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50 lines
1.6 KiB
Markdown
50 lines
1.6 KiB
Markdown
# Animation
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## spring() <Badge type="tip" text="STABLE"><a href="/vide/api/reactivity-core#Scopes">REACTIVE</a></Badge>
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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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```luau
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function spring<T>(
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source: () -> T & Animatable,
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period: number = 1,
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damping_ratio: number = 1
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): (() -> T, SpringControl<T>)
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type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3 | Rect
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type SpringControl<T> = ({
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position: T?,
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velocity: T?,
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impulse: T?
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}) -> ()
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```
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- **Details**
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Creates a reactive scope internally to detect source updates.
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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 cycle if undamped.
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`damping_ratio` is the amount of resistance applied to the spring.
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- \>1 = Overdamped - slowly reaches target without any overshoot.
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- 1 = Critically damped - reaches target without any overshoot.
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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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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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::: warning
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Large periods or damping ratios can break the spring.
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:::
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