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Update spring solver
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parent
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commit
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5 changed files with 280 additions and 120 deletions
285
src/spring.luau
285
src/spring.luau
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@ -1,4 +1,5 @@
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if not game then script = require "test/relative-string" end
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local Vector3 = game and Vector3 or require "test/mock".Vector3 :: never
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--[[
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@ -10,88 +11,122 @@ Supported datatypes:
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- UDim2
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- Vector2
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- Vector3
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- Rect
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Unsupported datatypes:
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- bool
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- Rect
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- Vector2int16
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- Vector3int16
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- EnumItem
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]]
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local throw = require(script.Parent.throw)
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local graph = require(script.Parent.graph)
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type Node<T> = graph.Node<T>
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local create = graph.create
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local get = graph.get
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local set = graph.set
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local set_effect = graph.set_effect
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local capture = graph.capture
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local TOLERANCE = 0.0001
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local UPDATE_RATE = 120
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local TOLERANCE = 0.00001
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type Vec3 = Vector3
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local function Vec3(x: number?, y: number?, z: number?)
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return Vector3.new(x, y, z)
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end
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type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
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type SpringData<T> = {
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time: number,
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period: number,
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damping_ratio: number,
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k: number, -- spring constant
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c: number, -- damping coeff (from k)
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alpha: number,
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velocity: number,
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initial_velocity: number,
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initial_position: T,
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target_position: T,
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-- dimensions 1-3
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x0_123: Vec3,
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x1_123: Vec3,
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v_123: Vec3,
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target_updated: boolean,
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target: () -> T
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-- dimensions 4-6
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x0_456: Vec3,
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x1_456: Vec3,
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v_456: Vec3,
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source_value: T
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}
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type Lerp<T> = (initial: T, target: T, alpha: number) -> T
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type TypeToVec6<T> = (T) -> (Vec3, Vec3)
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type Vec6ToType<T> = (Vec3, Vec3) -> T
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-- period, damping ratio, initial velocity, total time
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local function solve(T: number, z: number, u: number, t: number): number -- alpha
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local wn = 2*math.pi / T
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local wd = wn * math.sqrt(1 - z^2)
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local a = z * wn
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local type_to_vec6 = {
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number = function(v)
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return Vec3(v, 0, 0), Vec3()
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end :: TypeToVec6<number>,
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local s = math.exp(-a*t) * math.cos(wd*t)
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local v = (u/wn) * math.exp(-a*t) * math.sin(wn*t)
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return (1-s) + v
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end
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CFrame = function(v)
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-- todo: proper rotation tween
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return v.Position, Vec3(v:ToEulerAnglesXYZ())
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end :: TypeToVec6<CFrame>,
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local lerpable: { [string]: Lerp<any> } = {
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number = function(v1, v2, a)
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return v1 + (v2 - v1)*a
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end :: Lerp<number>,
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Color3 = function(v)
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-- todo: hsv
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return Vec3(v.R, v.G, v.B), Vec3()
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end :: TypeToVec6<Color3>,
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CFrame = function(v1, v2, a)
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return v1:Lerp(v2, a)
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end :: Lerp<CFrame>,
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UDim = function(v)
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return Vec3(v.Scale, v.Offset, 0), Vec3()
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end :: TypeToVec6<UDim>,
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UDim2 = function(v)
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return Vec3(v.X.Scale, v.X.Offset, v.Y.Scale), Vec3(v.Y.Offset, 0, 0)
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end :: TypeToVec6<UDim2>,
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Color3 = function(v1, v2, a)
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return v1:Lerp(v2, a)
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end :: Lerp<Color3>,
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Vector2 = function(v)
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return Vec3(v.X, v.Y, 0), Vec3()
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end :: TypeToVec6<Vector2>,
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UDim = function(v1, v2, a)
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return UDim.new(
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v1.Scale + (v2.Scale - v1.Scale)*a,
