animato 0.8.0

Professional-grade, renderer-agnostic animation library for Rust. Zero mandatory dependencies. no_std-ready.
Documentation

Italian: animato — animated, lively, with life and movement.

Crates.io Docs.rs CI License: MIT OR Apache-2.0 Version

A professional-grade, renderer-agnostic animation library for Rust.

Zero mandatory dependencies. no_std-ready. Built as a clean Cargo workspace — use only the crates you need.

Works everywhere: TUIs, Web (WASM), Bevy games, embedded targets, CLI tools, and native desktop apps.


Why Animato?

Most Rust animation crates are either too minimal (just easing functions) or too coupled to a specific renderer or framework. Animato sits in between:

  • Computes values, never renders. You own the render loop; Animato just tells you what the value is at each frame.
  • Workspace architecture. Each concern lives in its own crate. You don't download wgpu just to animate a progress bar.
  • no_std core. The trait system, all easing functions, Tween<T>, and Spring compile without std or heap allocation.
  • Builder pattern everywhere. No positional argument confusion; every optional field has a sensible default.
  • Generic over your types. Implement Interpolate once and animate any value — f32, [f32; 3], your custom color type, anything.

Crates

Shipped in v0.8.0:

Crate Description no_std
animato-core Traits + 38 easing variants (5 advanced in v0.8.0)
animato-path Bezier, motion paths, MorphPath, DrawSvg (v0.8.0) core
animato-driver AnimationDriver, Clocks, ScrollDriver, ScrollClock (v0.8.0)
… all others unchanged …

Planned in future versions (see ROADMAP.md):

Crate Version Description
animato-gpu v0.9.0 GpuAnimationBatch — 10K+ tweens per frame on GPU

Most users only need the facade:

[dependencies]
animato = "0.8"

Quick Start

Animate a single value

use animato::{Tween, Easing, Update};

let mut tween = Tween::new(0.0_f32, 100.0)
    .duration(1.0)
    .easing(Easing::EaseOutCubic)
    .build();

// In your update loop — pass dt (seconds since last frame):
tween.update(0.016); // ~60fps tick
println!("{}", tween.value()); // current interpolated value

Spring physics

use animato::{Spring, SpringConfig, Update};

let mut spring = Spring::new(SpringConfig::wobbly());
spring.set_target(200.0);

// Animate until settled:
while !spring.is_settled() {
    spring.update(1.0 / 60.0);
}
println!("settled at {}", spring.position());

Loop modes

use animato::{Tween, Loop, Easing, Update};

let mut tween = Tween::new(0.0_f32, 100.0)
    .duration(1.0)
    .easing(Easing::EaseInOutSine)
    .looping(Loop::PingPong)
    .build();

for _ in 0..600 {
    tween.update(1.0 / 60.0);
}
println!("{}", tween.value()); // oscillates 0 ↔ 100

AnimationDriver — manage many animations

use animato::{Tween, Easing, AnimationDriver, WallClock, Clock};

let mut driver = AnimationDriver::new();
let mut clock  = WallClock::new();

let id = driver.add(
    Tween::new(0.0_f32, 1.0).duration(2.0).easing(Easing::EaseInOutSine).build()
);

loop {
    let dt = clock.delta();
    driver.tick(dt);

    if !driver.is_active(id) { break; }
}

Multi-dimensional spring

use animato::{SpringN, SpringConfig, Update};

let mut spring: SpringN<[f32; 3]> = SpringN::new(SpringConfig::stiff(), [0.0; 3]);
spring.set_target([100.0, 200.0, 300.0]);

while !spring.is_settled() {
    spring.update(1.0 / 60.0);
}
let [x, y, z] = spring.position();

Keyframe tracks

use animato::{Easing, KeyframeTrack, Update};

let mut track = KeyframeTrack::new()
    .push_eased(0.0, 0.0_f32, Easing::EaseOutCubic)
    .push(1.0, 100.0);

track.update(0.5);
assert!(track.value().unwrap() > 50.0);

