nl_tokens: Helper function to set the property of a node ( e . g . opacity translate etc .. )
pl_tokens: function _setPropertyValue ( prop , propName , endState , defaultValue , immediate , isTranslate ) { // Get property prop = <mask> || this . _properties [ propName ] ; // Update the property if ( prop && prop . init ) { prop . invalidated = true ; var value = defaultValue ; if ( endState !== undefined ) { value = endState ; } else if ( this . _removing ) { value = prop . particle . getPosition ( ) ; } //if (isTranslate && (this._lockDirection !== undefined) && (this._lockTransitionable.get() === 1)) { //    immediate = true; // this is a bit dirty, it should check !_lockDirection for non changes as well before setting immediate to true //} // set new end state (the quick way) prop . endState . x = value [ 0 ] ; prop . endState . y = ( value . length > 1 ) ? value [ 1 ] : 0 ; prop . endState . z = ( value . length > 2 ) ? value [ 2 ] : 0 ; if ( immediate ) { // set current state (the quick way) prop . curState . x = prop . endState . x ; prop . curState . y = prop . endState . y ; prop . curState . z = prop . endState . z ; // reset velocity (the quick way) prop . velocity . x = 0 ; prop . velocity . y = 0 ; prop . velocity . z = 0 ; } else if ( ( prop . endState . x !== prop . curState . x ) || ( prop . endState . y !== prop . curState . y ) || ( prop . endState . z !== prop . curState . z ) ) { this . _pe . wake ( ) ; } return ; } else { // Create property if neccesary var wasSleeping = this . _pe . isSleeping ( ) ; if ( ! prop ) { prop = { particle : new Particle ( { position : ( this . _initial || immediate ) ? endState : defaultValue } ) , endState : new Vector ( endState ) } ; prop . curState = prop . particle . position ; prop . velocity = prop . particle . velocity ; prop . force = new Spring ( this . options . spring ) ; prop . force . setOptions ( { anchor : prop . endState } ) ; this . _pe . addBody ( prop . particle ) ; prop . forceId = this . _pe . attach ( prop . force , prop . particle ) ; this . _properties [ propName ] = prop ; } else { prop . particle . setPosition ( ( this . _initial || immediate ) ? endState : defaultValue ) ; prop . endState . set ( endState ) ; } if ( ! this . _initial && ! immediate ) { this . _pe . wake ( ) ; } else if ( wasSleeping ) { this . _pe . sleep ( ) ; // nothing has changed, put back to sleep } if ( this . options . properties [ propName ] && this . options . properties [ propName ] . length ) { prop . enabled = this . options . properties [ propName ] ; } else { prop . enabled = [ this . options . properties [ propName ] , this . options . properties [ propName ] , this . options . properties [ propName ] ] ; } prop . init = true ; prop . invalidated = true ; } }