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v1.Offset + (v2.Offset - v1.Offset)*a
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)
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end :: Lerp<UDim>,
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Vector3 = function(v)
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return v, Vec3()
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end :: TypeToVec6<Vector3>,
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UDim2 = function(v1, v2, a)
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return v1:Lerp(v2, a)
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end :: Lerp<UDim2>,
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Rect = function(v)
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return Vec3(v.Min.X, v.Min.Y, v.Max.X), Vec3(v.Max.Y, 0, 0)
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end :: TypeToVec6<Rect>
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}
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Vector2 = function(v1, v2, a)
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return v1:Lerp(v2, a)
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end :: Lerp<Vector2>,
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local vec6_to_type = {
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number = function(a, b)
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return a.X
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end :: Vec6ToType<number>,
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Vector3 = function(v1, v2, a)
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return v1:Lerp(v2, a)
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end :: Lerp<Vector3>,
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CFrame = function(a, b)
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return CFrame.new(a) * CFrame.fromEulerAnglesXYZ(b.X, b.Y, b.Z)
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end :: Vec6ToType<CFrame>,
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Color3 = function(v)
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return Color3.new(v.X, v.Y, v.Z)
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end :: Vec6ToType<Color3>,
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UDim = function(v)
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return UDim.new(v.X, v.Y)
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end :: Vec6ToType<UDim>,
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UDim2 = function(a, b)
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return UDim2.new(a.X, a.Y, a.Z, b.X)
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end :: Vec6ToType<UDim2>,
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Vector2 = function(v)
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return Vector2.new(v.X, v.Y)
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end :: Vec6ToType<Vector2>,
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Vector3 = function(v)
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return v
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end :: Vec6ToType<Vector3>,
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Rect = function(a, b)
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return Rect.new(a.X, a.Y, a.Z, b.X)
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end :: Vec6ToType<Rect>
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}
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-- maps spring data to its corresponding output node
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@ -99,33 +134,46 @@ local lerpable: { [string]: Lerp<any> } = {
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local springs: { [SpringData<any>]: Node<any> } = {}
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setmetatable(springs, { __mode = "vs" })
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local function spring<T>(target: () -> T, period: number?, damping_ratio: number?): () -> T
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if damping_ratio and damping_ratio > 1 then
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throw "damping ratio cannot be greater than 1"
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end
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local inputs, initial_position = capture(target)
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local function spring<T>(source: () -> T, period: number?, damping_ratio: number?): () -> T
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local inputs, initial_position = capture(source)
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local output, output_get = create(initial_position)
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local source_value = source()
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local vtype = typeof(source_value)
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local x1_123, x1_456 = type_to_vec6[vtype](source_value)
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-- https://en.wikipedia.org/wiki/Damping
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-- todo: calculate damped freq at 10tau instead of natural freq
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local w_n = 2*math.pi / (period or 1)
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local z = damping_ratio or 1
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local k = w_n^2
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local c_c = 2*w_n
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local c = z * c_c
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local data: SpringData<T> = {
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time = 0,
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period = period or 1,
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damping_ratio = damping_ratio or 1,
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k = k,
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c = c,
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alpha = 0,
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velocity = 0,
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initial_velocity = 0,
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initial_position = initial_position,
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target_position = initial_position,
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x0_123 = x1_123,
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x1_123 = x1_123,
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v_123 = Vec3(),
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target_updated = false,
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target = target
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x0_456 = x1_456,
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x1_456 = x1_456,
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v_456 = Vec3(),
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source_value = source_value,
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_ = source -- prevent gc of source while data exists
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}
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-- reschedule spring for simulation on input update
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local function input_updated(node)
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data.target_updated = true
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data.target_position = target()
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local v = source()
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data.x1_123, data.x1_456 = type_to_vec6[type(v)](v)
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data.source_value = v
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springs[data] = node
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end
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@ -139,60 +187,54 @@ local function spring<T>(target: () -> T, period: number?, damping_ratio: number
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return output_get
