A graph could start, pause and stop an animation and hear it finish,
but it could not ask in between whether one runs or how far it is.
Two data nodes answer that now.
- Animation playing takes an object and an animation and gives
playing, progress and time left (s). It answers at the moment it is
read: right after Play animation in the same pass it says on, and in
the frame On animation finished fires it says off.
- With Animation at None it answers for the running animation started
last on the object.
- Animation length gives the seconds of one pass, from the timeline
and the frame rate alone.
- The rule is a pure function in src/core/model/animation.ts
(playerStatus, leadingPlayer). The nodes reach an animation's
length through a new field animation on GraphLookup.
- animationPort is exported so both nodes show the same picker as
Play animation.
Decided in the issue: a Once (reset) counts as running while it blends
out, and progress and time left also hold for Loop and Ping-pong, at
the place of the playhead. On Ping-pong progress falls again on the
way back and time left counts to the next turn.
Decided here, the issue says nothing on it:
- A paused animation does not count as running. Progress and time
left stand still.
- One that Stop animation fades out does not count as running, and
its time left is 0.
- Time left of a Once (reset) includes its blend out. While it blends
out progress is 1 and time left is the rest of the fade.
Finding, not fixed: on the node the name of the chosen animation
overlaps the output label progress in the same row. That comes from
the fixed node width in NodeView and was seen in the Fit view only.
Tests:
- Gate: 198 files, 2903 tests (2891 + 12), exit 0
- e2e 1-6: 282 checks passed, 06 has +2 for block 6z-ix
- Nine unit counter-probes fail, 1 to 4 tests each
- The browser counter-probe fails 6z-ix with ["false","false"]
- e2e total 1615 is computed, not measured in a full run. The smokes
were not run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>