gif, webm
  --preset TYPE            Parameter presets: youtube, gif, quick
  -h,--help                Show this help text

Animations

type SVG = Tree Source #

SVG node.

type Time = Double Source #

Time signal. Goes from 0 to 1, inclusive.

type Duration = Double Source #

Duration of an animation or effect. Usually measured in seconds.

data Animation Source #

Animations are SVGs over a finite time.

mkAnimation :: Duration -> (Time -> SVG) -> Animation Source #

Construct an animation with a given duration.

animate :: (Time -> SVG) -> Animation Source #

Construct an animation with a duration of 1.

staticFrame :: Duration -> SVG -> Animation Source #

Create an animation with provided duration, which consists of stationary frame displayed for its entire duration.

duration :: Animation -> Duration Source #

Query the duration of an animation.

frameAt :: Time -> Animation -> SVG Source #

Calculate the frame that would be displayed at given point in time of running animation.

The provided time parameter is clamped between 0 and animation duration.

Composition

seqA :: Animation -> Animation -> Animation Source #

Play animations in sequence. The lhs animation is removed after it has completed. New animation duration is 'duration lhs + duration rhs'.

Example:

drawBox `seqA` drawCircle

parA :: Animation -> Animation -> Animation Source #

Play two animation concurrently. Shortest animation freezes on last frame. New animation duration is 'max (duration lhs) (duration rhs)'.

Example:

drawBox `parA` adjustDuration (*2) drawCircle

parLoopA :: Animation -> Animation -> Animation Source #

Play two animation concurrently. Shortest animation loops. New animation duration is 'max (duration lhs) (duration rhs)'.

Example:

drawBox `parLoopA` adjustDuration (*2) drawCircle

parDropA :: Animation -> Animation -> Animation Source #

Play two animation concurrently. Animations disappear after playing once. New animation duration is 'max (duration lhs) (duration rhs)'.

Example:

drawBox `parLoopA` adjustDuration (*2) drawCircle

pause :: Duration -> Animation Source #

Empty animation (no SVG output) with a fixed duration.

Example:

pause 1 `seqA` drawProgress

andThen :: Animation -> Animation -> Animation Source #

Play left animation and freeze on the last frame, then play the right animation. New duration is 'duration lhs + duration rhs'.

Example:

drawBox `andThen` drawCircle

mapA :: (SVG -> SVG) -> Animation -> Animation Source #

Map over the SVG produced by an animation at every frame.

Example:

mapA (scale 0.5) drawCircle

pauseAtEnd :: Duration -> Animation -> Animation Source #

Freeze the last frame for t seconds at the end of the animation.

Example:

pauseAtEnd 1 drawProgress

pauseAtBeginning :: Duration -> Animation -> Animation Source #

Freeze the first frame for t seconds at the beginning of the animation.

Example:

pauseAtBeginning 1 drawProgress

pauseAround :: Duration -> Duration -> Animation -> Animation Source #

Freeze the first and the last frame of the animation for a specified duration.

Example:

pauseAround 1 1 drawProgress

adjustDuration :: (Duration -> Duration) -> Animation -> Animation Source #

Change the duration of an animation. Animates are stretched or squished (rather than truncated) to fit the new duration.

setDuration :: Duration -> Animation -> Animation Source #

Set the duration of an animation by adjusting its playback rate. The animation is still played from start to finish without being cropped.

reverseA :: Animation -> Animation Source #

Play an animation in reverse. Duration remains unchanged. Shorthand for: signalA reverseS.

Example:

reverseA drawCircle

playThenReverseA :: Animation -> Animation Source #

Play animation before playing it again in reverse. Duration is twice the duration of the input.

Example:

playThenReverseA drawCircle

repeatA :: Double -> Animation -> Animation Source #

Loop animation n number of times. This number may be fractional and it may be less than 1. It must be greater than or equal to 0, though. New duration is n*duration input.

Example:

repeatA 1.5 drawCircle

freezeAtPercentage Source #

Arguments

:: Time

value between 0 and 1. The frame displayed at this point in the original animation will be displayed for the duration of the new animation

-> Animation

original animation, from which the frame will be taken

-> Animation

new animation consisting of static frame displayed for the duration of the original animation

freezeAtPercentage time animation creates an animation consisting of stationary frame, that would be displayed in the provided animation at given time. The duration of the new animation is the same as the duration of provided animation.

addStatic :: SVG -> Animation -> Animation Source #

Overlay animation on top of static SVG image.

