Update package description to include projectiles + doc comment edits

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Christian Rocha 2021-10-07 12:23:53 -04:00
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@ -1,8 +1,8 @@
// Package harmonica implements a simplified damped harmonic oscillator. This
// is ported from Ryan Jucketts simple damped harmonic motion, originally
// written in C++.
// Package harmonica is a set of physics-based animation tools for 2D and 3D
// applications. There's a spring animation simulator for for smooth, realistic
// motion and a projectile simulator well suited for projectiles and particles.
//
// Example usage:
// Example spring usage:
//
// // Run once to initialize.
// spring := NewSpring(FPS(60), 6.0, 0.2)
@ -15,209 +15,18 @@
// pos, velocity = spring.Update(pos, velocity, targetPos)
// })
//
// For background on the algorithm see:
// https://www.ryanjuckett.com/damped-springs/
// Example projectile usage:
//
// // Run once to initialize.
// projectile := NewProjectile(
// FPS(60),
// Point{6.0, 100.0, 0.0},
// Vector{2.0, 0.0, 0.0},
// Vector{2.0, -9.81, 0.0},
// )
//
// // Update on every frame.
// someUpdateLoop(func() {
// pos := projectile.Update()
// })
package harmonica
/******************************************************************************
Copyright (c) 2008-2012 Ryan Juckett
http://www.ryanjuckett.com/
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************
Ported to Go by Charmbracelet, Inc. in 2021.
******************************************************************************/
import (
"math"
"time"
)
// FPS returns a time delta for a given number of frames per second. This
// value can be used as the time delta when initializing a Spring. Note that
// game engines often provide the time delta as well, which you should use
// instead of this function, if possible.
//
// Example:
//
// spring := NewSpring(FPS(60), 5.0, 0.2)
//
func FPS(n int) float64 {
return (time.Second / time.Duration(n)).Seconds()
}
// In calculus ε is, in vague terms, an arbitrarily small positive number. In
// the original C++ source ε is represented as such:
//
// const float epsilon = 0.0001
//
// Some Go programmers use:
//
// const epsilon float64 = 0.00000001
//
// We can, however, calculate the machines epsilon value, with the drawback
// that it must be a variable versus a constant.
var epsilon = math.Nextafter(1, 2) - 1
// Spring contains a cached set of motion parameters that can be used to
// efficiently update multiple springs using the same time step, angular
// frequency and damping ratio.
//
// To use a Spring call New with the time delta (that's animation frame
// length), frequency, and damping parameters, cache the result, then call
// Update to update position and velocity values for each spring that neeeds
// updating.
//
// Example:
//
// // First precompute spring coefficients based on your settings:
// var x, xVel, y, yVel float64
// deltaTime := FPS(60)
// s := NewSpring(deltaTime, 5.0, 0.2)
//
// // Then, in your update loop:
// x, xVel = s.Update(x, xVel, 10) // update the X position
// y, yVel = s.Update(y, yVel, 20) // update the Y position
//
type Spring struct {
posPosCoef, posVelCoef float64
velPosCoef, velVelCoef float64
}
// NewSpring initializes a new Spring, computing the parameters needed to
// simulate a damped spring over a given period of time.
//
// The delta time is the time step to advance; essentially the framerate.
//
// The angular frequency is the angular frequency of motion, which affects the
// speed.
//
// The damping ratio is the damping ratio of motion, which determines the
// oscillation, or lack thereof. There are three categories of damping ratios:
//
// Damping ratio > 1: over-damped.
// Damping ratio = 1: critlcally-damped.
// Damping ratio < 1: under-damped.
//
// An over-damped spring will never oscillate, but reaches equilibrium at
// a slower rate than a critically damped spring.
//
// A critically damped spring will reach equilibrium as fast as possible
// without oscillating.
