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Add control over spring solver step
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2 changed files with 39 additions and 29 deletions
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@ -2,7 +2,7 @@
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## spring()
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Returns a new source with a dynamically animated value of the input source.
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Returns a new source with a value always moving torwards the input source value.
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- **Type**
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@ -13,19 +13,19 @@ Returns a new source with a dynamically animated value of the input source.
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damping_ratio: number = 1
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): () -> T
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type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
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type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3 | Rect
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```
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- **Details**
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The output source value is updated every frame based on the input source
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The output source value is updated every step based on the input source
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value.
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The output is physically simulated according to a
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The movement is physically simulated according to a
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[spring](https://en.wikipedia.org/wiki/Simple_harmonic_motion).
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`period` is the amount of time in seconds it takes for the spring to
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complete one full oscillation.
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complete one full cycle if undamped.
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`damping_ratio` is the amount of resistance applied to the spring.
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@ -34,4 +34,8 @@ Returns a new source with a dynamically animated value of the input source.
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- <1 = Underdamped - reaches target with some overshoot.
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- 0 = Undamped - never stabilizes, oscillates forever.
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Velocity is conserved between source updates for smooth animation.
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By default, the spring solver is ran at 120 Hz in
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[`Heartbeat`](https://create.roblox.com/docs/reference/engine/classes/RunService#Heartbeat).
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You can change when the solver runs by calling `vide.step(dt)`, which will
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advance the simulation time by `dt` seconds and automatically stop the
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solver running in heartbeat.
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@ -20,6 +20,31 @@ local flags = require(script.flags)
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export type Source<T> = source.Source<T>
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local function step(dt: number)
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if game then
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debug.profilebegin("VIDE STEP")
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debug.profilebegin("VIDE SPRING")
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end
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update_springs(dt)
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if game then
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debug.profileend()
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debug.profilebegin("VIDE GARBAGE CLEANUP")
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end
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clean_garbage()
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if game then
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debug.profileend()
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debug.profileend()
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end
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end
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local stepped = game and game:GetService("RunService").Heartbeat:Connect(function(dt: number)
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task.defer(step, dt)
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end)
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local vide = {
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-- core
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create = create,
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@ -52,24 +77,11 @@ local vide = {
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-- runtime
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step = function(dt: number)
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if game then
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debug.profilebegin("VIDE STEP")
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debug.profilebegin("VIDE SPRING")
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end
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update_springs(dt)
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if game then
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debug.profileend()
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debug.profilebegin("VIDE GARBAGE CLEANUP")
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end
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clean_garbage()
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if game then
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debug.profileend()
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debug.profileend()
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if stepped then
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stepped:Disconnect()
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stepped = nil
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end
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step(dt)
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end
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}
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@ -97,10 +109,4 @@ do
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})
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end
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if game then
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game:GetService("RunService").Heartbeat:Connect(function(dt: number)
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task.defer(vide.step, dt)
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end)
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end
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return vide
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