Example:

addStatic (mkBackground "lightblue") drawCircle

signalA :: Signal -> Animation -> Animation Source #

Modify the time component of an animation. Animation duration is unchanged.

Example:

signalA (fromToS 0.25 0.75) drawCircle

Easing functions

type Signal = Double -> Double Source #

Signals are time-varying variables. Signals can be composed using function composition.

constantS :: Double -> Signal Source #

Constant signal.

Example:

signalA (constantS 0.5) drawProgress

fromToS :: Double -> Double -> Signal Source #

Signal with new starting and end values.

Example:

signalA (fromToS 0.8 0.2) drawProgress

reverseS :: Signal Source #

Reverse signal order.

Example:

signalA reverseS drawProgress

curveS :: Double -> Signal Source #

S-curve signal. Takes a steepness parameter. 2 is a good default.

Example:

signalA (curveS 2) drawProgress

powerS :: Double -> Signal Source #

Power curve signal. Takes a steepness parameter. 2 is a good default.

Example:

signalA (powerS 2) drawProgress

bellS :: Double -> Signal Source #

Bell-curve signal. Takes a steepness parameter. 2 is a good default.

Example:

signalA (bellS 2) drawProgress

oscillateS :: Signal Source #

Oscillate signal.

Example:

signalA oscillateS drawProgress

cubicBezierS :: (Double, Double, Double, Double) -> Signal Source #

Cubic Bezier signal. Gives you a fair amount of control over how the signal will curve.

Example:

signalA (cubicBezierS (0.0, 0.8, 0.9, 1.0)) drawProgress

Scenes

data Scene s a Source #

A Scene represents a sequence of animations and variables that change over time.

Instances
Monad (Scene s) Source # 
Instance details

Defined in Reanimate.Scene

Methods

(>>=) :: Scene s a -> (a -> Scene s b) -> Scene s b #

(>>) :: Scene s a -> Scene s b -> Scene s b #

return :: a -> Scene s a #

fail :: String -> Scene s a #

Functor (Scene s) Source # 
Instance details

Defined in Reanimate.Scene

Methods

fmap :: (a -> b) -> Scene s a -> Scene s b #

(<$) :: a -> Scene s b -> Scene s a #

MonadFix (Scene s) Source # 
Instance details

Defined in Reanimate.Scene

Methods

mfix :: (a -> Scene s a) -> Scene s a #

Applicative (Scene s) Source # 
Instance details

Defined in Reanimate.Scene

Methods

pure :: a -> Scene s a #

(<*>) :: Scene s (a -> b) -> Scene s a -> Scene s b #

liftA2 :: (a -> b -> c) -> Scene s a -> Scene s b -> Scene s c #

(*>) :: Scene s a -> Scene s b -> Scene s b #

(<*) :: Scene s a -> Scene s b -> Scene s a #

type ZIndex = Int Source #

The ZIndex property specifies the stack order of sprites and animations. Elements with a higher ZIndex will be drawn on top of elements with a lower index.

sceneAnimation :: (forall s. Scene s a) -> Animation Source #

Render a Scene to an Animation.

play :: Animation -> Scene s () Source #

Play an animation once and then remove it. This advances the clock by the duration of the animation.

Example:

do play drawBox
   play drawCircle

fork :: Scene s a -> Scene s a Source #

Execute actions in a scene without advancing the clock. Note that scenes do not end before all forked actions have completed.

Example:

do fork $ play drawBox
   play drawCircle

queryNow :: Scene s Time Source #

Query the current clock timestamp.

Example:

do now <- play drawCircle *> queryNow
   play $ staticFrame 1 $ scale 2 $ withStrokeWidth 0.05 $
     mkText $ "Now=" <> T.pack (show now)

wait :: Duration -> Scene s () Source #

Advance the clock by a given number of seconds.

Example:

do fork $ play drawBox
   wait 1
   play drawCircle

waitUntil :: Time -> Scene s () Source #

Wait until the clock is equal to the given timestamp.

waitOn :: Scene s a -> Scene s a Source #

Wait until all forked and sequential animations have finished.

Example:

do waitOn $ fork $ play drawBox
   play drawCircle

adjustZ :: (ZIndex -> ZIndex) -> Scene s a -> Scene s a Source #

Change the ZIndex of a scene.

withSceneDuration :: Scene s () -> Scene s Duration Source #

Query the duration of a scene.