//
// An under-damped spring will reach equilibrium the fastest, but also
// overshoots it and continues to oscillate as its amplitude decays over time.
func NewSpring(deltaTime, angularFrequency, dampingRatio float64) (s Spring) {
// Keep values in a legal range.
angularFrequency = math.Max(0.0, angularFrequency)
dampingRatio = math.Max(0.0, dampingRatio)
// If there is no angular frequency, the spring will not move and we can
// return identity.
if angularFrequency < epsilon {
s.posPosCoef = 1.0
s.posVelCoef = 0.0
s.velPosCoef = 0.0
s.velVelCoef = 1.0
return s
}
if dampingRatio > 1.0+epsilon {
// Over-damped.
var (
za = -angularFrequency * dampingRatio
zb = angularFrequency * math.Sqrt(dampingRatio*dampingRatio-1.0)
z1 = za - zb
z2 = za + zb
e1 = math.Exp(z1 * deltaTime)
e2 = math.Exp(z2 * deltaTime)
invTwoZb = 1.0 / (2.0 * zb) // = 1 / (z2 - z1)
e1_Over_TwoZb = e1 * invTwoZb
e2_Over_TwoZb = e2 * invTwoZb
z1e1_Over_TwoZb = z1 * e1_Over_TwoZb
z2e2_Over_TwoZb = z2 * e2_Over_TwoZb
)
s.posPosCoef = e1_Over_TwoZb*z2 - z2e2_Over_TwoZb + e2
s.posVelCoef = -e1_Over_TwoZb + e2_Over_TwoZb
s.velPosCoef = (z1e1_Over_TwoZb - z2e2_Over_TwoZb + e2) * z2
s.velVelCoef = -z1e1_Over_TwoZb + z2e2_Over_TwoZb
} else if dampingRatio < 1.0-epsilon {
// Under-damped.
var (
omegaZeta = angularFrequency * dampingRatio
alpha = angularFrequency * math.Sqrt(1.0-dampingRatio*dampingRatio)
expTerm = math.Exp(-omegaZeta * deltaTime)
cosTerm = math.Cos(alpha * deltaTime)
sinTerm = math.Sin(alpha * deltaTime)
invAlpha = 1.0 / alpha
expSin = expTerm * sinTerm
expCos = expTerm * cosTerm
expOmegaZetaSin_Over_Alpha = expTerm * omegaZeta * sinTerm * invAlpha
)
s.posPosCoef = expCos + expOmegaZetaSin_Over_Alpha
s.posVelCoef = expSin * invAlpha
s.velPosCoef = -expSin*alpha - omegaZeta*expOmegaZetaSin_Over_Alpha
s.velVelCoef = expCos - expOmegaZetaSin_Over_Alpha
} else {
// Critically damped.
var (
expTerm = math.Exp(-angularFrequency * deltaTime)
timeExp = deltaTime * expTerm
timeExpFreq = timeExp * angularFrequency
)
s.posPosCoef = timeExpFreq + expTerm
s.posVelCoef = timeExp
s.velPosCoef = -angularFrequency * timeExpFreq
s.velVelCoef = -timeExpFreq + expTerm
}
return s
}
// Update updates position and velocity values against a given target value.
// Call this after calling NewSpring to update values.
func (s Spring) Update(pos, vel float64, equilibriumPos float64) (newPos, newVel float64) {
oldPos := pos - equilibriumPos // update in equilibrium relative space
oldVel := vel
newPos = oldPos*s.posPosCoef + oldVel*s.posVelCoef + equilibriumPos
newVel = oldPos*s.velPosCoef + oldVel*s.velVelCoef
return newPos, newVel
}

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@ -1,21 +1,27 @@
// Simple physics projectile motion.
package harmonica
// This file defines simple physics projectile motion.
//
// Example usage:
//
// // Run once to initialize.
// projectile := NewProjectile(FPS(60), Point{6.0, 100.0, 0.0}, Vector{2.0, 0.0, 0.0}, Vector{2.0, -9.81, 0.0})
// projectile := NewProjectile(
// FPS(60),
// Point{6.0, 100.0, 0.0},
// Vector{2.0, 0.0, 0.0},
// Vector{2.0, -9.81, 0.0},
// )
//
// // Update on every frame.
// someUpdateLoop(func() {
// pos := projectile.Update()
// pos := projectile.Update()
// })
//
// For background on projectile motion see:
// https://en.wikipedia.org/wiki/Projectile_motion
package harmonica
// Projectile is the representation of a projectile that has a position on a
// plane and an acceleration and velocity
// Projectile is the representation of a projectile that has a position on
// a plane, an acceleration, and velocity.
type Projectile struct {
pos Point
vel Vector
@ -23,16 +29,16 @@ type Projectile struct {
deltaTime float64
}
// Point is a representation of a point which contains the X, Y, Z coordinates
// of the point on a plane.