Timeline composition

use animato::{At, Timeline, Tween, Update};

let fade = Tween::new(0.0_f32, 1.0).duration(1.0).build();
let slide = Tween::new(0.0_f32, 100.0).duration(1.0).build();

let mut timeline = Timeline::new()
    .add("fade", fade, At::Start)
    .add("slide", slide, At::Label("fade"));

timeline.play();
timeline.update(0.5);
assert_eq!(timeline.get::<Tween<f32>>("slide").unwrap().value(), 50.0);

Timeline control

use animato::{At, Timeline, Tween, Update};

let fade = Tween::new(0.0_f32, 1.0).duration(1.0).build();

let mut timeline = Timeline::new()
    .add("fade", fade, At::Start)
    .time_scale(0.5)
    .on_entry_complete("fade", || println!("fade done"))
    .on_complete(|| println!("timeline done"));

timeline.play();
timeline.update(1.0);
assert_eq!(timeline.get::<Tween<f32>>("fade").unwrap().value(), 0.5);

With the tokio feature, timeline.wait().await resolves when another task or loop drives the timeline to completion.

Motion paths

[dependencies]
animato = { version = "0.8", features = ["path"] }
use animato::{CubicBezierCurve, Easing, MotionPathTween, Update};

let curve = CubicBezierCurve::new(
    [0.0, 0.0],
    [40.0, 90.0],
    [140.0, -90.0],
    [200.0, 0.0],
);

let mut motion = MotionPathTween::new(curve)
    .duration(1.0)
    .easing(Easing::EaseInOutSine)
    .auto_rotate(true)
    .build();

motion.update(0.5);
let [x, y] = motion.value();
let rotation = motion.rotation_deg();

Input physics

[dependencies]
animato = { version = "0.8", features = ["physics"] }
use animato::{DragConstraints, DragState, Gesture, GestureRecognizer, Inertia, InertiaConfig, PointerData, Update};

let mut inertia = Inertia::new(InertiaConfig::smooth());
inertia.kick(800.0);
while inertia.update(1.0 / 60.0) {}

let mut drag = DragState::new([0.0, 0.0])
    .constraints(DragConstraints::bounded(0.0, 300.0, 0.0, 200.0));
drag.on_pointer_down(PointerData::new(0.0, 0.0, 1));
drag.on_pointer_move(PointerData::new(120.0, 40.0, 1), 1.0 / 60.0);
let maybe_inertia = drag.on_pointer_up(PointerData::new(120.0, 40.0, 1));

let mut gestures = GestureRecognizer::default();
gestures.on_pointer_down(PointerData::new(0.0, 0.0, 1), 0.0);
let gesture = gestures.on_pointer_up(PointerData::new(80.0, 0.0, 1), 0.2);
assert!(matches!(gesture, Some(Gesture::Swipe { .. })));

Color interpolation

[dependencies]
animato = { version = "0.8", features = ["color"] }
use animato::{InLab, Tween, Update, palette::Srgb};

let mut tween = Tween::new(
    InLab::new(Srgb::new(1.0, 0.0, 0.0)),
    InLab::new(Srgb::new(0.0, 0.0, 1.0)),
)
.duration(1.0)
.build();

tween.update(0.5);
let midpoint = tween.value().into_inner();
assert!(midpoint.red > 0.0 && midpoint.blue > 0.0);

Advanced Easing (v0.8.0)

Five new parameterised easing variants are now available:

use animato::Easing;

// Organic, rough motion (deterministic)
let rough = Easing::RoughEase { strength: 0.5, points: 8 };

// Fast at edges, crawls in the middle
let slow  = Easing::SlowMo { linear_ratio: 0.5, power: 0.7 };

// Oscillating wiggle (fades to zero at endpoints)
let wig   = Easing::Wiggle { wiggles: 5 };

// Configurable bounce (0.0=linear, 1.0=EaseOutBounce)
let bounce = Easing::CustomBounce { strength: 0.7 };

// Exponential time warp
let expo  = Easing::ExpoScale { start: 0.5, end: 2.0 };

// All satisfy: apply(0.0) == 0.0, apply(1.0) == 1.0
for e in &[rough, slow, wig, bounce, expo] {
    assert_eq!(e.apply(0.0), 0.0);
    assert_eq!(e.apply(1.0), 1.0);
}

