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Version 0.6.199, bug fixes X.Node.Anime & X.Util.Window & X.Net.OAuth2 & X.UI.*.
[pettanr/clientJs.git] / 0.6.x / js / 02_dom / 10_XNodeAnime.js
index 9458c38..6ba1bc2 100644 (file)
 \r
-var\r
-       ease = {\r
-               'quadratic' : {\r
-                       style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)',\r
-                       fn: function (k) {\r
-                               return k * ( 2 - k );\r
-                       }\r
-               },\r
-               'circular' : {\r
-                       style: 'cubic-bezier(0.1, 0.57, 0.1, 1)',       // Not properly "circular" but this looks better, it should be (0.075, 0.82, 0.165, 1)\r
-                       fn: function (k) {\r
-                               return Math.sqrt( 1 - ( --k * k ) );\r
-                       }\r
-               },\r
-               'back' : {\r
-                       style: 'cubic-bezier(0.175, 0.885, 0.32, 1.275)',\r
-                       fn: function (k) {\r
-                               var b = 4;\r
-                               return ( k = k - 1 ) * k * ( ( b + 1 ) * k + b ) + 1;\r
-                       }\r
-               },\r
-               'bounce' : {\r
-                       style: '',\r
-                       fn: function (k) {\r
-                               if ( ( k /= 1 ) < ( 1 / 2.75 ) ) {\r
-                                       return 7.5625 * k * k;\r
-                               } else if ( k < ( 2 / 2.75 ) ) {\r
-                                       return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;\r
-                               } else if ( k < ( 2.5 / 2.75 ) ) {\r
-                                       return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;\r
-                               } else {\r
-                                       return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;\r
-                               }\r
-                       }\r
-               },\r
-               'elastic' : {\r
-                       style: '',\r
-                       fn: function (k) {\r
-                               var f = 0.22,\r
-                                       e = 0.4;\r
-\r
-                               if ( k === 0 ) { return 0; }\r
-                               if ( k == 1 ) { return 1; }\r
-\r
-                               return ( e * Math.pow( 2, - 10 * k ) * Math.sin( ( k - f / 4 ) * ( 2 * Math.PI ) / f ) + 1 );\r
-                       }\r
-               }\r
-       };\r
-\r
-// お約束\r
-// transform や transition animation は スタイルシートに書かない\r
-\r
-// 新規アニメーションが追加された場合、\r
-// tree が dirty なら AFTER_COMMIT を待つ\r
-// 1) xnode の既存アニメーションとの親子関係の調査\r
-// 親なら -> 既存アニメーションの GPU レイヤー解除\r
-// 子なら -> GPU レイヤーを設定しない\r
-// 2) 目標座標のセット\r
-// 3) アニメーション完了後も GPU レイヤーはしばらく解除しない スクロール等の連続アニメーション時に GPU 転送時間で画面ががたつくから\r
-// アニメ中の remove\r
-\r
-var X_Node_ANIMATIONS            = [],\r
-       X_Node_Anime_reserved        = false,\r
-       X_Node_Anime_updateTimerID   = 0,\r
-       X_Node_Anime_needsDetection  = false,\r
-       X_Node_Anime_onTransition    = false,\r
+var X_NodeAnime_QUEUE           = [],\r
+       X_NodeAnime_uid             = 0,\r
+       X_NodeAnime_reserved        = false,\r
+       X_NodeAnime_updateTimerID   = 0,\r
+       X_NodeAnime_needsDetection  = false,\r
        \r
-       X_Node_Anime_hasTransform    = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ],\r
+       X_NodeAnime_hasTransform    = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ],\r
        /* Opera mobile で  translateZ(0) が有効だと XY が 0 0 になる */\r
        /* GPUレイヤーにいる間に要素のコンテンツを変更をすると transitionend が動かなくなるっぽい Mac safari と firefox */\r
-       X_Node_Anime_translateZ      = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] && !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ? ' translateZ(0)' : '',\r
-       /* Opera12(XP,8.1) 切った方がスムース, win Safari3 で、たまに動作が止まってしまう、、、 */\r
-       X_Node_Anime_hasTransition   = false && !!X_Node_CSS_VENDER_PREFIX[ 'transitionDelay' ] && !( X_UA[ 'iOS' ] < 6 ) && !X_UA[ 'Opera' ] && !X_UA[ 'Blink' ], // && !( X_UA[ 'Webkit' ]  <= 528.16 ),\r
-       X_Node_Anime_transitionProps = X_Node_Anime_hasTransform ? X_Node_CSS_VENDER_PREFIX[ 'transform' ] : 'left,top',\r
-       // transitionEnd イベント中に要素の更新( X_Node_startUpdate() )ができるか?\r
-       // iOS3+4 では可能、iOS6.1.5 で不可。TODO iOS5 及び他の環境で調査。ダメな場合、anime.html が正しく描画されない。\r
-       X_Node_updateOnTransitionEnd = false;\r
-\r
-// gpu化だけ transformX , willChange\r
-// 終了位置の変更\r
-// 中断\r
+       X_NodeAnime_translateZ      = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] && !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ? ' translateZ(0)' : '',\r
+\r
+       X_NodeAnime_transitionProps = X_NodeAnime_hasTransform ? X_Node_CSS_VENDER_PREFIX[ 'transform' ] : 'left,top';\r
 \r
 /*\r
- * TODO : DX Anime\r
- * TODO : scale,  ActiveX transform, zoom, fontSizeScale\r
- * TODO : rotate, ActiveX transform -> 位置補正のために size 情報が必要なので、commitUpdate 後に計算して適用\r
- * TODO : matrix\r
- * TODO : skew\r
- * TODO : filter\r
- * TODO 前回位置からの継続\r
- * TODO scrollLeft, scrollTop\r
+ * phase:\r
+ *  0: アニメーション無\r
+ *  1: 登録されたばかり\r
+ *  2: 準待機\r
+ *  3: 後続待機\r
+ *  4: 強制停止(GPU転送予約)\r
+ *  5: GPU解除待ち\r
+ *  6: 開始可能\r
+ *  7: アニメーション中\r
+ * TODO node.css( 'opacity' ) の上書き\r
  */\r
+\r
+var X_NODE_ANIME_RESET = 1,\r
+       X_NODE_ANIME_STAY_GPU = 2;\r
+\r
 /**\r
  * GPU サポートの効いたアニメーションの設定 X.Event.ANIME_START, X.Event.ANIME_END, X.Event.GPU_RELEASED\r
- * \r
