All notable changes to this project will be documented in this file. If a change is missing an attribution, it may have been made by a Core Contributor.
- Critical bugfixes or breaking changes are marked using a warning symbol:
⚠️ - Significant new features or enhancements are marked using the sparkles symbol: ✨
The format is based on Keep a Changelog.
This release fixes a small regression in the way animations complete. When we introduced the repeat
API in v0.9.0, we also introduced more complexity around when animations are considered "done". This resulted in occasional instances where an animation wouldn't reach its exact to
state; for example, an opacity
animation from 0 to 1 might complete at opacity: 0.99927361
. This release fixes that behavior to ensure we reach the exact final to
state in both repeated and non-repeated animations.
⚠️ All animations reach their exactto
state on completion, orfrom
state for odd-numberedrepeat
counts. PR by @parkerziegler here.
This release adds support for a new repeatType
API. repeatType
describes how repeated animations should run. Valid values are 'loop'
and 'mirror'
; 'mirror'
is the default.
If 'loop'
is specified, the animation will run from its from
state to its to
state, and then "jump" back to the from
state to start the animation over. This is akin to animation-direction: normal
in CSS animations.
If 'mirror'
is specified, the animation will alternate between its from
and to
values. This is the behavior renature
has always had and is the default if repeatType
is not specified. It is akin to animation-direction: alternate
in CSS animations.
- The
repeatType
parameter can now be passed to configure how repeated animations should be run. PR by @parkerziegler here.
This release fixes a small bug in the onAnimationComplete
implementation. In #122, we accidentally introduced a regression by not passing the onAnimationComplete
callback to the internal onComplete
function. This release addresses that regression.
- The
onAnimationComplete
callback is called when an animation completes if supplied by the end user. PR by @parkerziegler here.
This release adds in a slight modification to the onFrame
API. Previously, onFrame
only gave you access to a single value, progress
. progress
is a decimal number between 0 and 1 representing the progress of an animation, with 0 being the beginning and 1 being the end. useGravity2D
was an exception; since this hook animates infinitely by default, progress
is not a defined value and was never supplied.
In v0.10.1, you can now access the physics motion vectors (position
, velocity
, and acceleration
) of your animating element inside of the onFrame
callback, like so:
const [props] = useFriction<HTMLDivElement>({
from: {
transform: 'scale(1) rotate(0deg)',
},
to: {
transform: 'scale(1.5) rotate(720deg)',
},
onFrame: (progress, { position, velocity, acceleration }) => {
// Execute some code on each call to requestAnimationFrame using any of the four values above.
// For example, we could modify the document body's opacity to match the x component of the velocity vector.
document.body.style.opacity = velocity[0];
},
});
For useGravity2D
, the API is just slightly different, with no progress
argument supplied:
useGravity2D({
config: {
attractorMass: 1000000000000,
moverMass: 10000,
attractorPosition: [center.left, center.top],
initialMoverPosition: [center.left, center.top - 100],
initialMoverVelocity: [1, 0],
threshold: {
min: 20,
max: 100,
},
timeScale: 100,
},
onFrame: ({ position, velocity, acceleration }) => {
// Execute some code on each call to requestAnimationFrame!
},
});
- ✨ The
onFrame
callback now receives the motion vectors of the animating element as arguments. PR by @parkerziegler here.
This release adds a new API to support accessible animations in renature
. Consumers now have a first-class API for defining the from
/ to
configuration to use if a user has the prefers-reduced-motion: reduce
media feature enabled.