Shape Morphing (v0.8.0)

[dependencies]
animato = { version = "0.8", features = ["path"] }
use animato::{MorphPath, Tween, Update};

let square = vec![[0.0, 0.0], [100.0, 0.0], [100.0, 100.0], [0.0, 100.0]];
let circle: Vec = (0..=16)
    .map(|i| {
        let a = i as f32 * std::f32::consts::TAU / 16.0;
        [50.0 + 50.0 * a.cos(), 50.0 + 50.0 * a.sin()]
    })
    .collect();

let morph = MorphPath::with_resolution(square, circle, 32);
let mut tween = Tween::new(0.0_f32, 1.0).duration(1.0).build();

tween.update(0.5);
let shape = morph.evaluate(tween.value()); // Vec

SVG Draw Animation (v0.8.0)

use animato::{CubicBezierCurve, DrawSvg, Tween, Update};

let path = CubicBezierCurve::new([0.0,0.0],[50.0,100.0],[150.0,-100.0],[200.0,0.0]);
let mut tween = Tween::new(0.0_f32, 1.0).duration(2.0).build();

tween.update(1.0); // halfway
let draw = path.draw_on(tween.value());
println!("stroke-dasharray: {}; stroke-dashoffset: {}", draw.dash_array, draw.dash_offset);
// Or: draw.to_css()

Scroll-Linked Animation (v0.8.0)

use animato::{Easing, ScrollDriver, ScrollClock, Clock, Tween};

// ScrollDriver approach
let mut driver = ScrollDriver::new(0.0, 1000.0);
driver.add(Tween::new(0.0_f32, 1.0).duration(1.0).easing(Easing::EaseInOutCubic).build());
driver.set_position(500.0); // 50% scroll → animations ticked by 0.5

// ScrollClock approach — works with AnimationDriver
let mut clock = ScrollClock::new(0.0, 1000.0);
clock.set_scroll(250.0);
let dt = clock.delta(); // 0.25

Feature Flags

[dependencies]
animato = { version = "0.8", features = ["serde"] }

v0.8.0 features:

Feature What it adds
default std + tween + timeline + spring + driver
std Wall clock, heap-backed composition types, timeline callbacks
tween Tween<T>, KeyframeTrack<T>, Loop, TweenState
timeline Timeline, Sequence, stagger, time scale
spring Spring, SpringN<T>, all presets
path QuadBezier, CubicBezierCurve, CatmullRomSpline, MotionPathTween, SvgPathParser
physics Inertia, InertiaN<T>, DragState, GestureRecognizer
color InLab<C>, InOklch<C>, InLinear<C>, and the palette re-export
driver AnimationDriver, Clock variants
bevy AnimatoPlugin, AnimatoTween<T>, AnimatoSpring<T>, transform helpers, completion messages
wasm RafDriver + ScrollSmoother
wasm-dom DOM helpers: FlipAnimation, SplitText, Draggable, Observer
serde Serialize/Deserialize on supported concrete public types
tokio .wait().await on Timeline completion

Features planned for future versions:

Feature Version What it adds
gpu v0.9.0 GpuAnimationBatch via wgpu

no_std usage

[dependencies]
animato-core   = { version = "0.8", default-features = false }
animato-tween  = { version = "0.8", default-features = false }
animato-spring = { version = "0.8", default-features = false }
animato-path   = { version = "0.8", default-features = false }
animato-physics = { version = "0.8", default-features = false }
animato-color  = { version = "0.8", default-features = false }

Available in no_std: Easing, Tween<T>, Spring, fixed Bezier curves, Inertia, GestureRecognizer, InLab<C>, InOklch<C>, InLinear<C>, and all Interpolate blanket impls. KeyframeTrack<T>, Timeline, SpringN<T>, MotionPath, SVG parsing, InertiaN<T>, and DragState require allocation.


