yarn add @animini/react-dom
yarn add @animini/react-three
import { useDrag } from '@use-gesture/react'
import { useAnimate, spring } from '@animini/react-dom'
const easing = spring()
export default function App() {
const [ref, api] = useAnimate()
useDrag(
({ active, movement: [x, y] }) => {
api.start({ scale: active ? 1.2 : 1, x: active ? x : 0, y: active ? y : 0 }, (k) => ({
immediate: k !== 'scale' && active,
easing
}))
},
{ target: ref }
)
return <div ref={ref} />
}
Lerp is the lightest, fastest and default easing algorithm for Animini. It supports a factor
attribute that will change the momentum of the lerp.
import { useAnimate, lerp } from '@animini/react-dom'
const easing = lerp({ factor: 0.05 })
api.start({ x: 100 }, { easing })
import { useAnimate, spring } from '@animini/react-dom'
const easing = spring({
tension: 170, // spring tension
friction: 26, // spring friction
mass: 1, // target mass
velocity // initial velocity
})
api.start({ x: 100 }, { easing })
import { useAnimate, ease } from '@animini/react-dom'
const easing = ease(
300, // duration of the ease in ms
[0.25, 0.1, 0.25, 1] // coordinates of the bezier curve
)
api.start({ x: 100 }, { easing })
Inertia aims at emulating a thrown object. Inertia will not reach its destination and only works if the value is already moving or if the easing is given an initial velocity.
Inertia supports min
and max
bounds which the element will bounce against as a rubberband bouncing on a wall.
import { useAnimate, inertia } from '@animini/react-dom'
const easing = inertia({
momentum: 0.998, // momentum of the inertia
velocity: undefined, // initial velocity (leave it undefined to use the current velocity of the value)
min: -100, // min bound
max: 100, // max bound
rubberband = 0.15 // elasticity factor when reaching bounds defined by min / max
})
api.start({ x: 100 }, { easing })