return f;\r
} else if (this.mode === "paced") {\r
/*keyTimes属性は無視され、ベクトルの距離の割合から計算される*/\r
- this.keyTime = this.to.distance(this.to.from) / this.norm;\r
+ this.keyTime = this.to.distance(this.to.from__) / this.norm;\r
return f;\r
} else if (this.mode === "spline") {\r
var tk = this.keySplines,\r
from.up("$to").mix( function() {\r
this.string = "12cm";\r
this.call();\r
- var arr = [];\r
+ var arr = [12];\r
arr.string = this.string;\r
expect(this.numList).toEqual(arr);\r
- expect(this.strList).toBeNull();\r
+ expect(this.strList).toEqual(["", "cm"]);\r
} );\r
} );\r
\r
calc.to.from__.string = "0s";\r
calc.to.string = "20s";\r
calc.to.degit = 1;\r
+ calc.initToEval();\r
expect(calc.call()(0.1)).toBe("10.0s");\r
expect(calc.keyTime).toBe(0.2);\r
\r
calc.norm = 100;\r
calc.to.from__.string = "rgb(0, 0, 20)";\r
calc.to.string = "rgb(0, 0, 0)";\r
+ calc.initToEval();\r
expect(calc.call()(0.1)).toBe("rgb(0, 0, 10)");\r
expect(calc.keyTime).toBe(0.2);\r
\r
calc.to.degit = 1;\r
calc.to.string = "1";\r
calc.to.from__.string = "0.5";\r
+ calc.initToEval();\r
expect(calc.call()(0.2)).toBe("0.5");\r
expect(calc.call()(0.3)).toBe("0.5");\r
/*もう一度確かめる*/\r
calc.to.degit = 1;\r
calc.to.string = "block";\r
calc.to.from__.string = "inline";\r
+ calc.initToEval();\r
expect(calc.call()(0.2)).toBe("inline");\r
expect(calc.call()(0.3)).toBe("inline");\r
\r
calc.to.degit = 1;\r
calc.to.string = "1 1";\r
calc.to.from__.string = "0.0 1";\r
+ calc.initToEval();\r
expect(calc.call()(0.2)).toBe("0.2 1.0");\r
expect(calc.call()(0.3)).toBe("0.3 1.0");\r
} );\r
expect(calc.call()(1)).toBe(calc.string);\r
\r
calc.keyTime = void 0;\r
+ calc.initToEval();\r
expect(calc.call()(1)).toBe(calc.string);\r
\r
calc.keyTime = 1/0;\r
+ calc.initToEval();\r
expect(calc.call()(1)).toBe(calc.string);\r
\r
+ calc.initToEval();\r
expect(calc.call()()).toBe(calc.string);\r
\r
calc = base("$calcMode").up();\r