To enable accessible animations, add a reducedMotion
configuration object with from
/ to
keys in your hook's configuration, like so:
const [props] = useFriction<HTMLDivElement>({
from: {
transform: 'scale(1) rotate(0deg)',
},
to: {
transform: 'scale(1.5) rotate(720deg)',
},
reducedMotion: {
from: {
opacity: 0,
},
to: {
opacity: 1,
},
},
});
With this configuration, a user who specifies prefers-reduced-motion: reduce
will see opacity
animated from 0 to 1. Likewise, a user whose device or operating system does not implement the prefers-reduced-motion
media feature will see opacity
animated from 0 to 1. In this way, we enable the accessible animation by default. Finally, if a user has prefers-reduced-motion: reduce
and no reducedMotion
object is specified, the user will see no animation and the animated object will be immediately transitioned to the to
state in a single frame update.
- ✨ The
reducedMotion
configuration object was added to support accessible animations onuseFriction
,useFrictionGroup
,useGravity
,useGravityGroup
, anduseFluidResistance
anduseFluidResistanceGroup
hooks. PR by @parkerziegler here.
- Storybook was upgraded from v5 to v6. PR by @gingeriffic here.
- All demos on the
/gallery
route of the docs site were moved to CodeSandbox. PR by @gingeriffic here.
This release fixes bugs uncovered in the new repeat
API outlined in #124.
- Specifying an even number for
repeat
no longer leads to an incorrect "jump" to theto
value specified in the hook config. PR by @parkerziegler here. - Erroneously specifying a
string
value forrepeat
no longer results in an animation extending beyond its bounds. While this will be caught at compile-time by TypeScript users, it's an easy mistake for JavaScript users to make, so we guard against it at runtime. PR by @parkerziegler here.
This release introduces a new API to renature
hooks — the repeat
API.
Previously, the only way to run an animation more than one iteration was to use the infinite
parameter, set to true
. However, this doesn't work for cases where you want your animation to run a set number of iterations before coming to a smooth stop.
To support this, the repeat
parameter replaces the infinite
parameter in renature
hooks. You can still create an infinite animation by specifying repeat: Infinity
, but you can also animate between from
and to
a set number of times. For example, the following configuration:
const [props] = useFluidResistance<HTMLDivElement>({
from: {
boxShadow: '20px 20px 0px teal, -20px -20px 0px orange',
},
to: {
boxShadow: '-20px -20px 0px orange, 20px 20px 0px teal',
},
config: {
mass: 20,
rho: 20,
area: 20,
cDrag: 0.1,
settle: false,
},
repeat: 2,
});
indicates that, after the animating element has finished its first animation cycle (e.g. has animated from the from
state to the to
state), it should repeat the animation two additional times.
⚠️ Theinfinite
parameter forrenature
hooks has been deprecated in favor ofrepeat
. You can now repeat arenature
animation declaratively a set number of iterations before stopping. To run an animation infinitely, specifyrepeat: Infinity
. PR by @parkerziegler here.
This release is a small, internals-only, performance-related release. It consolidates the core logic of the hooks renature
exposes into an internal useForceGroup
hook that all hooks compose.
All hooks now compose the internal-only useForceGroup
hook to centralize animation logic. PR by @parkerziegler here.
This release fixes a small bug related to the use of the optional index parameter in the controller.set
API. controller.set
with the index parameter specified now works as documented.
- The
controller.set
API correctly targets an animating element when called with the index parameter specified. PR by @parkerziegler here.
This release adds support for a set
method on the controller
returned by a renature
hook. You can use controller.set
to animate an element to any CSS state at any time.
To use the controller.set
API, just call controller.set
with an object containing the CSS properties you want to animate to. For example, to animate an element to a random scale
and opacity
value every 2 seconds, you can do the following:
import React, { useEffect, FC } from 'react';
import { useFriction } from 'renature';
export const FrictionSet: FC = () => {
const [props, controller] = useFriction<HTMLDivElement>({
from: {
opacity: 0,
},
to: {
opacity: 1,
},
config: {
mu: 0.5,
mass: 300,
initialVelocity: 10,
},
});
useEffect(() => {
const intervalId = setInterval(() => {
// Call controller.set with a random scale transform and opacity!
controller.set({
transform: `scale(${Math.random()})`,
opacity: Math.random(),
});
}, 2000);
return () => {
clearInterval(intervalId);
};
}, [controller]);
return <div className="mover mover--magenta" {...props} />;
};
The controller.set
API is an imperative escape hatch to allow for orchestrating more complex animations after the initial declarative animation has run. You can also animate to new states simply by updating the to
property of the hook definition.
