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328 lines
9 KiB
Text
328 lines
9 KiB
Text
local graph = require "./graph"
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type Node<T> = graph.Node<T>
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type SourceNode<T> = graph.SourceNode<T>
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local create_node = graph.create_node
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local create_source_node = graph.create_source_node
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local assert_stable_scope = graph.assert_stable_scope
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local evaluate_node = graph.evaluate_node
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local update_descendants = graph.update_descendants
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local push_scope_as_child_of = graph.push_scope_as_child_of
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local UPDATE_RATE = 120
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local TOLERANCE_FACTOR = 10_000
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type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
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--[[
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Unsupported datatypes:
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- bool
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- Vector2int16
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- Vector3int16
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- EnumItem
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]]
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type SpringState<T> = {
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k: number, -- spring constant
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c: number, -- damping coeff
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x0_123: vector, x0_456: vector, -- initial position
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x_123: vector, x_456: vector, -- current position
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x1_123: vector, x1_456: vector, -- target position
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v_123: vector, v_456: vector, -- current velocity
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source_value: T -- current value of spring input source
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}
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type SpringSettings<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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type TypeToVec6<T> = (T) -> (vector, vector)
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type Vec6ToType<T> = (vector, vector) -> T
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local type_to_vec6 = {
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number = function(v)
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return vector.create(v, 0, 0), vector.zero
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end :: TypeToVec6<number>,
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CFrame = function(v)
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return v.Position, vector.create(v:ToEulerAnglesXYZ())
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end :: TypeToVec6<CFrame>,
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Color3 = function(v)
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-- todo: hsv, oklab?
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return vector.create(v.R, v.G, v.B), vector.zero
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end :: TypeToVec6<Color3>,
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UDim = function(v)
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return vector.create(v.Scale, v.Offset, 0), vector.zero
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end :: TypeToVec6<UDim>,
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UDim2 = function(v)
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return vector.create(v.X.Scale, v.X.Offset, v.Y.Scale), vector.create(v.Y.Offset, 0, 0)
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end :: TypeToVec6<UDim2>,
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Vector2 = function(v)
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return vector.create(v.X, v.Y, 0), vector.zero
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end :: TypeToVec6<Vector2>,
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Vector3 = function(v)
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return v, vector.zero
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end :: TypeToVec6<Vector3>,
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Rect = function(v)
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return vector.create(v.Min.X, v.Min.Y, v.Max.X), vector.create(v.Max.Y, 0, 0)
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end :: TypeToVec6<Rect>,
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table = function(v)
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return vector.create(v[1] or 0, v[2] or 0, v[3] or 0), vector.create(v[4] or 0, 0, 0)
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end :: TypeToVec6<{ number }>
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}
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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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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(math.clamp(v.X, 0, 1), math.clamp(v.Y, 0, 1), math.clamp(v.Z, 0, 1))
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end :: Vec6ToType<Color3>,
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UDim = function(v)
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return UDim.new(v.X, math.round(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, math.round(a.Y), a.Z, math.round(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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table = function(a, b)
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return { a.X, a.Y, a.Z, b.X }
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end :: Vec6ToType<{ number }>
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}
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local invalid_type = {
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__index = function(_, t: string)
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error(`cannot spring type {t}`, 0)
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end
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}
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setmetatable(type_to_vec6, invalid_type)
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setmetatable(vec6_to_type, invalid_type)
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-- maps spring data to its corresponding output node
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-- lifetime of spring data is tied to output node
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local springs: { [SpringState<unknown>]: SourceNode<unknown> } = {}
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setmetatable(springs :: any, { __mode = "v" })
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local function spring<T>(source: () -> T, period: number?, damping_ratio: number?): (() -> T, SpringSettings<T>)
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local owner = assert_stable_scope()
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-- https://en.wikipedia.org/wiki/Damping
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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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-- todo: is there a solution other than reducing step size?
