An animation library made for React.
Demo Animations / Src
Demo UserInput / Src
Check out all the examples!
npm install r-animation --save
While trying to recreate a currently native Android and IPhone app as a hybrid app (using React), I came to the point where everything was unacceptably slow. React's diffing algorithm might be fast enough for many "normal" things, but it's definitely too slow for doing animations (especially on mobile).
Another thing that bothered me, was that suddenly I had to put things in my state that didn't really belong there, as they were not truly describing the application's state, but solely some intermediate state, only needed for animation. This would mean that I could no longer easily serialize the applications state as it was cluttered with unnecessary state descriptions
Performance: Animations need to look smooth which is especially hard to achieve on mobile devices.
To make animations as smooth as possible, all animations are offloaded into a single requestAnimationFrame.
Even when doing animations based on user input, say in onTouchMove, the updates will not happen immediately, but only every time a frame gets rendered!
Interruptible animations: Animations should be interruptible, to stay fully interactive.
When an animation is interrupted we have to be careful to keep the current velocity to get a smooth transition between two animations.
This library always keeps track of the velocity for you and automatically passes this information on to the next animation.
Physically based animations: Physics gives us all we need for naturally looking movements, a mass–spring–damper system is a pure goldmine!
These can be useful when you need exact control over an animation, e.g. you want to know from where to where, how long and exactly how it will move.
Robert Penner's Easing Functions have almost become standard for these kind of animations, so a slightly modified version of them is included in this library.
For maximum control, but achieved by ignoring the previous velocity,
When you want to keep as much control as possible, while maintaining the previous velocity, you need to fade one animation into the other.
If you want physically accurate animations, you will have to give up a little bit of control over the animation.
This means you don't know any more how long an animation will take, but as a plus, the animation will be way more realistic.
If you want an animation from point a to b, given some physical model describing the motion,
- Use simulateToHalt,
- Configure with Model.controlled.*.
If you don't need to know where the animation ends, e.g. for a scrolling list,
- Use simulateToHalt,
- Configure with Model.uncontrolled.*.
Use userInput to give the user control over an animation. Before you call that, you need to configure how the animation should react on this input with the fallowing functions:
If you want to give a user direct control over the motion of an object,
If you want to respect physical properties of an object the user is controlling, e.g. something that should feel heavy,
- Use startIndirectUserInput
- Configure with Model.controlled.*.
This is currently in progress and not implemented yet!
Adding an animation on top of another could be useful, as described here.
Given that this library already does smooth interruptions of ongoing animation, the only use of this would be to add some complexity to animations, as in the heart example of the linked article.
However, this can be achieved differently. The heart animation has a one degree of freedom, therefore it's enough to animate a single value. This value then has to be mapped to the desired path.
The state of your animation doesn't describe you application state, therefore it will not be stored inside your state object.
Instead you can access it any time with this.animationState
.
You can manipulate it with the above functions.
The initial animation state needs to be specified inside your getInitialAnimationState
function!
Since we are avoiding Reacts diffing algorithm for performance reasons, we sadly can't completely describe our UI in our render method.
Instead, performAnimation
will be called every time a new frame is rendered, so that you can then imperatively modify the DOM to display your current animationState
. This is not ideal, I would prefer a declarative way like the render method, but it seems to be necessary for good performance.
Avoid the diffing algorithm while performing an animation at all cost!
It leads to unacceptable stutter on mobile devices.
A technique to avoid the algorithm is to avoid calling setState
during an ongoing animation. If you still want to maintain some state information, a very controversial but efficient way to do this is by directly modifying this.state
. Yes, crazy, I know!
Require the needed modules (only pick the ones you need):
var {animationMixin, Easing, Model} = require('r-animation');
Check out:
simple animation / src
simple user input / src
This mixin powers the whole animation system.
You need to implement:
- getInitialAnimationState
- performAnimation
It provides:
- easeTo
- simulateToHalt
- startDirectUserInput
- startIndirectUserInput
- userInput
- cancelAnimation
- getAnimation
- startAnimation
A collection of easing functions.
A collection of physical models.
First time, run:
npm install
After that, Just run:
grunt dev
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