Easing Functions

38 easing variants — 31 classic + CSS-compatible + 5 advanced (v0.8.0):

Group Variants
Linear Linear
Polynomial EaseIn/Out/InOut × Quad, Cubic, Quart, Quint (12)
Sinusoidal EaseIn/Out/InOutSine
Exponential EaseIn/Out/InOutExpo
Circular EaseIn/Out/InOutCirc
Back EaseIn/Out/InOutBack
Elastic EaseIn/Out/InOutElastic
Bounce EaseIn/Out/InOutBounce
CSS-compatible CubicBezier(f32,f32,f32,f32), Steps(u32)
Advanced (v0.8.0) RoughEase{…}, SlowMo{…}, Wiggle{…}, CustomBounce{…}, ExpoScale{…}
Escape hatch Custom(fn(f32)->f32)

Bevy Integration

Animato v0.8.0 targets Bevy 0.18.1. The workspace MSRV is Rust 1.89 to match Bevy's published requirement.

use bevy::prelude::*;
use animato_bevy::{AnimatoPlugin, TweenCompleted};
use animato::{AnimatoTween, Easing, Tween};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(AnimatoPlugin)
        .add_systems(Startup, spawn_animated)
        .add_systems(Update, on_tween_done)
        .run();
}

fn spawn_animated(mut commands: Commands) {
    commands.spawn((
        Sprite::default(),
        Transform::default(),
        AnimatoTween::translation(
            Tween::new([0.0_f32, 0.0, 0.0], [300.0, 0.0, 0.0])
                .duration(1.0)
                .easing(Easing::EaseOutBack)
                .build(),
        ),
    ));
}

fn on_tween_done(mut messages: MessageReader<TweenCompleted>) {
    for message in messages.read() {
        println!("Entity {:?} finished animating", message.entity);
    }
}

WASM Integration

[dependencies]
animato = { version = "0.8", features = ["wasm"] }
use wasm_bindgen::prelude::*;
use animato::{Easing, RafDriver, Tween, Update};

#[wasm_bindgen]
pub struct App {
    tween:  Tween<f32>,
    driver: RafDriver,
}

#[wasm_bindgen]
impl App {
    #[wasm_bindgen(constructor)]
    pub fn new() -> Self {
        Self {
            tween:  Tween::new(0.0_f32, 500.0).duration(1.5).easing(Easing::EaseOutBounce).build(),
            driver: RafDriver::new(),
        }
    }

    pub fn tick(&mut self, timestamp_ms: f64) {
        let dt = self.driver.tick(timestamp_ms);
        self.tween.update(dt);
    }
    pub fn value(&self) -> f32 { self.tween.value() }
}

Build: wasm-pack build --target web --features wasm


Architecture

Animato is a focused Cargo workspace with additional planned crates through v1.0. See ARCHITECTURE.md for the full design document — crate boundaries, module specifications, type system design, data flow diagrams, and performance guidelines.


Examples

cargo run --example basic_tween
cargo run --example spring_demo
cargo run --example keyframe_track
cargo run --example timeline_sequence
cargo run --example motion_path --features path
cargo run --example physics_drag --features physics
cargo run --example color_animation --features color
cargo run --example bevy_transform --features bevy
cargo run --example tui_progress
cargo run --example tui_spinner

# WASM:
# cd examples/wasm_counter && wasm-pack build --target web

Running Tests

# All tests, all features:
cargo test --workspace --all-features

# no_std check:
cargo test -p animato-core -p animato-tween -p animato-spring -p animato-path -p animato-physics -p animato-color --no-default-features

# Benchmarks:
cargo bench

# Docs:
cargo doc --workspace --all-features --open

Roadmap

See ROADMAP.md for the full versioned plan from v0.1.0 to v1.0.0.

Current status: v0.8.0 — Advanced shipped

Next Milestone
v0.9.0 Performance — GPU batch compute, animato-gpu, benchmarks

Contributing

Contributions are welcome — bug reports, feature suggestions, documentation improvements, and pull requests.

See CONTRIBUTING.md for how to set up the workspace, run tests, and submit a PR.


Support

If Animato is useful to you, consider supporting ongoing development:


License

Licensed under either of:

at your option.

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this project shall be dual-licensed as above, without any additional terms or conditions.