  * @alias Node.prototype.animate\r
  * @param {object} start { x : 0, y : 0, opacity : 1 }\r
  * @param {object} dest  { x : 100, y : 100, opacity : 0 }\r
  * @param {number=} duartion アニメーション時間 ms\r
  * @param {string=} easing 'quadratic', 'circular', 'back', 'bounce', 'elastic'\r
  * @param {number=} wait GPU レイヤーの遅延解除 ms\r
+ * @param {number=} option フォールバックについて\r
  * @return {Node} メソッドチェーン\r
  */\r
-function X_Node_animate( start, dest, duration, easing, wait ){\r
-       var isNew = !this[ '_anime' ],\r
-               obj   = this[ '_anime' ];\r
+function X_Node_animate( start, dest, duration, easing, lazyRelease, option ){\r
+       var list  = X_NodeAnime_QUEUE,\r
+               obj   = this[ '_anime' ],\r
+               isNew = !obj,\r
+               now, stop;\r
        \r
-       if( !obj ){\r
-               this[ '_anime' ] = obj = X_Node_Anime_getComputedPosition( this );\r
-               obj.destX = obj.x;\r
-               obj.destY = obj.y;\r
-               obj.destA = obj.a;\r
+       if( !( this[ '_flags' ] & X_NodeFlags_IN_TREE ) ){\r
+               alert( '@animate 要素はツリーに追加されていません!' );\r
+               // それでもアニメーションしてタイマー代わりにするとか、、、?\r
+               return this;\r
        };\r
        \r
-       obj.duration  = 0 <= duration && X_Type_isFinite( duration ) ? duration : 500;\r
-       obj.easing    = ease[ easing ] || ease[ 'circular' ];\r
-       // 現在 GPUレイヤーのtop になっているか?将来については phase で判定\r
-       obj.gpuParent = obj.gpuParent || false;\r
-       obj.phase     = duration === 0 ? 9 : obj.phase === 9 ? 9 : 0; //\r
-       obj.wait      = X_Type_isFinite( wait ) ? wait : 1000;\r
-               \r
-       obj.startTime = X_Timer_now();\r
-       obj.startX    = ( start.x || start.x === 0 ) ? start.x : obj.x || NaN;\r
-       obj.startY    = ( start.y || start.y === 0 ) ? start.y : obj.y || NaN;\r
-       obj.startA    = 0 <= start.opacity && start.opacity <= 1 ? start.opacity : obj.a || 1;\r
-       \r
-       obj.destTime  = obj.startTime + obj.duration;\r
-       obj.destX     = ( dest.x || dest.x === 0 ) ? dest.x : obj.destX || NaN;\r
-       obj.destY     = ( dest.y || dest.y === 0 ) ? dest.y : obj.destY || NaN;\r
-       obj.destA     = 0 <= dest.opacity && dest.opacity <= 1 ? dest.opacity : obj.destA || 1;\r
-\r
-       X_Node_ANIMATIONS.indexOf( this ) === -1 &&\r
-               ( X_Node_ANIMATIONS[ X_Node_ANIMATIONS.length ] = this );\r
-\r
+       if( isNew ){\r
+               this[ '_anime' ] = obj = {\r
+                               x : 0, y : 0, a : 1,\r
+                               destX : 0, destY : 0, destA : 1,\r
+                               duration : 0\r
+                               //phase, lazyRelease, easing, follower, releaseNow\r
+                       };\r
+       };\r
        \r
-       if( X_Node_Anime_onTransition ) return this;\r
+       if( 0 <= duration && X_Type_isFinite( duration ) ){\r
+               obj.duration  = duration;\r
+               stop = !duration;\r
+       };\r
 \r
-       if( X_Node_Anime_hasTransition ){\r
-               \r
-               if( obj.gpuTimerID ){\r
-                       X_Timer_remove( obj.gpuTimerID );\r
-                       delete obj.gpuTimerID;\r
-               };              \r
-               \r
-               X_Node_Anime_needsDetection = true;\r
+       if( obj.phase !== 7 ){\r
+               // アニメーション中は easing の変更ができない\r
+               obj.easing = X_Type_isFunction( easing ) ? easing : X_NodeAnime_ease[ easing ] || X_NodeAnime_ease[ 'circular' ];\r
+       };\r
+// form :\r
+       obj.startX = obj.x = X_NodeAnime_getFinite( start[ 'x' ],       obj.x );\r
+       obj.startY = obj.y = X_NodeAnime_getFinite( start[ 'y' ],       obj.y );\r
+       obj.startA = obj.a = X_NodeAnime_getFinite( start[ 'opacity' ], obj.a );\r
+\r
+ // to :\r
+       obj.destX     = X_NodeAnime_getFinite( dest[ 'x' ],       obj.destX );\r
+       obj.destY     = X_NodeAnime_getFinite( dest[ 'y' ],       obj.destY );\r
+       obj.destA     = X_NodeAnime_getFinite( dest[ 'opacity' ], obj.destA );\r
+\r
+       obj.lazyRelease = 0 <= lazyRelease && X_Type_isFinite( lazyRelease ) ? lazyRelease : 0;\r
+\r
+       if( stop && 6 <= obj.phase ){\r
+               this[ 'stop' ](); // 現在値で停止\r
+       } else\r
+       if( !stop || obj.lazyRelease ){\r
+               if( isNew || !obj.phase ){\r
+                       list[ list.length ] = this;\r
+                       obj.phase = 1;\r
+                       obj.uid   = ++X_NodeAnime_uid;\r
+                       X_NodeAnime_needsDetection = true;\r
+               } else\r
+               if( obj.phase < 4 ){\r
+                       list.splice( list.indexOf( this ), 1 );\r
+                       list[ list.length ] = this;\r
+                       obj.uid   = ++X_NodeAnime_uid;\r
+                       X_NodeAnime_needsDetection = true;\r
+               } else\r
+               if( !stop ){\r
+                       // リストの先頭にいるため検査不要でアニメーション開始可能 4, 5, 6, 7\r
+                       obj.phase = 6;\r
+               } else\r
+               // obj.lazyRelease はあり\r
+               if( obj.phase !== 5 ){ // GPU解除待ち ではない -> 4. 6, 7\r
+                       obj.phase      = 4; // 強制停止(GPU転送予約)\r
+                       obj.releaseNow = false; // TODO folower が要るため GPU 転送できないケースあり\r
+                       X_NodeAnime_needsDetection = true;\r
+               };\r
                \r
-               X_Node_Anime_reserveUpdate( true );\r
-       } else {\r
-               if( !X_Node_Anime_reserved ){\r
