Animation & motionWave grid animation
Lattice wave
A forest-green line lattice flexes over a violet field as its tension changes.

Adjust tension and pause the field.
Subframe Original · MIT
Add to your project
Component source
Standalone React component. Styles are included.
React only. No additional packages.
Render the default export inside a container with a defined height. Its optional active prop stops movement when false. This example works with React 19; Next.js projects can use it as a client component.
View source code
/**
* MIT License
*
* Copyright (c) 2026 Subframe
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
"use client"
import { useEffect, useRef, useState } from "react"
export default function LatticeWave({ active = true }: { active?: boolean }) {
const canvas = useRef<HTMLCanvasElement>(null)
const clock = useRef(0)
const [tension, setTension] = useState(65)
const [running, setRunning] = useState(true)
const [reduced, setReduced] = useState(true)
useEffect(() => {
const q = matchMedia("(prefers-reduced-motion: reduce)")
const update = () => setReduced(q.matches)
update()
q.addEventListener("change", update)
return () => q.removeEventListener("change", update)
}, [])
useEffect(() => {
const el = canvas.current,
ctx = el?.getContext("2d")
if (!el || !ctx) return
let frame = 0,
resizeFrame = 0,
last = 0,
w = 1,
h = 1
function draw() {
if (!ctx) return
ctx.clearRect(0, 0, w, h)
ctx.strokeStyle = "#093b2a"
ctx.lineWidth = 1.15
const cols = 24,
rows = 15,
amp = (tension / 100) * Math.min(w, h) * 0.115,
t = clock.current
const point = (i: number, j: number) => {
const x = (i / cols) * w,
y = (j / rows) * h
return {
x: x + Math.sin(j * 0.52 + t) * amp * Math.sin((i / cols) * Math.PI),
y: y + Math.cos(i * 0.47 - t * 0.7) * amp * Math.sin((j / rows) * Math.PI),
}
}
for (let j = 0; j <= rows; j++) {
ctx.beginPath()
for (let i = 0; i <= cols; i++) {
const p = point(i, j)
if (i === 0) ctx.moveTo(p.x, p.y)
else ctx.lineTo(p.x, p.y)
}
ctx.stroke()
}
for (let i = 0; i <= cols; i++) {
ctx.beginPath()
for (let j = 0; j <= rows; j++) {
const p = point(i, j)
if (j === 0) ctx.moveTo(p.x, p.y)
else ctx.lineTo(p.x, p.y)
}
ctx.stroke()
}
ctx.fillStyle = "#093b2a"
for (let j = 2; j < rows; j += 3)
for (let i = 2; i < cols; i += 3) {
const p = point(i, j)
ctx.fillRect(p.x - 2, p.y - 2, 4, 4)
}
}
const resize = () => {
if (!el || !ctx) return
const b = el.getBoundingClientRect()
w = el.clientWidth
h = el.clientHeight
if (!w || !h) {
return
}
const d = Math.min(devicePixelRatio || 1, 2)
el.width = Math.max(1, Math.round(b.width * d))
el.height = Math.max(1, Math.round(b.height * d))
ctx.setTransform(el.width / w, 0, 0, el.height / h, 0, 0)
draw()
}
const observer = new ResizeObserver(resize)
observer.observe(el)
const windowResize = () => {
cancelAnimationFrame(resizeFrame)
resizeFrame = requestAnimationFrame(resize)
}
// An ancestor transform changes raster density without resizing the layout box.
const transforms = new MutationObserver(windowResize)
for (let ancestor = el.parentElement; ancestor; ancestor = ancestor.parentElement) {
transforms.observe(ancestor, { attributes: true, attributeFilter: ["style", "class"] })
}
window.addEventListener("resize", windowResize)
resize()
function tick(now: number) {
if (last) clock.current += Math.min(now - last, 48) / 1700
last = now
draw()
frame = requestAnimationFrame(tick)
}
if (active && running && !reduced) frame = requestAnimationFrame(tick)
return () => {
observer.disconnect()
transforms.disconnect()
window.removeEventListener("resize", windowResize)
cancelAnimationFrame(frame)
cancelAnimationFrame(resizeFrame)
}
}, [active, running, reduced, tension])
return (
<section className="sf-lattice-wave">
<div className="sf-lw-top">
<strong>WARP / WEFT</strong>
<button
type="button"
hidden={reduced}
aria-label={running ? "Pause lattice" : "Play lattice"}
aria-pressed={running}
onClick={() => setRunning(!running)}
>
{running ? "Ⅱ" : "▶"}
</button>
</div>
<canvas ref={canvas} role="img" aria-label="Oscillating orthogonal lattice" />
<div className="sf-lw-bottom">
<label>
Tension
<input
aria-label="Lattice tension"
type="range"
min="0"
max="100"
value={tension}
onChange={(e) => setTension(+e.target.value)}
/>
</label>
<output>{String(tension).padStart(2, "0")}</output>
</div>
<style>{`.sf-lattice-wave{width:100%;height:100%;min-height:280px;position:relative;overflow:hidden;background:#ad60e5;color:#093b2a;font-family:Arial,sans-serif;box-sizing:border-box;padding:0 22px}.sf-lattice-wave *{box-sizing:border-box}.sf-lw-top{position:absolute;top:7px;left:22px;right:22px;display:flex;align-items:center;justify-content:space-between;height:44px;z-index:1}.sf-lw-top strong{font-size:12px;letter-spacing:-.02em;font-weight:800}.sf-lw-top button{height:44px;width:44px;color:inherit;background:none;border:0;font:17px monospace;cursor:pointer}.sf-lattice-wave canvas{position:absolute;left:22px;top:58px;width:calc(100% - 44px);height:calc(100% - 119px);display:block}.sf-lw-bottom{position:absolute;left:22px;right:22px;bottom:9px;display:flex;align-items:center;gap:24px;height:44px;font:10px monospace}.sf-lw-bottom label{display:flex;align-items:center;gap:20px;flex:1;min-width:0}.sf-lw-bottom input{height:44px;min-width:0;width:100%;appearance:none;background:transparent;cursor:ew-resize}.sf-lw-bottom input::-webkit-slider-runnable-track{height:2px;background:#093b2a66}.sf-lw-bottom input::-webkit-slider-thumb{appearance:none;width:12px;height:16px;background:#093b2a;border:2px solid #ad60e5;outline:1px solid #093b2a;margin-top:-7px;border-radius:0}.sf-lw-bottom input::-moz-range-track{height:2px;background:#093b2a66}.sf-lw-bottom input::-moz-range-thumb{width:10px;height:14px;background:#093b2a;border:2px solid #ad60e5;border-radius:0}.sf-lw-bottom output{width:22px;font-variant-numeric:tabular-nums;text-align:right}.sf-lw-top button:focus-visible,.sf-lw-bottom input:focus-visible{outline:2px solid #093b2a;outline-offset:2px}`}</style>
</section>
)
}
Where it works well
A controllable woven or technical line texture.
Reduced motion
The mesh stays still; tension renders an immediate new static mesh.
Things to know
Canvas 2D line deformation, not a cloth solver.