Variables

data Var s a Source #

Time dependent variable.

newVar :: a -> Scene s (Var s a) Source #

Create a new variable with a default value. Variables always have a defined value even if they are read at a timestamp that is earlier than when the variable was created. For example:

do v <- fork (wait 10 >> newVar 0) -- Create a variable at timestamp '10'.
   readVar v                       -- Read the variable at timestamp '0'.
                                   -- The value of the variable will be '0'.

readVar :: Var s a -> Scene s a Source #

Read the value of a variable at the current timestamp.

writeVar :: Var s a -> a -> Scene s () Source #

Write the value of a variable at the current timestamp.

Example:

do v <- newVar 0
   newSprite $ mkCircle <$> unVar v
   writeVar v 1; wait 1
   writeVar v 2; wait 1
   writeVar v 3; wait 1

modifyVar :: Var s a -> (a -> a) -> Scene s () Source #

Modify the value of a variable at the current timestamp and all future timestamps.

tweenVar :: Var s a -> Duration -> (a -> Time -> a) -> Scene s () Source #

Modify a variable between now and now+duration. Note: The modification function is invoked for past timestamps (with a time value of 0) and for timestamps after now+duration (with a time value of 1). See tweenVarUnclamped.

tweenVarUnclamped :: Var s a -> Duration -> (a -> Time -> a) -> Scene s () Source #

Modify a variable between now and now+duration. Note: The modification function is invoked for past timestamps (with a negative time value) and for timestamps after now+duration (with a time value greater than 1).

simpleVar :: (a -> SVG) -> a -> Scene s (Var s a) Source #

Create and render a variable. The rendering will be born at the current timestamp and will persist until the end of the scene.

Example:

do var <- simpleVar mkCircle 0
   tweenVar var 2 $ \val -> fromToS val (screenHeight/2)

findVar :: (a -> Bool) -> [Var s a] -> Scene s (Var s a) Source #

Helper function for filtering variables.

Sprites

data Sprite s Source #

Sprites are animations with a given time of birth as well as a time of death. They can be controlled using variables, tweening, and effects.

data Frame s a Source #

Sprite frame generator. Generates frames over time in a stateful environment.

Instances
Functor (Frame s) Source # 
Instance details

Defined in Reanimate.Scene

Methods

fmap :: (a -> b) -> Frame s a -> Frame s b #

(<$) :: a -> Frame s b -> Frame s a #

Applicative (Frame s) Source # 
Instance details

Defined in Reanimate.Scene

Methods

pure :: a -> Frame s a #

(<*>) :: Frame s (a -> b) -> Frame s a -> Frame s b #

liftA2 :: (a -> b -> c) -> Frame s a -> Frame s b -> Frame s c #

(*>) :: Frame s a -> Frame s b -> Frame s b #

(<*) :: Frame s a -> Frame s b -> Frame s a #

unVar :: Var s a -> Frame s a Source #

Dereference a variable as a Sprite frame.

Example:

do v <- newVar 0
   newSprite $ mkCircle <$> unVar v
   tweenVar v 1 $ \val -> fromToS val 3
   tweenVar v 1 $ \val -> fromToS val 0

spriteT :: Frame s Time Source #

Dereference seconds since sprite birth.

spriteDuration :: Frame s Duration Source #

Dereference duration of the current sprite.

newSprite :: Frame s SVG -> Scene s (Sprite s) Source #

Create new sprite defined by a frame generator. Unless otherwise specified using destroySprite, the sprite will die at the end of the scene.

Example:

do newSprite $ mkCircle <$> spriteT -- Circle sprite where radius=time.
   wait 2

newSprite_ :: Frame s SVG -> Scene s () Source #

Create new sprite defined by a frame generator. The sprite will die at the end of the scene.

newSpriteA :: Animation -> Scene s (Sprite s) Source #

Create a new sprite from an animation. This advances the clock by the duration of the animation. Unless otherwise specified using destroySprite, the sprite will die at the end of the scene.

Note: If the scene doesn't end immediately after the duration of the animation, the animation will be stretched to match the lifetime of the sprite. See newSpriteA' and play.

Example:

do fork $ newSpriteA drawCircle
   play drawBox
   play $ reverseA drawBox

newSpriteA' :: Sync -> Animation -> Scene s (Sprite s) Source #

Create a new sprite from an animation and specify the synchronization policy. This advances the clock by the duration of the animation.