-                       X_Node_Anime_reserved = true;\r
+               if( !X_NodeAnime_reserved ){\r
+                       X_NodeAnime_reserved = true;\r
+                       \r
                        if( X_Node_updateTimerID ){\r
-                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-                               X_Node_Anime_updateTimerID && X_Timer_cancelFrame( X_Node_Anime_updateTimerID );\r
-                               X_Node_Anime_updateTimerID = 0;\r
+                               if( X_NodeAnime_updateTimerID ) X_NodeAnime_updateTimerID = X_Timer_cancelFrame( X_NodeAnime_updateTimerID );\r
+\r
+                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
                        } else {\r
-                               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-                               X_Node_Anime_updateTimerID = X_Timer_requestFrame( X_Node_Anime_updateAnimationsNoTransition );\r
+                               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+                               X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations );\r
                        };\r
+               };      \r
+       } else {\r
+               if( obj.phase ){\r
+                       this[ 'stop' ](); // リストから外す\r
                };\r
-               \r
-               isNew && this[ 'dispatch' ]( { type : X_EVENT_ANIME_START, 'gpu' : false } );\r
+               console.log( 'リストに加えない!' );\r
        };\r
-       \r
-       // console.log( 'animate() ' + this[ '_id' ] + ' y:' + obj.startY + ' > ' + obj.destY + ' d:' + obj.duration );\r
-       \r
+\r
        return this;\r
 };\r
 \r
+function X_NodeAnime_getFinite( a, b ){\r
+       if( a || a === 0 ) return a;\r
+       if( b || b === 0 ) return b;\r
+       return NaN;\r
+};\r
+\r
+/*\r
+ * 1.アニメーション中の要素の停止 ->後続アニメーションの開始\r
+ * 2.アニメーション待機中の要素の停止 -> 後続アニメーションの再調査\r
+ */\r
 /**\r
  * アニメーションの停止。\r
  * @alias Node.prototype.stop\r
  * @return {Node} メソッドチェーン\r
  */\r
-function X_Node_stop(){\r
-       var obj = this[ '_anime' ];\r
+function X_Node_stop( option ){\r
+       var obj    = this[ '_anime' ],\r
+               list   = X_NodeAnime_QUEUE,\r
+               i, rm, j, xnode, _obj;\r
        \r
-       if( !obj ) return this;\r
-       \r
-       if( X_Node_Anime_hasTransition ){\r
-               obj.phase = 100;\r
-               X_Node_Anime_needsDetection = true;\r
-               X_Node_Anime_reserveUpdate();\r
-       } else {\r
-               X_Node_ANIMATIONS.splice( X_Node_ANIMATIONS.indexOf( this ), 1 );\r
-               //obj.gpuTimerID && X_Timer_remove( obj.gpuTimerID );\r
-               delete this[ '_anime' ];\r
+       if( !obj || !obj.phase ) return this;\r
+\r
+       switch( obj.phase ){\r
+               case 6 : // アニメーション開始可能 ??\r
+               case 2 : // 準待機\r
+               case 3 : // アニメーション待機中\r
+                       X_NodeAnime_needsDetection = true;\r
+               case 1 :\r
+                       rm = true;\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.startA = obj.destA = obj.a = 1;\r
+                       }; // TODO 終了値で停止も,,,\r
+                       \r
+                       if( rm ) break; // 1,2,3,6 の場合ここまで\r
+               \r
+                       obj.destX = obj.x;\r
+                       obj.destY = obj.y;\r
+                       obj.destA = obj.a;\r
+\r
+                       obj.phase = 4; // 強制解除\r
+                       X_NodeAnime_needsDetection = true;\r
+                       \r
+               case 5 : // GPU解除待ち\r
+                       obj.releaseNow = !( option & X_NODE_ANIME_STAY_GPU );\r
+                       break;\r
        };\r
+\r
+       if( rm ){\r
+               list.splice( list.indexOf( this ), 1 );\r
+               obj.phase = 0;  \r
+       };\r
+\r
        return this;\r
 };\r
 \r
-function X_Node_Anime_reserveUpdate( before ){\r
-       if( !X_Node_Anime_reserved ){\r
-               X_Node_Anime_reserved = true;\r
+/*\r
+ * 1. 新規アニメーションが現在アニメーション中の要素の親か子であればアニメーションを待機\r
+ * 2. \r
+ */\r
+function X_NodeAnime_detectWaitAnimation( xnode, duration, isText ){\r
+       var list = X_NodeAnime_QUEUE,\r
+               i    = 0, _xnode;\r
+       \r
+       for( ; _xnode = list[ i ]; ++i ){\r
+               if( _xnode === xnode ) break;\r
                \r
-               if( X_Node_updateTimerID ){\r
-                       //console.log( before ? '> BEFORE_UPDATE' : '> UPDATED' );\r
-                       before = false;\r
-                       X_System[ 'listenOnce' ]( before ? X_EVENT_BEFORE_UPDATE : X_EVENT_UPDATED, X_Node_Anime_updateAnimations );\r
-               } else {\r
-                       //console.log( '> Timer' );\r
-                       // Opera12 requestAnimationFrame では transition が動かない、、、\r
-                       X_Node_Anime_updateTimerID =\r
-                               X_UA[ 'Opera' ] ?\r
-                                       X_Timer_once( 0, X_Node_Anime_updateAnimations ) :\r
-                                       X_Timer_requestFrame( X_Node_Anime_updateAnimations );\r
+               // アニメーションの優先度はリストにいる順\r
+               // まず先行する後続待機要素の中に、親子関係のものがいないか?探す\r
+               if( _xnode[ '_anime' ].phase <= 3 ){\r
+                       if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){\r
+                               // -> いる、このような要素が複数いる場合、誰に後続すればいいか?判然としないため、準待機フラグを立てる\r
+                               return 2;\r
+                       };\r
                };\r
-       } else {\r