// Point represents a point containing the X, Y, Z coordinates of the point on
// a plane.
type Point struct {
X, Y, Z float64
}
// Vector is a representation of a vector which carries a magnitude and a
// direction. We represent the vector as a point from the origin (0, 0) where
// the magnitude is the euclidean distance from the origin and the direction is
// the direction to the point from the origin.
// Vector represents a vector carrying a magnitude and a direction. We
// represent the vector as a point from the origin (0, 0) where the magnitude
// is the euclidean distance from the origin and the direction is the direction
// to the point from the origin.
type Vector struct {
X, Y, Z float64
}
@ -48,12 +54,13 @@ type Vector struct {
// (i.e. origin is located in the bottom-left corner)
var Gravity = Vector{0, -9.81, 0}
// TerminalGravity is a utility vector that represents gravity where
// the coordinate plane's origin is on the top-right corner
// TerminalGravity is a utility vector that represents gravity where the
// coordinate plane's origin is on the top-right corner
var TerminalGravity = Vector{0, 9.81, 0}
// NewProjectile accepts a frame rate, and initial values for position, velocity, and acceleration and
// returns a new projectile.
// NewProjectile creates a new projectile. It accepts a frame rate and initial
// values for position, velocity, and acceleration. It returns a new
// projectile.
func NewProjectile(deltaTime float64, initialPosition Point, initialVelocity, initalAcceleration Vector) *Projectile {
return &Projectile{
pos: initialPosition,
@ -77,7 +84,7 @@ func (p *Projectile) Update() Point {
return p.pos
}
// Position returns the position of the projectile
// Position returns the position of the projectile.
func (p *Projectile) Position() Point {
return p.pos
}

224
spring.go Normal file
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@ -0,0 +1,224 @@
package harmonica
// This file defines a simplified damped harmonic oscillator, colloquially
// known as a spring. This is ported from Ryan Jucketts simple damped harmonic
// motion, originally written in C++.
//
// Example usage:
//
// // Run once to initialize.
// spring := NewSpring(FPS(60), 6.0, 0.2)
//
// // Update on every frame.
// pos := 0.0
// velocity := 0.0
// targetPos := 100.0
// someUpdateLoop(func() {
// pos, velocity = spring.Update(pos, velocity, targetPos)
// })
//
// For background on the algorithm see:
// https://www.ryanjuckett.com/damped-springs/
/******************************************************************************
Copyright (c) 2008-2012 Ryan Juckett
http://www.ryanjuckett.com/
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************
Ported to Go by Charmbracelet, Inc. in 2021.
******************************************************************************/
import (
"math"
"time"
)
// FPS returns a time delta for a given number of frames per second. This
// value can be used as the time delta when initializing a Spring. Note that
// game engines often provide the time delta as well, which you should use
// instead of this function, if possible.
//
// Example:
//
// spring := NewSpring(FPS(60), 5.0, 0.2)
//
func FPS(n int) float64 {
return (time.Second / time.Duration(n)).Seconds()
}
// In calculus ε is, in vague terms, an arbitrarily small positive number. In
// the original C++ source ε is represented as such:
//
// const float epsilon = 0.0001
//
// Some Go programmers use:
//
// const epsilon float64 = 0.00000001
//
// We can, however, calculate the machines epsilon value, with the drawback
// that it must be a variable versus a constant.
var epsilon = math.Nextafter(1, 2) - 1
// Spring contains a cached set of motion parameters that can be used to
// efficiently update multiple springs using the same time step, angular
// frequency and damping ratio.
//
// To use a Spring call New with the time delta (that's animation frame
// length), frequency, and damping parameters, cache the result, then call
// Update to update position and velocity values for each spring that neeeds
// updating.
//
// Example:
//
// // First precompute spring coefficients based on your settings:
// var x, xVel, y, yVel float64
// deltaTime := FPS(60)
// s := NewSpring(deltaTime, 5.0, 0.2)
//
// // Then, in your update loop:
// x, xVel = s.Update(x, xVel, 10) // update the X position
// y, yVel = s.Update(y, yVel, 20) // update the Y position
//
type Spring struct {
posPosCoef, posVelCoef float64
velPosCoef, velVelCoef float64
}
// NewSpring initializes a new Spring, computing the parameters needed to
// simulate a damped spring over a given period of time.