Example:

do fork $ newSpriteA' SyncFreeze drawCircle
   play drawBox
   play $ reverseA drawBox

newSpriteSVG :: SVG -> Scene s (Sprite s) Source #

Create a sprite from a static SVG image.

Example:

do newSpriteSVG $ mkBackground "lightblue"
   play drawCircle

newSpriteSVG_ :: SVG -> Scene s () Source #

Create a permanent sprite from a static SVG image. Same as newSpriteSVG but the sprite isn't returned and thus cannot be destroyed.

destroySprite :: Sprite s -> Scene s () Source #

Destroy a sprite, preventing it from being rendered in the future of the scene. If destroySprite is invoked multiple times, the earliest time-of-death is used.

Example:

do s <- newSpriteSVG $ withFillOpacity 1 $ mkCircle 1
   fork $ wait 1 >> destroySprite s
   play drawBox

applyVar :: Var s a -> Sprite s -> (a -> SVG -> SVG) -> Scene s () Source #

Change the rendering of a sprite using data from a variable. If data from several variables is needed, use a frame generator instead.

Example:

do s <- fork $ newSpriteA drawBox
   v <- newVar 0
   applyVar v s rotate
   tweenVar v 2 $ \val -> fromToS val 90

spriteModify :: Sprite s -> Frame s ((SVG, ZIndex) -> (SVG, ZIndex)) -> Scene s () Source #

Low-level frame modifier.

spriteMap :: Sprite s -> (SVG -> SVG) -> Scene s () Source #

Map the SVG output of a sprite.

Example:

do s <- fork $ newSpriteA drawCircle
   wait 1
   spriteMap s flipYAxis

spriteTween :: Sprite s -> Duration -> (Double -> SVG -> SVG) -> Scene s () Source #

Modify the output of a sprite between now and now+duration.

Example:

do s <- fork $ newSpriteA drawCircle
   spriteTween s 1 $ \val -> translate (screenWidth*0.3*val) 0

spriteVar :: Sprite s -> a -> (a -> SVG -> SVG) -> Scene s (Var s a) Source #

Create a new variable and apply it to a sprite.

Example:

do s <- fork $ newSpriteA drawBox
   v <- spriteVar s 0 rotate
   tweenVar v 2 $ \val -> fromToS val 90

spriteE :: Sprite s -> Effect -> Scene s () Source #

Apply an effect to a sprite.

Example:

do s <- fork $ newSpriteA drawCircle
   spriteE s $ overBeginning 1 fadeInE
   spriteE s $ overEnding 0.5 fadeOutE

spriteZ :: Sprite s -> ZIndex -> Scene s () Source #

Set new ZIndex of a sprite.

Example:

do s1 <- newSpriteSVG $ withFillOpacity 1 $ withFillColor "blue" $ mkCircle 3
   newSpriteSVG $ withFillOpacity 1 $ withFillColor "red" $ mkRect 8 3
   wait 1
   spriteZ s1 1
   wait 1

spriteScope :: Scene s a -> Scene s a Source #

Destroy all local sprites at the end of a scene.

Example:

do -- the rect lives through the entire 3s animation
   newSpriteSVG_ $ translate (-3) 0 $ mkRect 4 4
   wait 1
   spriteScope $ do
     -- the circle only lives for 1 second.
     local <- newSpriteSVG $ translate 3 0 $ mkCircle 2
     spriteE local $ overBeginning 0.3 fadeInE
     spriteE local $ overEnding 0.3 fadeOutE
     wait 1
   wait 1

Effects

type Effect Source #

Arguments

 = Duration

Duration of the effect (in seconds)

-> Time

Time elapsed from when the effect started (in seconds)

-> Tree

Image to be modified

-> Tree

Image after modification

An Effect represents a modification of a SVG Tree that can vary with time.

overBeginning Source #

Arguments

:: Duration

Duration of the initial segment of the animation over which the Effect should be applied

-> Effect

The Effect to modify

-> Effect

Effect which will only affect the initial segment of the animation

Modify the effect so that it only applies to the initial part of the animation.

overEnding Source #

Arguments

:: Duration

Duration of the ending segment of the animation over which the Effect should be applied

-> Effect

The Effect to modify

-> Effect

Effect which will only affect the ending segment of the animation

Modify the effect so that it only applies to the ending part of the animation.