-               // console.log( ' X_Node_Anime_reserved 済、予約なし' );\r
        };\r
-};\r
 \r
-function X_Node_Anime_updateAnimations( v, updateNow ){\r
-       var i = X_Node_ANIMATIONS.length, c = false, ret, xnode;\r
-       \r
-       // console.log( v.type || v );\r
-       \r
-       //console.log( 'updateAnimations len:' + i + ' time:' + v + ' det:' + X_Node_Anime_needsDetection );\r
-       \r
-       if( X_Node_Anime_needsDetection ) X_Node_Anime_detectAnimationLayers();\r
-       \r
-       for( ; i; ){\r
-               xnode = X_Node_ANIMATIONS[ --i ];\r
-               //console.log( 'phase : ' + xnode[ '_id' ] + ' ' + xnode[ '_anime' ].phase + ' ' + xnode[ '_anime' ].duration );\r
-               ret = X_Node_Anime_updateAnimation( xnode );\r
-               if( ret === true ){\r
-                       X_Node_ANIMATIONS.splice( i, 1 );\r
-                       xnode[ '_anime' ].gpuTimerID && X_Timer_remove( xnode[ '_anime' ].gpuTimerID );\r
-                       delete xnode[ '_anime' ];\r
-               } else\r
-               if( ret !== false ){\r
-                       c = true;\r
+       // -> いない、アニメーション中(開始可能も)の要素の中に、親子関係のものがいないか?探す\r
+       //           -> いる、待機状態へ\r
+       //           -> いない、アニメーションが可能\r
+       for( i = 0; _xnode = list[ i ]; ++i ){\r
+               if( _xnode === xnode ) break;\r
+\r
+               if( 6 <= _xnode[ '_anime' ].phase ){\r
+                       if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){\r
+                               return isText ? 3 : _xnode;\r
+                       };\r
                };\r
        };\r
-       \r
-       if( ( X_Node_Anime_updateTimerID || updateNow ) && X_Node_updateTimerID ) X_Node_startUpdate();\r
-       \r
-       X_Node_Anime_updateTimerID = 0;\r
-       X_Node_Anime_reserved = false;\r
-       if( c ){\r
-               X_Node_Anime_reserveUpdate();\r
-       };\r
+       // アニメーション可能\r
+       return duration ? 6 : 4; // duration がない場合は、アニメーション強制停止へ進みそこから GPU 解除待ちへ\r
 };\r
 \r
-// TODO X_Timer_requestFrame 経由の BEFORE_UPDATE で更新を行う\r
-function X_Node_Anime_detectAnimationLayers(){\r
-       var i = X_Node_ANIMATIONS.length,\r
-               l = i,\r
-               j, xnode, parent, _xnode, hasGPUChild, remove;\r
-\r
-       for( ; i; ){\r
-               xnode = X_Node_ANIMATIONS[ --i ];\r
-               parent = hasGPUChild = false;\r
-               for( j = l; j; ){\r
-                       _xnode = X_Node_ANIMATIONS[ --j ];\r
+function X_NodeAnime_updateAnimations( e ){\r
+       var list = X_NodeAnime_QUEUE,\r
+               i    = list.length,\r
+               now  = X_Timer_now(),\r
+               c = false,\r
+               i, xnode, obj, _xnode,\r
+               rm, easing, follower, lazy;\r
+       \r
+       if( X_NodeAnime_needsDetection ){\r
+               X_NodeAnime_needsDetection = false;\r
+               \r
+               //\r
+               list.sort( X_NodeAnime_sortAnimationNode );             \r
+               \r
+               for( i = 0; xnode = list[ i ]; ++i ){\r
+                       obj = xnode[ '_anime' ];\r
                        \r
-                       if( xnode.parent === _xnode.parent ){\r
-                               continue;\r
-                       } else\r
-                       if( _xnode[ 'contains' ]( xnode ) ){\r
-                               if( ( _xnode[ '_anime' ].phase === 3 && _xnode[ '_anime' ].gpuParent ) || _xnode[ '_anime' ].phase === 10 ){\r
-                                       _xnode[ '_anime' ].phase = 15;\r
-                               } else\r
-                               if( xnode[ '_anime' ].gpuParent ){\r
-                                       parent = true;\r
-                                       xnode[ '_anime' ].phase = xnode[ '_anime' ].phase === 2 ? 6 : 15;// GPU レイヤーの解除 > アニメーションは継続, すでに終了フェイズなら破棄\r
-                               } else\r
-                               if( [ 7, 8, 9, 13, 14 ].indexOf( xnode[ '_anime' ].phase ) !== -1 ){// GPU レイヤーの中止\r
-                                       parent = true;\r
-                                       xnode[ '_anime' ].phase -= 8;\r
+                       if( obj.phase <= 3 ){\r
+                               if( !X_Type_isNumber( obj.phase = _xnode = X_NodeAnime_detectWaitAnimation( xnode, obj.duration ) ) ){\r
+                                       _xnode[ '_anime' ].follower = true;\r
+                                       obj.phase = 3; // 後続待機\r
                                };\r
-                               break;\r
-                       } else\r
-                       if( xnode[ 'contains' ]( _xnode ) ){\r
-                               if( ( xnode[ '_anime' ].phase === 3 && xnode[ '_anime' ].gpuParent ) || xnode[ '_anime' ].phase === 10 ){\r
-                                       xnode[ '_anime' ].phase = 15;\r
-                               } else\r
-                               if( _xnode[ '_anime' ].gpuParent ){\r
-                                       hasGPUChild = true;\r
-                                       _xnode[ '_anime' ].phase = _xnode[ '_anime' ].phase === 2 ? 6 : 15;// GPU レイヤーの解除 > アニメーションは継続, すでに終了フェイズなら破棄\r
-                               } else\r
-                               if( [ 7, 8, 9, 13, 14 ].indexOf( _xnode[ '_anime' ].phase ) !== -1 ){// GPU レイヤーの中止\r
-                                       hasGPUChild = true;\r
-                                       _xnode[ '_anime' ].phase -= 8;\r
-                               };\r