- A
set
method is now available oncontroller
to imperatively animate to a new CSS state. PRs by @parkerziegler here and here.
eslint-plugin-import
was added to standardizeimport
statements across the codebase. PR by @jzandag here.
This release improves the way renature
parses and interpolates CSS transforms. Previously, if you specified multiple transforms in a different order in your from
and to
configuration, renature
would incorrectly interpolate values.
// This would yield unexpected results!
{
from: {
transform: 'translateX(10px) skewY(3deg)',
},
to: {
transform: 'skewY(6deg) translateX(20px)'
}
}
With the above configuration, renature
would try to interpolate between the translateX
and skewY
properties rather than matching translateX
and skewY
configurations separately. This release adds a fix for this behavior, so you can specify your transforms in any order you like!
- CSS transforms with multiple properties are now matched based on transform property rather than order. PR by @parkerziegler here.
This release fixes a subset of issues introduced by the animation caching logic added in v0.7.0. Animations with cached values would not restart from scratch on configuration change due to incorrect cache invalidation logic. This release fixes that behavior, alongside improving TypeScript definitions, optimizating internals, and adding more extensive unit and integration tests.
All changes in this release, with the exception of some TypeScript improvements, are internal and will not affect existing code.
- The animation cache for a
renature
hook is now cleared on animation end. This allows animations to be restarted on configuration change. PR by @parkerziegler here. Fixes #101. use<Force>Group
hooks now properly handle generics to specify the type of HTML or SVG element being animated. Fixed as part of this PR by @parkerziegler here.
This release adds better support for interrupted and reactive animations. When an animation is interrupted mid-flight (say, by a change in its to
parameter or part of its physics config
), it will begin animating from its curernt position to the new target rather than restarting at its from
definition. There are no changes to the public API.
- Interrupted and reactive animations now start from the cached state of the currently animating object rather than from their
from
config. PR by @parkerziegler here.
This release focuses on an internal migration to ReScript, the new build toolchain for Reason and BuckleScript.
renature
now uses ReScript (bs-platform
> @8). PR by @parkerziegler here.- Enhanced function return types for internals were added in this release. PR by @parkerziegler here.
This release fixes issues around the scope of controller
. v0.6.0 introduced the ability to animate n elements in a single hook instance. However, when using multiple renature
hooks in the same React tree, calling controller.start
, controller.stop
, and controller.pause
applied to all animating elements, not to just the subset of animating elements created by their corresponding hook. This is fixed in v0.6.2 🌟!
⚠️ Ensurecontroller
's behavior is scoped to act only on the animating elements created by the corresponding hook. PR by @parkerziegler here.
This release includes a critical fix for a bug introduced in v0.6.0. Our Bublé configuration had dangerousForOf
transpilation configured, so for...of
loops operating on Set
s were incorrectly transpiled, causing animations never to run. This release removes compilation of for...of
loops since all modern browsers support the syntax for operating on iterable data structures.
- Remove
dangerousForOf
flag in Bublé config. PR by @parkerziegler here.
In this release, we add support for use<Force>Group
hooks for all three major forces covered by renature
– friction, gravity, and fluid resistance. These hooks allow you to animate n elements in a single call to requestAnimationFrame
and to manipulate the physics parameters and configuration applied to each of them.
- ✨ Add
useFrictionGroup
,useGravityGroup
, anduseFluidResistanceGroup
hooks. PR by @parkerziegler here. - ✨ Add
pause
method tocontroller
. This allows users to pause an animation without removing the animating node from the tracked set of animating elements. PR by @parkerziegler here.