overInterval Source #

Arguments

:: Time

time after start of animation when the effect should start

-> Time

time after start of the animation when the effect should finish

-> Effect

The Effect to modify

-> Effect

Effect which will only affect the specified interval within the animation

Modify the effect so that it only applies within given interval of animation's running time.

reverseE :: Effect -> Effect Source #

reverseE effect starts where the effect ends and vice versa.

delayE :: Duration -> Effect -> Effect Source #

Delay the effect so that it only starts after specified duration and then runs till the end of animation.

applyE :: Effect -> Animation -> Animation Source #

Modify the animation by applying the effect. If desired, you can apply multiple effects to single animation by calling this function multiple times.

constE :: (Tree -> Tree) -> Effect Source #

Build an effect from an image-modifying function. This effect does not change as time passes.

fadeInE :: Effect Source #

Change image opacity from 0 to 1.

fadeOutE :: Effect Source #

Change image opacity from 1 to 0. Reverse of fadeInE.

fadeLineInE :: Double -> Effect Source #

Change stroke width from 0 to given value.

fadeLineOutE :: Double -> Effect Source #

Change stroke width from given value to 0. Reverse of fadeLineInE.

drawInE :: Effect Source #

Effect of progressively drawing the image. Note that this will only affect primitive shapes (see pathify).

fillInE :: Effect Source #

Change fill opacity from 0 to 1.

scaleE :: Double -> Effect Source #

Change scale from 1 to given value.

translateE :: Double -> Double -> Effect Source #

Move the image from its current position to the target x y coordinates.

aroundCenterE :: Effect -> Effect Source #

Transform the effect so that the image passed to the effect's image-modifying function has coordinates (0, 0) shifted to the center of its bounding box. Also see aroundCenter.

SVG

Raster data

mkImage Source #

Arguments

:: Double

Desired image width.

-> Double

Desired image height.

-> FilePath

Path to external image file.

-> SVG 

Load an external image. Width and height must be specified, ignoring the image's aspect ratio. The center of the image is placed at position (0,0).

For security reasons, must SVG renderer do not allow arbitrary image links. For some renderers, we can get around this by placing the images in the same root directory as the parent SVG file. Other renderers (like Chrome and ffmpeg) requires that the image is inlined as base64 data. External SVG files are an exception, though, as must always be inlined directly. mkImage attempts to hide all the complexity but edge-cases may exist.

Example:

mkImage screenWidth screenHeight "../data/haskell.svg"

embedImage :: PngSavable a => Image a -> SVG Source #

Embed an in-memory PNG image. Note, the pixel size of the image is used as the dimensions. As such, embedding a 100x100 PNG will result in an image 100 units wide and 100 units high. Consider using with scaleToSize.

embedDynamicImage :: DynamicImage -> SVG Source #

Embed an in-memory image. Note, the pixel size of the image is used as the dimensions. As such, embedding a 100x100 image will result in an image 100 units wide and 100 units high. Consider using with scaleToSize.

embedPng Source #

Arguments

:: Double

Width

-> Double

Height

-> ByteString

Raw PNG data

-> SVG 

Embed in-memory PNG bytestring without parsing it.

raster :: SVG -> DynamicImage Source #

Convert an SVG object to a pixel-based image. The default resolution is 2560x1440. See also rasterSized. Multiple raster engines are supported and are selected using the '--raster' flag in the driver.

rasterSized Source #

Arguments

:: Width

X resolution in pixels

-> Height

Y resolution in pixels

-> SVG

SVG object

-> DynamicImage 

Convert an SVG object to a pixel-based image.

svgAsPngFile :: SVG -> FilePath Source #

Convert an SVG object to a pixel-based image and save it to disk, returning the filepath. The default resolution is 2560x1440. See also svgAsPngFile'. Multiple raster engines are supported and are selected using the '--raster' flag in the driver.

svgAsPngFile' Source #

Arguments

:: Width

Width

-> Height

Height

-> SVG

SVG object

-> FilePath 

Convert an SVG object to a pixel-based image and save it to disk, returning the filepath.

vectorize :: FilePath -> SVG Source #

Use 'potrace' to trace edges in a raster image and convert them to SVG polygons.

vectorize_ :: [String] -> FilePath -> SVG Source #

Same as vectorize but takes a list of arguments for 'potrace'.

External SVG providers

latex :: Text -> Tree Source #

Invoke latex and import the result as an SVG object. SVG objects are cached to improve performance.