//
// The delta time is the time step to advance; essentially the framerate.
//
// The angular frequency is the angular frequency of motion, which affects the
// speed.
//
// The damping ratio is the damping ratio of motion, which determines the
// oscillation, or lack thereof. There are three categories of damping ratios:
//
// Damping ratio > 1: over-damped.
// Damping ratio = 1: critlcally-damped.
// Damping ratio < 1: under-damped.
//
// An over-damped spring will never oscillate, but reaches equilibrium at
// a slower rate than a critically damped spring.
//
// A critically damped spring will reach equilibrium as fast as possible
// without oscillating.
//
// An under-damped spring will reach equilibrium the fastest, but also
// overshoots it and continues to oscillate as its amplitude decays over time.
func NewSpring(deltaTime, angularFrequency, dampingRatio float64) (s Spring) {
// Keep values in a legal range.
angularFrequency = math.Max(0.0, angularFrequency)
dampingRatio = math.Max(0.0, dampingRatio)
// If there is no angular frequency, the spring will not move and we can
// return identity.
if angularFrequency < epsilon {
s.posPosCoef = 1.0
s.posVelCoef = 0.0
s.velPosCoef = 0.0
s.velVelCoef = 1.0
return s
}
if dampingRatio > 1.0+epsilon {
// Over-damped.
var (
za = -angularFrequency * dampingRatio
zb = angularFrequency * math.Sqrt(dampingRatio*dampingRatio-1.0)
z1 = za - zb
z2 = za + zb
e1 = math.Exp(z1 * deltaTime)
e2 = math.Exp(z2 * deltaTime)
invTwoZb = 1.0 / (2.0 * zb) // = 1 / (z2 - z1)
e1_Over_TwoZb = e1 * invTwoZb
e2_Over_TwoZb = e2 * invTwoZb
z1e1_Over_TwoZb = z1 * e1_Over_TwoZb
z2e2_Over_TwoZb = z2 * e2_Over_TwoZb
)
s.posPosCoef = e1_Over_TwoZb*z2 - z2e2_Over_TwoZb + e2
s.posVelCoef = -e1_Over_TwoZb + e2_Over_TwoZb
s.velPosCoef = (z1e1_Over_TwoZb - z2e2_Over_TwoZb + e2) * z2
s.velVelCoef = -z1e1_Over_TwoZb + z2e2_Over_TwoZb
} else if dampingRatio < 1.0-epsilon {
// Under-damped.
var (
omegaZeta = angularFrequency * dampingRatio
alpha = angularFrequency * math.Sqrt(1.0-dampingRatio*dampingRatio)
expTerm = math.Exp(-omegaZeta * deltaTime)
cosTerm = math.Cos(alpha * deltaTime)
sinTerm = math.Sin(alpha * deltaTime)
invAlpha = 1.0 / alpha
expSin = expTerm * sinTerm
expCos = expTerm * cosTerm
expOmegaZetaSin_Over_Alpha = expTerm * omegaZeta * sinTerm * invAlpha
)
s.posPosCoef = expCos + expOmegaZetaSin_Over_Alpha
s.posVelCoef = expSin * invAlpha
s.velPosCoef = -expSin*alpha - omegaZeta*expOmegaZetaSin_Over_Alpha
s.velVelCoef = expCos - expOmegaZetaSin_Over_Alpha
} else {
// Critically damped.
var (
expTerm = math.Exp(-angularFrequency * deltaTime)
timeExp = deltaTime * expTerm
timeExpFreq = timeExp * angularFrequency
)
s.posPosCoef = timeExpFreq + expTerm
s.posVelCoef = timeExp
s.velPosCoef = -angularFrequency * timeExpFreq
s.velVelCoef = -timeExpFreq + expTerm
}
return s
}
// Update updates position and velocity values against a given target value.
// Call this after calling NewSpring to update values.
func (s Spring) Update(pos, vel float64, equilibriumPos float64) (newPos, newVel float64) {
oldPos := pos - equilibriumPos // update in equilibrium relative space
oldVel := vel
newPos = oldPos*s.posPosCoef + oldVel*s.posVelCoef + equilibriumPos
newVel = oldPos*s.velPosCoef + oldVel*s.velVelCoef
return newPos, newVel
}