$ show juliangarnier/anime
Anime.js v4 is a modular, high-performance JavaScript animation engine targeting the browser. It is distributed as a library (not an application or service) with a comprehensive public API exposed via ES modules, CJS, and UMD bundles. The architecture is a single runtime engine (a Clock-driven RAF loop) that owns a linked list of tickable objectsβtimers, animations, and timelinesβeach of which can contain child tweens. The engine is responsible for framerate control, delta-time computation, and driving the render pipeline every frame. The core data flow is: user calls (e.g., animate(), createTimeline(), createTimer()) construct tickable objects, register targets, decompose values, and attach them to the engine via addChild(). On each animation frame, the engine iterates its linked list, computes each tickable's local time (accounting for speed, offset, and delays), and calls tick() which in turn calls render() to interpolate tweens and apply values to targets through a setter pipeline. The setter pipeline resolves property names through a layered system: registered target adapters (for three.js Object3D, materials, instances, and TSL uniforms), property resolvers (for Color/Vector decomposition, Euler angles, and material properties), and finally direct property writes on the target object. Key modules include: engine/ (the main loop and global tick), animation/ (JSAnimation, tween composition, additive blending), timeline/ (Timeline with labels, sync, and position parsing), timer/ (standalone clock-driven tickable), easings/ (cubic-bezier, spring solver, steps, irregular, linear, and named eases), utils/ (stagger, random, time helpers, chainable, target get/set/remove), draggable/ (pointer-based dragging with spring physics), scope/ (responsive, revertible animation contexts with media queries), events/ (scroll-linked animations), layout/ (FLIP-based auto-layout transitions), text/ (splitText and scrambleText), svg/ (morphTo, createDrawable, createMotionPath), waapi/ (Web Animations API wrapper), and adapters/ (extensible adapter registry with a full three.js integration). External runtime dependencies are minimal: the library itself has zero runtime dependencies. The three.js adapter is an optional peer dependency. Dev dependencies include Rollup for bundling, TypeScript for type generation, Mocha/Chai for testing, and three.js for the adapter tests. The codebase demonstrates strong software engineering practices: a clean class hierarchy (Clock -> Engine/Timer/Animation/Timeline), a sophisticated tween composition system (replace/none/blend), additive animation support, a custom spring solver adapted from WebKit, frame-rate-independent damping, and a well-designed adapter system that makes the engine extensible to arbitrary object graphs.
The LLM identified 8 files worth highlighting for reuse:
A complete spring physics solver implementing underdamped, critically damped, and overdamped systems. It calculates natural frequency (w0), damping ratio (zeta), and damped frequency (wd) to solve the spring differential equation. The class supports bidirectional conversion between physical parameters (mass/stiffness/damping) and perceptual parameters (bounce/duration), including an implementation of Apple's SwiftUI perceived duration algorithm. The solve() method uses exponential forms to prevent infinity issues. This is a self-contained, reusable physics simulation that could be extracted for any animation system needing spring dynamics.
A generic adapter registry system that extends animate() and utils.set() to work with arbitrary object types. It provides registerAdapter() for creating adapter instances, registerTargetAdapter() for per-class detection, and registerPropertyResolver() for runtime property pattern matching. The resolution order (target adapters first, then property resolvers, then direct property path) is clean and predictable. This is a well-designed plugin architecture that decouples the core engine from domain-specific targets, making it easy to add support for three.js, Babylon.js, or any other object model.
A base Clock class that manages time state, framerate, and playback rate. It provides requestTick() with a tolerance-based frame-skipping algorithm that prevents dropping frames arriving slightly early due to RAF jitter (capped at 4ms). The computeDeltaTime() method tracks elapsed time for frame-rate-independent animations. This is a clean, reusable time-management primitive that could be extracted for any animation or game loop needing consistent time stepping.
A stagger utility that generates per-target values based on position in a grid or along an axis. It supports 'from' directives (first, center, last, random, or explicit index), grid-based distribution with axis selection, easing of the stagger progression, jitter with seeded randomness, and custom 'use' functions for value mapping. The implementation is flexible and composable, accepting target/index/arrays for context-aware distribution. This is a reusable pattern for any system needing staggered or distributed value generation across a collection.
An SVG path/polygon/polyline morphing function that generates interpolated point strings between two shapes. It uses getTotalLength() and getPointAtLength() to sample equidistant points from both paths, handling different point counts by taking the maximum. The precision parameter controls sampling density. Returns a function value compatible with the animation system. This is a self-contained, reusable SVG morphing solution that could be extracted for any project needing shape tweening.
An additive animation system that blends multiple tweens targeting the same property. It maintains a lookup map of property-specific tween chains and accumulates numeric or array-based additive values before rendering. The update() method iterates all additive lookups, sums the tween values, and writes the result to the lookup tween's _toNumber/_toNumbers. This is a sophisticated composition pattern for animation layering that could be reused in any tweening system needing blend modes.
A collection of math utilities including a frame-rate-independent damping function based on Rory Driscoll's exponential decay formula. The damp() function uses lerp with an exponential factor to achieve smooth, frame-rate-independent interpolation. Also includes wrap(), mapRange(), degToRad/radToDeg, and rounding/padding helpers. The damping implementation is particularly reusable for any system needing smooth value convergence.
A timeline position parser that converts flexible position specifications into absolute millisecond offsets. It handles absolute numbers, relative operators (+=, -=, *=), sibling references (<, <<), and label lookups. The implementation cleanly separates concerns: getPrevChildOffset() handles sibling-relative parsing, while parseTimelinePosition() orchestrates the full resolution. This is a reusable pattern for any timeline or sequencing system needing expressive position syntax.