-                               break;\r
-                       };\r
-               };\r
-               \r
-               if( !parent && xnode[ '_anime' ].phase !== 15 ){\r
-                       if( xnode[ '_anime' ].phase === 0 ){\r
-                               // 新規\r
-                               xnode[ '_anime' ].phase = hasGPUChild ? 7 : 8;// 非GPU -> GPU 子に GPU アニメをもつなら、タイミングをずらす。\r
-                       } else\r
-                       if( [ 3, 4, 10, 100 ].indexOf( xnode[ '_anime' ].phase ) === -1 ){\r
-                               // 非GPU -> GPU\r
-                               xnode[ '_anime' ].phase = hasGPUChild ? 13 : 14;// 非GPU -> GPU 子に GPU アニメをもつなら、タイミングをずらす。\r
+                       } else {\r
+                               obj.follower = false;\r
                        };\r
                };\r
        };\r
        \r
-       X_Node_Anime_needsDetection = false;\r
-};\r
+       for( ; i; ){\r
+               rm    = false;\r
+               xnode = list[ --i ];\r
+               obj   = xnode[ '_anime' ];\r
 \r
-function X_Node_Anime_updateAnimation( xnode ){\r
-       var obj   = xnode[ '_anime' ],\r
-               phase = obj.phase,\r
-               current, time;\r
-       switch( phase ){\r
-               case 2 :\r
-                       // アニメーション中\r
-                       return false;\r
-               \r
-               case -1 :// 子の GPU レイヤー解除待ち\r
-               case  7 :\r
-                       ++obj.phase;\r
-                       break;\r
-               case  0 : // 開始位置+アニメーションの設定 \r
-               case  8 :\r
-                       X_ViewPort[ 'unlisten' ]( X_EVENT_AFTER_UPDATE, xnode, X_Node_Anime_gpuReleased );\r
-                       \r
-                       xnode[ 'css' ]({\r
-                               //willChange               : X_Node_Anime_transitionProps + ',opacity,width,height',\r
-                               backfaceVisibility       : 'hidden',\r
-                               transitionTimingFunction : obj.easing.style,\r
-                               transitionDelay          : '0s' // 0.001 にすると transitionend のタイミングが狂う、、、\r
-                       });\r
-                       \r
-                       //console.log( '開始位置 ' + phase );\r
-                       X_Node_Anime_updatePosition( xnode, obj.startX, obj.startY, obj.startA, phase === 8 );\r
-                       \r
-                       xnode[ 'dispatch' ]( { type : X_EVENT_ANIME_START, 'gpu' : phase === 8 } );\r
-                       ++obj.phase;\r
-                       break;\r
-               case  1 :\r
-               case  9 : // 終了位置の設定\r
-                       obj.gpuParent = phase === 9;\r
-                       if( obj.duration ){\r
-                               xnode[ 'listenOnce' ]( 'transitionend', X_Node_Anime_onTransitionEnd );\r
-                       \r
-                               xnode[ 'css' ]({\r
-                                       transitionProperty : X_Node_Anime_transitionProps + ',opacity,width,height',\r
-                                       transitionDuration : obj.duration + 'ms'\r
-                               });\r
+               switch( obj.phase ){\r
+                       case 7 : // アニメーション中\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.a = ( obj.destA - obj.startA ) * easing + obj.startA, true );\r
+                                       c = true;\r
+                                       break;\r
+                               };\r
+                               // アニメーション終了\r
+                       case 4 : // 強制停止(GPU転送予約)\r
+                               lazy = !obj.follower && !obj.releaseNow && obj.lazyRelease;\r
+                               X_NodeAnime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, !!lazy );\r
+\r
+                               xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_END );\r
                                \r
-                               //console.log( '修了位置 ' + phase );\r
-                               X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, obj.gpuParent );\r
-                               obj.phase = 2;\r
+                               if( lazy ){\r
+                                       console.log( 'アニメーション終了(' + obj.phase + ') -> GPU 解除待機 ' + lazy );\r
+                                       obj.releaseTime = now + lazy;\r
+                                       obj.phase = 5; // GPU解除待ち\r
+                                       c = true;\r
+                               } else {\r
+                                       console.log( 'アニメーション終了(' + obj.phase + ') -> ' );\r
+                                       rm = true;\r
+                               };\r
                                break;\r
-                       };\r
-                       //console.log( 'duration = 0 の場合、アニメーションの解除' );\r
-                       // duration = 0 の場合、アニメーションの解除\r
-                       \r
-               case 3 : // TransitionEnd -> アニメーションの解除\r
-                       obj.phase = obj.gpuParent ? 10 : 4;\r
-                       \r
-                       //console.log( '#### アニメーションの解除 ' + obj.phase );\r
-                       \r
-                       // このタイミングで animation 関連の css を削除したところ(X_Node_Anime_clearTransition)、iOS3、4 で再描画忘れが度々起きるように、、、\r
-                       if( !obj.gpuParent ) X_Node_Anime_clearTransition( xnode );\r
-                       break;\r
 \r
-               case 4 :\r
-                       // アニメーションは停止・GPU=false -> リストから削除\r
