Damped Spring position as a function of time
npm install @dldc/humpf
This a library that let you animate using a Damped Springs. The awesome thing about springs is that they can model all king of motions:
- β From A to B with a rebound at the end
- β From A to B smoothly
- β Decay (like pushing something)
Most library out there will model spring by updating a value: on each frame they compute the forces applyed on the value and upate it accordingly. Humpf is different because it does not update a value but give you a function that take the time as parameter and return the position and velocity (speed) at that position in time.
import { Spring } from "@dldc/humpf";
const spring = Spring();
spring(0); // { pos: 0, vel: 0 }
spring(100); // { pos: 26.4241, vel: 36.7879 }
spring(200); // { pos: 59.3994, vel: 27.0670 }
spring(300); // { pos: 80.0851, vel: 14.9361 }
spring(500); // { pos: 95.9572, vel: 3.3689 }
spring(1000); // { pos: 99.95006, vel: 0.0453 }
spring(10000); // { pos: 100, vel: 0 }
You can pass different options to the spring to change it's behavior:
// all the options (see below for more details)
Spring({
position: 0, // initial velocity
equilibrium: 100, // position to approach (aka "to")
velocity: 0, // initial velocity
angularFrequency: 1, // how fast does it move ?
dampingRatio: 1, // how much is it slowed down ?
timeStart: 0, // time at which the annimation should start
timeScale: 1 / 100, // [ADVANCED] change time scale
});
This is the initiale position of the spring: the value when it starts (at
timeStart
).
The equilibrium position of the spring: the value it will reach over time. If your spring bounce it will occilate around this value.
The initial velocity of the spring. 0
mean it's stationary.
Example: If your spring goes from 0
to 100
, a positive velocity
mean
it's already going up so it will go faster. A negative velocity means it's going
in the oposite direction and will go down a little before going up.
The angular frequency of your spring define how fast it wants to move. If you have a very bouncy spring (not much friction), the angular frequency define how many back and forth will happen.
Example: 10
mean a lot of back and forth, so your spring will move fast.
0.5
is much lower so your spring will be slower
The damping ratio define how much resistance (friction) is opposed to your
spring.
If the damping ratio is less than 1
your spring will overshoot and bounce. If
it's under 1
it will not.
If the damping ratio is 1
it will reach the equilibrium as fast as possible
without bouncing.
The time at which the spring should start.
Usually you want to pass the current time to start a spring "now".
Note: spring does not work in reverse, so you you try to get a value for a
time before timeStart
it will return the initial state.
The timeScale
allow you to change how time is interpreted. The default value
1/100
will make your spring to take about a second to reach equilibrium. You
probably don't need to change this.
Most of the maths come from http://www.ryanjuckett.com/programming/damped-springs/.