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-- todo: this does not catch all solver exploding cases
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if c > UPDATE_RATE*2 then -- solver will explode if this is true
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error("spring damping too high, consider reducing damping or increasing period", 0)
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end
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local data: SpringState<T> = {
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k = k,
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c = c,
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x0_123 = vector.zero,
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x_123 = vector.zero,
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x1_123 = vector.zero,
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v_123 = vector.zero,
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x0_456 = vector.zero,
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x_456 = vector.zero,
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x1_456 = vector.zero,
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v_456 = vector.zero,
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source_value = false :: any,
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}
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local output = create_source_node(false :: any)
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local function updater_effect()
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local value = source()
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data.x1_123, data.x1_456 = type_to_vec6[typeof(value)](value)
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data.source_value = value
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springs[data] = output
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return value
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end
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local updater = create_node(owner, updater_effect, false :: any)
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evaluate_node(updater)
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-- set initial position to goal
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data.x_123, data.x_456 = data.x1_123, data.x1_456
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-- set output to goal
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output.cache = data.source_value
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local config = function(p)
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local x = p.position
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local v = p.velocity
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local dv = p.impulse
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if x then
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local x_123, x_456 = type_to_vec6[typeof(x)](x)
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data.x_123, data.x_456 = x_123, x_456
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data.x0_123, data.x0_456 = x_123, x_456
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end
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if v then
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data.v_123, data.v_456 = type_to_vec6[typeof(v)](v)
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end
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if dv then
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local dv_123, dv_456 = type_to_vec6[typeof(dv)](dv)
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data.v_123 += dv_123
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data.v_456 += dv_456
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end
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-- schedule spring
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springs[data] = output
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end :: SpringSettings<T>
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return function(...)
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if select("#", ...) == 0 then -- no args were given
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push_scope_as_child_of(output)
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return output.cache
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end
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-- set current position to value
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local v = ... :: T
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data.x_123, data.x_456 = type_to_vec6[typeof(v)](v)
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-- reset velocity
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data.v_123 = vector.zero
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data.v_456 = vector.zero
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-- schedule spring
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springs[data] = output
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-- set output to value
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output.cache = v
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return v
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end, config
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end
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-- calculates a float tolerance, based on the magnitude of the float
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local function get_min_step(x: number): number
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return x/TOLERANCE_FACTOR
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end
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local function get_min_vector_step(direction: vector): vector
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return vector.create(
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get_min_step(direction.x),
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get_min_step(direction.y),
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get_min_step(direction.z)
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)
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end
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local function step_springs(dt: number)
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for s in springs do
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local k = s.k
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local c = s.c
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local x_123, x_456 = s.x_123, s.x_456
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local x1_123, x1_456 = s.x1_123, s.x1_456
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local u_123, u_456 = s.v_123, s.v_456
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-- calculate displacement from target
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local dx_123 = x_123 - x1_123
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local dx_456 = x_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
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local a_123 = (fs_123 + ff_123)
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local a_456 = (fs_456 + ff_456)
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-- step acceleration
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local v_123 = u_123 + a_123*dt
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local v_456 = u_456 + a_456*dt
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-- step velocity
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local y_123 = x_123 + v_123*dt
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local y_456 = x_456 + v_456*dt
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s.x_123, s.x_456 = y_123, y_456
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s.v_123, s.v_456 = v_123, v_456
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end
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end
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local function update_spring_sources()
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for data, output in springs do
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local x0_123, x0_456 = data.x0_123, data.x0_456
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local x_123, x_456 = data.x_123, data.x_456
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local x1_123, x1_456 = data.x1_123, data.x1_456
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local v_123, v_456 = data.v_123, data.v_456
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local tol_123 = vector.abs(get_min_vector_step(x0_123 - x1_123))
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local tol_456 = vector.abs(get_min_vector_step(x0_456 - x1_456))
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if
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-- position is at goal (within tolerance)
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vector.max(vector.abs(x_123 - x1_123), tol_123) == tol_123
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and vector.max(vector.abs(x_456 - x1_456), tol_456) == tol_456
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-- velocity is at 0 (within tolerance)
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and vector.max(vector.abs(v_123/10), tol_123) == tol_123
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and vector.max(vector.abs(v_456/10), tol_456) == tol_456
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then
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springs[data] = nil
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output.cache = data.source_value
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else
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output.cache = vec6_to_type[typeof(data.source_value)](x_123, x_456)
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end
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update_descendants(output)
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end
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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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