-                       obj.gpuParent = false;\r
-                       return true;\r
-\r
-               case 10 :\r
-                       // アニメーションは停止・GPUレイヤーは解除していない(再アニメーションに備えて待機)\r
-                       if( !obj.gpuTimerID ){\r
-                               //console.log( '#### アニメーションは停止 ' + obj.wait );\r
-                               if( obj.wait ){\r
-                                       obj.gpuTimerID = X_Timer_once( obj.wait, xnode, X_Node_Anime_releaseGPULayer );\r
+                       case 6 : // アニメーション開始可能\r
+                               obj.startTime = now;\r
+                               obj.destTime  = now + obj.duration;\r
+                               obj.phase     = 7; // アニメーション中\r
+                               obj.progress  = 0;\r
+                               X_NodeAnime_updatePosition( xnode, obj.startX, obj.startY, obj.startA, true );\r
+                               xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_START );\r
+                               c = true;\r
+                               break;\r
+                       \r
+                       case 5 : // GPU解除待ち\r
+                               if( obj.releaseTime <= now || obj.follower || obj.releaseNow ){\r
+                                       X_NodeAnime_translateZ && X_NodeAnime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false );\r
+                                       rm = true;\r
                                } else {\r
-                                       X_Node_Anime_releaseGPULayer.call( xnode );\r
+                                       c = true;\r
                                };\r
-                       };\r
-                       return false;\r
-               \r
-               case  5 :\r
-               case 13 :\r
-                       // 子のGPU解除待ち\r
-                       ++obj.phase;\r
-                       break;\r
-               \r
-               // GPU レイヤーの変更> アニメーションは継続,但し残り時間が短ければ停止\r
-               case  6 :               \r
-               case 14 :\r
-                       now  = X_Timer_now();\r
-                       time = obj.duration - now + obj.startTime;\r
-                       if( time < 16 ){\r
-                               X_Node_Anime_clearTransition( xnode );\r
-                               X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, phase === 14 );\r
-                               obj.phase = phase === 14 ? 10 : 4;\r
-                               xnode[ 'dispatch' ]( time, { type : X_EVENT_ANIME_END, 'gpu' : obj.gpuParent } );\r
-                       } else {\r
-                               current = X_Node_Anime_getComputedPosition( xnode );\r
-                               obj.startX    = current.x;\r
-                               obj.startY    = current.y;\r
-                               obj.startA    = current.a;\r
-                               obj.duration  = time;\r
-                               obj.startTime = now;\r
-                               X_Node_Anime_updatePosition( xnode, current.x, current.y, current.a, phase === 14 );\r
-                               obj.phase = phase === 14 ? 9 : 1;\r
-                       };\r
-                       break;\r
-               \r
-               case 15 :\r
-                       // GPU有効で停止(待機)している xnode の解除\r
-                       //console.log( 'GPU有効で停止(待機)している xnode の解除' + xnode[ '_tag' ] + xnode[ 'getOrder' ]() );\r
-                       // console.log( 'GPU有効で停止(待機)している xnode のGPU解除' );\r
-                       X_Node_Anime_clearTransition( xnode );\r
-                       X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false );\r
-                       //obj.gpuTimerID && X_Timer_remove( obj.gpuTimerID );\r
-                       //delete obj.gpuTimerID;\r
-                       X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, xnode, X_Node_Anime_gpuReleased );\r
-                       return true;\r
+                               break;  \r
+               };\r
                \r
-               case 100 : // stop() : アニメーションを中断して削除\r
-                       //console.log( 'stop() gpu:' + obj.gpuParent );\r
-                       // console.log( 'アニメーションを中断して削除' );\r
-                       current = X_Node_Anime_getComputedPosition( xnode );\r
-                                               \r
-                       X_Node_Anime_clearTransition( xnode );\r
-                       X_Node_Anime_updatePosition( xnode, current.x, current.y, current.a, obj.gpuParent );\r
-                       obj.phase = obj.gpuParent ? 10 : 4;\r
-                       break;\r
+               obj.releaseNow = false;\r
                \r
-       };\r
-};\r
-\r
-function X_Node_Anime_getComputedPosition( that ){\r
-       var raw = that[ '_rawObject' ],\r
-               x = NaN, y = NaN, a = 1, style, matrix;\r
-\r
-       if( raw ){\r
-               if( X_Node_Anime_hasTransform ){\r
-                       if( style = X_Node_CSS_getComputedStyle( raw, null ) ){\r
-                               matrix = ( style[ X_Node_CSS_VENDER_PREFIX[ 'transform' ] ] || '' ).split( ')' )[ 0 ].split( ', ' );\r
-                               x = + ( matrix[ 12 ] || matrix[ 4 ] );\r
-                               y = + ( matrix[ 13 ] || matrix[ 5 ] );\r
-                               a = matrix[ X_Node_CSS_Support[ 'opacity' ] ];                          \r
-                       };\r
-               } else\r
-               if( X_Node_CSS_getComputedStyle ){\r