- Previously, calls to
controller.start
would always register a newrequestAnimationFrame
callback even if an existing callback was actively executing. We now check if there's an existingrequestAnimationFrame
callback registered and, if so, update the data referenced by that callback rather than registering a new callback. This prevents n calls torequestAnimationFrame
being queued before each paint.
In this release, we add support for the disableHardwareAcceleration
parameter to renature
hooks. By default, renature
will attempt to push compatible animations to the GPU (primarily transform
and opacity
). If you would like to prevent this behavior, specify disableHardwareAcceleration: true
in your hooks configuration.
- ✨ Add support for GPU compositing of
transform
animations. PR by @parkerziegler here.
In this release, we expose the onFrame
and onAnimationComplete
APIs for the useGravity
hook. These were accidentally missed in the v0.4.0 release 😱.
- Ensure
onFrame
andonAnimationComplete
supplied touseGravity
are picked up and applied in the lifecycle of an animation. PR by @parkerziegler here.
In this release, we add a few new APIs to renature
to fix some pain points identified by community members. The most notable of these are onFrame
and onAnimationComplete
callbacks that can be provided to renature
hooks.
- ✨ An
onFrame
callback can now be provided torenature
hooks, which allows you to execute some logic on each call torequestAnimationFrame
. The callback is handed a single argument,progress
, which is a number between 0 and 1 representing your progress from thefrom
state to theto
state. PR by @parkerziegler here. - ✨ An
onAnimationComplete
callback can now be provided torenature
hooks, which allows you to execute logic when an animation ends. This behaves similarly to adding a listener on the DOM's nativeanimationend
event. If arenature
animation is stopped or unmounted before it has completed, this ca llback will not be executed. PR by @parkerziegler here. - ✨ Default configs have been added for all hooks. You'll now get a default physics config loaded if you don't specify a
config
field on your hook! PR by @parkerziegler here.
⚠️ Breaking Changecontroller.stop
is now the canonical way to stop or pause arenature
animation. Previously, if you started an animation by callingcontroller.start
, you could only stop or pause it by accessing a returned stop function.
const { stop } = controller.start();
Now, you can just call controller.stop()
. This codifies and simplifies the API – when you want to imperatively start / resume an animation, use controller.start
. When you want to stop or pause an animation, whether it was initiated on mount or by controller.start
, just use controller.stop
. PR by @parkerziegler here.
⚠️ Breaking Change Theimmediate
flag was renamed topause
and the logic behind it is now inverted. Ifpause
is set totrue
, the animation will not start running untilcontroller.start
has been called or if the component re-renders andpause
evaluates tofalse
. PR by @parkerziegler here.
In this release, we add support for using renature
in Node.js environments for server-side rendering. Previously, using renature
in server-rendered React applications would result in a runtime error.
- Fallback to
Date.now
in lieu ofperformance.now
in Node.js environments when tracking frame timestamps inrAF
. PR by @parkerziegler here.
In this release, we allow users to supply their own value for G
, the Universal Gravitational Constant, in the configuration of useGravity
and useGraviyt2D
hooks. This allows users to achieve similar animation effects without needing to provide extremely large mass values for the mover
and attractor
.
- ✨ A user-configurable
G
parameter for theuseGravity
anduseGravity2D
hooks. PR by @parkerziegler here.
In this release, we added type support for animating SVG elements, normalize our parser and interpolator structure, and include better support complex CSS properties like transform
and box-shadow
. We also released a new iteration of our docs site on react-static
v7 – live here.
- Type support for SVG elements. PR by @parkerziegler here.
- ✨ Add support for
box-shadow
as an animatable CSS property. PR by @parkerziegler here.
- Normalize parser and interpolator structure and move them to separate directories. PR by @parkerziegler here.
- Improvements to our docs site and a migration to
react-static
v7. PR by @parkerziegler here.
This release represents the first publish of renature
!