Example:

latex "$e^{i\\pi}+1=0$"

latexAlign :: Text -> Tree Source #

Invoke latex and import the result as an SVG object. SVG objects are cached to improve performance. This wraps the TeX code in an 'align*' context.

Example:

latexAlign "R = \\frac{{\\Delta x}}{{kA}}"

xelatex :: Text -> Tree Source #

Invoke xelatex and import the result as an SVG object. SVG objects are cached to improve performance. Xelatex has support for non-western scripts.

ctex :: Text -> Tree Source #

Invoke xelatex with "usepackage[UTF8]{ctex}" and import the result as an SVG object. SVG objects are cached to improve performance. Xelatex has support for non-western scripts.

Example:

ctex "中文"

External 3D renderers

povray :: [String] -> Text -> Tree Source #

Run the povray raytracer with a default resolution of 320x180 and antialiasing enabled. The resulting image is scaled to fit the screen exactly.

povray' :: [String] -> Text -> FilePath Source #

Run the povray raytracer with a default resolution of 320x180 and antialiasing enabled. The FilePath points to a PNG file containing the resulting image.

blender :: Text -> SVG Source #

Run a Blender script and embed the resulting image file. The image will be scaled to fit the screen exactly (assuming a default canvas layout). Note that Blender resolution defaults to 1920x1080 but can be changed in the script code.

blender' :: Text -> FilePath Source #

Generate Blender image as a separate PNG file. Can be embedded with mkImage.

Colormaps

turbo :: Double -> PixelRGB8 Source #

Given a number t in the range [0,1], returns the corresponding color from the “turbo” color scheme by Anton Mikhailov.

viridis :: Double -> PixelRGB8 Source #

Given a number t in the range [0,1], returns the corresponding color from the “viridis” perceptually-uniform color scheme designed by van der Walt, Smith and Firing for matplotlib, represented as an RGB string.

magma :: Double -> PixelRGB8 Source #

Given a number t in the range [0,1], returns the corresponding color from the “magma” perceptually-uniform color scheme designed by van der Walt and Smith for matplotlib, represented as an RGB string.

inferno :: Double -> PixelRGB8 Source #

Given a number t in the range [0,1], returns the corresponding color from the “inferno” perceptually-uniform color scheme designed by van der Walt and Smith for matplotlib, represented as an RGB string.

plasma :: Double -> PixelRGB8 Source #

Given a number t in the range [0,1], returns the corresponding color from the “plasma” perceptually-uniform color scheme designed by van der Walt and Smith for matplotlib, represented as an RGB string.

sinebow :: Double -> PixelRGB8 Source #

Given a number t in the range [0,1], returns the corresponding color from the “sinebow” color scheme by Jim Bumgardner and Charlie Loyd.

parula :: Double -> PixelRGB8 Source #

Parula is the default colormap for matlab.

cividis :: Double -> PixelRGB8 Source #

Given a number t in the range [0,1], returns the corresponding color from the “cividis” color vision deficiency-optimized color scheme designed by Nuñez, Anderton, and Renslow, represented as an RGB string.

jet :: Double -> PixelRGB8 Source #

Jet colormap. Used to be the default in matlab. Obsolete.

hsv :: Double -> PixelRGB8 Source #

hsv colormap. Goes from 0 degrees to 360 degrees.

hsvMatlab :: Double -> PixelRGB8 Source #

Matlab hsv colormap. Goes from 0 degrees to 330 degrees.

greyscale :: Double -> PixelRGB8 Source #

Greyscale colormap.

Constants

screenWidth :: Fractional a => a Source #

Number of units from the left-most point to the right-most point on the screen.

screenHeight :: Fractional a => a Source #

Number of units from the bottom to the top of the screen.

screenTop :: Fractional a => a Source #

Position of the top of the screen.

screenBottom :: Fractional a => a Source #

Position of the bottom of the screen.

screenLeft :: Fractional a => a Source #

Position of the left side of the screen.

screenRight :: Fractional a => a Source #

Position of the right side of the screen.

defaultDPI :: Dpi Source #

SVG allows measurements in inches which have to be converted to local units. This value describes how many local units there are in an inch.

defaultStrokeWidth :: Double Source #

Default thickness of lines.

Parameters

pFPS :: FPS Source #

Selected framerate.

pHeight :: Height Source #

Height of animation in pixel.

pWidth :: Width Source #

Width of animation in pixel.