-                       if( style = X_Node_CSS_getComputedStyle( raw, null ) ){\r
-                               x = parseFloat( style[ 'left' ] );\r
-                               y = parseFloat( style[ 'top' ]  );\r
-                               a = parseFloat( style[ X_Node_CSS_Support[ 'opacity' ] ] );                             \r
-                       };\r
-               } else\r
-               if( style = ( raw.currentStyle || raw.style ) ){\r
-                       x = parseFloat( style[ 'left' ] );\r
-                       y = parseFloat( style[ 'top' ]  );\r
-                       a = that[ '_css' ] && 0 <= that[ '_css' ].opacity ? that[ '_css' ].opacity : 1;\r
-                       //parseFloat( ( style[ 'filter' ] || 'opacity=1' ).split( 'opacity=' )[ 1 ] );\r
+               if( rm ){\r
+                       X_NodeAnime_translateZ && xnode[ 'asyncDispatch' ]( X_EVENT_GPU_RELEASED );\r
+                       // 後続のアニメーションがある場合\r
+                       if( obj.follower ) X_NodeAnime_needsDetection = c = true;\r
+                       list.splice( i, 1 );\r
+                       obj.phase = 0;\r
                };\r
        };\r
-\r
-       return { x : x, y : y, a : a };\r
-};\r
-\r
-function X_Node_Anime_onTransitionEnd( e ){\r
-       console.log( '[TransitionEnd] ' + ( this[ '_anime' ] && this[ '_anime' ].phase ) );\r
-       \r
-       if( !this[ '_anime' ] || this[ '_anime' ].phase !== 2 ){\r
-               // ここで return してしまうと、view の更新イベント待ちの場合、アニメが止まる\r
-               X_Node_Anime_reserved && !X_Node_Anime_updateTimerID && !X_Node_updateTimerID && X_Node_Anime_reserveUpdate( X_Node_Anime_reserved = false );\r
-               return X_CALLBACK_PREVENT_DEFAULT | X_CALLBACK_STOP_PROPAGATION;\r
-       };\r
        \r
-       this[ '_anime' ].phase = 3;\r
-       \r
-       X_Node_Anime_clearTransition( this ); // X_EVENT_ANIME_END より前で呼んでおく\r
-       \r
-       X_Node_Anime_onTransition = true;\r
-       this[ 'dispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : this[ '_anime' ].gpuParent } );\r
-       X_Node_Anime_onTransition = false;\r
-       \r
-       X_Node_Anime_needsDetection = true;\r
-       // iOS は transitionend 内の 更新でアニメーション可能 iOS3, iOS4 で確認 \r
-       // win+Gecko は不可\r
-       X_Node_Anime_updateAnimations( 0, X_Node_updateOnTransitionEnd );\r
+       //c && console.log( 'anime... ' + X_Node_updateTimerID );\r
        \r
-       return X_CALLBACK_PREVENT_DEFAULT | X_CALLBACK_STOP_PROPAGATION;\r
-};\r
-\r
-function X_Node_Anime_releaseGPULayer(){\r
-       var obj = this[ '_anime' ], tmp;\r
-       if( !obj ){\r
-               // console.log( '_anime無' );\r
-               return;\r
+       if( X_NodeAnime_reserved = c ){\r
+               if( X_Node_updateTimerID ){\r
+                       // scrollbox では X_System X_EVENT_UPDATED は不可。。。\r
+                       !e || e.type !== X_EVENT_UPDATED ?\r
+                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ) :\r
+                               X_NodeAnime_updateTimerID && X_Timer_cancelFrame( X_NodeAnime_updateTimerID );\r
+                       X_NodeAnime_updateTimerID = 0;\r
+               } else {\r
+                       X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+                       X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations );\r
+               };\r
+       } else {\r
+               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+               X_NodeAnime_updateTimerID = 0;\r
        };\r
-       X_Node_Anime_clearTransition( this );\r
-       X_Node_Anime_updatePosition( this, obj.destX, obj.destY, obj.destA, false );\r
-       X_Node_ANIMATIONS.splice( X_Node_ANIMATIONS.indexOf( this ), 1 );\r
-       delete obj.gpuTimerID;\r
-       delete this[ '_anime' ];\r
-       //console.log( 'GPUレイヤーの破棄を指示' );\r
-       \r
-       X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, this, X_Node_Anime_gpuReleased );\r
-};\r
-\r
-function X_Node_Anime_gpuReleased(){\r
-       //console.log( 'GPU レイヤーが解放されました' );\r
-       this[ 'dispatch' ]( { type : X_EVENT_GPU_RELEASED, 'gpu' : true } );\r
 };\r
 \r
-function X_Node_Anime_clearTransition( xnode ){\r
-       // 開始座標のセット(新規のみ)\r
-       // アニメーション指定のセット(または解除)(対象のみ)\r
-       // 目標座標のセット\r
-       xnode[ 'unlisten' ]( 'transitionend', X_Node_Anime_onTransitionEnd );\r
-\r
-       xnode[ 'css' ]({\r
-               //willChange               : '',\r
-               backfaceVisibility       : '',\r
-               transitionTimingFunction : '',\r
-               transitionDelay          : '',\r
-               transitionDuration       : ''\r
-       });\r
+/*\r
+ * アニメーション開始、アニメーション中、強制停止(GPU転送予約)、GPU解除待ち の要素をリストの先頭に\r
+ */\r
+function X_NodeAnime_sortAnimationNode( xnode1, xnode2 ){\r
+       var a = 4 <= xnode1[ '_anime' ].phase,\r
+               b = 4 <= xnode2[ '_anime' ].phase;\r
+       \r
+    if( ( a && b ) && ( !a && !b ) ){ // Chrome のみ\r
+        return xnode1[ '_anime' ].uid - xnode2[ '_anime' ].uid;\r
+    };\r
+    return a ? -1 : 1;\r
 };\r
 \r
-function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){\r
+function X_NodeAnime_updatePosition( xnode, x, y, opacity, useGPU ){\r
        //console.log( 'updatePosition x:' + x + ' gpu:' + !!useGPU );\r
-       if( X_Node_Anime_hasTransform ){\r
+       if( X_NodeAnime_hasTransform ){\r
                xnode[ 'css' ]({\r
-                       transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_Node_Anime_translateZ : '' ),\r
