\r
if( !obj ){\r
this[ '_anime' ] = obj = {\r
- x : 0, y : 0, a : 1,\r
+ x : X_NodeAnime_hasTransform ? 0 : NaN,\r
+ y : X_NodeAnime_hasTransform ? 0 : NaN,\r
+ a : 1,\r
duration : 0\r
//phase, lazyRelease, easing, follower, releaseNow\r
};\r
case 4 : // 強制停止(GPU転送予約)\r
case 7 : // アニメーション中\r
if( option & X_NODE_ANIME_RESET ){\r
- obj.startX = obj.startY = obj.destX = obj.destY = obj.x = obj.y = 0;\r
+ obj.startX = obj.startY = obj.destX = obj.destY = obj.x = obj.y = X_NodeAnime_hasTransform ? 0 : NaN;\r
obj.startA = obj.destA = obj.a = 1;\r
}; // TODO 終了値で停止も,,,\r
\r
if( now < obj.destTime ){\r
easing = obj.progress = obj.easing.fn( ( now - obj.startTime ) / obj.duration );\r
X_NodeAnime_updatePosition( xnode, \r
- obj.x = ( obj.destX - obj.startX ) * easing + obj.startX | 0,\r
- obj.y = ( obj.destY - obj.startY ) * easing + obj.startY | 0,\r
+ obj.x = ( obj.destX - obj.startX ) * easing + obj.startX,\r
+ obj.y = ( obj.destY - obj.startY ) * easing + obj.startY,\r
obj.a = ( obj.destA - obj.startA ) * easing + obj.startA, true );\r
c = true;\r
break;\r