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end
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-- `springs` is a hashmap, use array to queue indexes-to-remove to avoid
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-- iterator invalidation of `springs`
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local function step_springs(dt: number)
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for data, output in next, springs do
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local k, c, x0_123, x1_123, u_123, x0_456, x1_456, u_456 = data.k, data.c, data.x0_123, data.x1_123, data.v_123, data.x0_456, data.x1_456, data.v_456
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-- calculate displacement from target
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local dx_123 = x0_123 - x1_123
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local dx_456 = x0_456 - x1_456
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-- calculate spring force
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local fs_123 = dx_123*-k
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local fs_456 = dx_456*-k
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-- calculate friction force
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local ff_123 = u_123*-c
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local ff_456 = u_456*-c
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-- calculate acceleration step
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local dv_123 = (fs_123 + ff_123)*dt
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local dv_456 = (fs_456 + ff_456)*dt
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-- apply acceleration step
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local v_123 = u_123 + dv_123
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local v_456 = u_456 + dv_456
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-- calculate new position
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local x_123 = x0_123 + v_123*dt
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local x_456 = x0_456 + v_456*dt
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data.x0_123, data.x0_456 = x_123, x_456
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data.v_123, data.v_456 = v_123, v_456
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end
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end
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local remove_queue = {}
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local function update_springs(dt: number)
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local function update_spring_sources()
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for data, output in next, springs do
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if data.target_updated then
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data.target_updated = false
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data.time = 0
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data.alpha = 0
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data.initial_velocity = data.velocity
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data.initial_position = get(output)
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data.target_position = data.target()
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end
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local x0_123, x1_123, v_123, x0_456, x1_456, v_456 = data.x0_123, data.x1_123, data.v_123, data.x0_456, data.x1_456, data.v_456
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local dx_123, dx_456 = x0_123 - x1_123, x0_456 - x1_456
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local initial_position = data.initial_position
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local target_position = data.target_position
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local target_type = typeof(target_position)
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if target_type ~= typeof(initial_position) then
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springs[data] = nil
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warn(string.format(
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"Mismatched state value types, cancelling state update (initial value: %s, target value: %s)",
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typeof(initial_position),
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target_type
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))
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throw(`cannot tween type { typeof(initial_position) } and { target_type }`)
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continue
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end
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local lerp: Lerp<Animatable> = lerpable[target_type]
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if lerp == nil then
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springs[data] = nil
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throw(`cannot animate type { target_type }`)
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continue
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end
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local new_time = data.time + dt
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local new_alpha = solve(data.period, data.damping_ratio, data.initial_velocity, new_time)
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local new_velocity = -(new_alpha - data.alpha)/dt
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data.time = new_time
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data.velocity = new_velocity
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data.alpha = new_alpha
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local value = lerp(initial_position, target_position, new_alpha)
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if math.abs(1 - new_alpha) < TOLERANCE and math.abs(new_velocity) < TOLERANCE then
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-- todo: can this false positive?
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if (v_123 + v_456 + dx_123 + dx_456).Magnitude < TOLERANCE then
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-- close enough to target, unshedule spring and set value to target
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table.insert(remove_queue, data)
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set(output, target_position)
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set(output, data.source_value)
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else
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set(output, value)
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set(output, vec6_to_type[typeof(data.source_value)](x0_123, x0_456))
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end
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end
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@ -203,4 +245,17 @@ local function update_springs(dt: number)
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table.clear(remove_queue)
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end
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return function() return spring, update_springs end
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return function()
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local time_elapsed = 0
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return spring, function(dt: number)
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time_elapsed += dt
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while time_elapsed > 1 / UPDATE_RATE do
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time_elapsed -= 1 / UPDATE_RATE
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step_springs(1 / UPDATE_RATE)
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end
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update_spring_sources()
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end
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end
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