+                       transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_NodeAnime_translateZ : '' ),\r
                        opacity   : opacity\r
                });\r
        } else {\r
@@ -534,7 +364,7 @@ function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){
                opacity === opacity && xnode[ 'css' ]( 'opacity', opacity );\r
        };\r
 \r
-       if( X_Node_Anime_translateZ ){\r
+       if( X_NodeAnime_translateZ ){\r
                if( useGPU ){\r
                        if( xnode[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){\r
                                xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
@@ -556,54 +386,52 @@ function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){
        };\r
 };\r
 \r
-function X_Node_Anime_updateAnimationsNoTransition( e ){\r
-       var i = X_Node_ANIMATIONS.length,\r
-               now = X_Timer_now(),\r
-               obj,\r
-               newX, newY, newA, easing,\r
-               c = false;\r
-       \r
-       for( ; i; ){\r
-               xnode = X_Node_ANIMATIONS[ --i ];\r
-               obj   = xnode[ '_anime' ];\r
 \r
-               if( obj.destTime <= now ){\r
-                       X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false );\r
+var\r
+       X_NodeAnime_ease = {\r
+               'quadratic' : {\r
+                       style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)',\r
+                       fn: function (k) {\r
+                               return k * ( 2 - k );\r
+                       }\r
+               },\r
+               'circular' : {\r
+                       style: 'cubic-bezier(0.1, 0.57, 0.1, 1)',       // Not properly "circular" but this looks better, it should be (0.075, 0.82, 0.165, 1)\r
+                       fn: function (k) {\r
+                               return Math.sqrt( 1 - ( --k * k ) );\r
+                       }\r
+               },\r
+               'back' : {\r
+                       style: 'cubic-bezier(0.175, 0.885, 0.32, 1.275)',\r
+                       fn: function (k) {\r
+                               var b = 4;\r
+                               return ( k = k - 1 ) * k * ( ( b + 1 ) * k + b ) + 1;\r
+                       }\r
+               },\r
+               'bounce' : {\r
+                       style: '',\r
+                       fn: function (k) {\r
+                               if ( ( k /= 1 ) < ( 1 / 2.75 ) ) {\r
+                                       return 7.5625 * k * k;\r
+                               } else if ( k < ( 2 / 2.75 ) ) {\r
+                                       return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;\r
+                               } else if ( k < ( 2.5 / 2.75 ) ) {\r
+                                       return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;\r
+                               } else {\r
+                                       return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;\r
+                               }\r
+                       }\r
+               },\r
+               'elastic' : {\r
+                       style: '',\r
+                       fn: function (k) {\r
+                               var f = 0.22,\r
+                                       e = 0.4;\r
 \r
-                       delete xnode[ '_anime' ];\r
-                       X_Node_ANIMATIONS.splice( i, 1 );\r
-                       //console.log( obj.destA );\r
-                       // filter な 親が解除されないと子要素への filter が反映されない\r
-                       xnode[ 'asyncDispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : false } );\r
-               } else {\r
-                       easing = obj.easing.fn( ( now - obj.startTime ) / obj.duration );\r
-                       newX   = ( obj.destX - obj.startX ) * easing + obj.startX;\r
-                       newY   = ( obj.destY - obj.startY ) * easing + obj.startY;\r
-                       newA   = ( obj.destA - obj.startA ) * easing + obj.startA;\r
-                       X_Node_Anime_updatePosition( xnode, newX, newY, newA, false );\r
-                       obj.x = newX;\r
-                       obj.y = newY;\r
-                       obj.a = newA;\r
-                       c = true;\r
-               };\r
-       };\r
-       \r
-       //c && console.log( 'anime... ' + X_Node_updateTimerID );\r
-       \r
-       if( X_Node_Anime_reserved = c ){\r
-               if( X_Node_updateTimerID ){\r
-                       // scrollbox では X_System X_EVENT_UPDATED は不可。。。\r
-                       !e || e.type !== X_EVENT_UPDATED ?\r
-                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition ) :\r
-                               X_Node_Anime_updateTimerID && X_Timer_cancelFrame( X_Node_Anime_updateTimerID );\r
-                       X_Node_Anime_updateTimerID = 0;\r
-               } else {\r
-                       X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-                       X_Node_Anime_updateTimerID = X_Timer_requestFrame( X_Node_Anime_updateAnimationsNoTransition );\r
-               };\r
-       } else {\r
-               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-               X_Node_Anime_updateTimerID = 0;\r
-       };\r
-};\r
+                               if ( k === 0 ) { return 0; }\r
+                               if ( k == 1 ) { return 1; }\r
 \r
+                               return ( e * Math.pow( 2, - 10 * k ) * Math.sin( ( k - f / 4 ) * ( 2 * Math.PI ) / f ) + 1 );\r
+                       }\r
+               }\r
+       };\r