jecs/modules/Jabby/vide/spring.luau
2026-02-18 01:39:54 +01:00

311 lines
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Text

if not game then script = require "test/relative-string" end
local Vector3 = game and Vector3 or require "test/mock".Vector3 :: never
--[[
Supported datatypes:
- number
- CFrame
- Color3
- UDim
- UDim2
- Vector2
- Vector3
- Rect
Unsupported datatypes:
- bool
- Vector2int16
- Vector3int16
- EnumItem
]]
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
type SourceNode<T> = graph.SourceNode<T>
local create_node = graph.create_node
local create_source_node = graph.create_source_node
local assert_stable_scope = graph.assert_stable_scope
local evaluate_node = graph.evaluate_node
local update_descendants = graph.update_descendants
local push_child_to_scope = graph.push_child_to_scope
local UPDATE_RATE = 120
local TOLERANCE = 0.0001
type Vec3 = Vector3
local function Vec3(x: number?, y: number?, z: number?)
return Vector3.new(x, y, z)
end
local ZERO = Vec3(0, 0, 0)
type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
type SpringData<T> = {
k: number, -- spring constant
c: number, -- damping coeff
-- dimensions 1-3
x0_123: Vec3,
x1_123: Vec3,
v_123: Vec3,
-- dimensions 4-6
x0_456: Vec3,
x1_456: Vec3,
v_456: Vec3,
source_value: T -- current value of spring input source
}
type TypeToVec6<T> = (T) -> (Vec3, Vec3)
type Vec6ToType<T> = (Vec3, Vec3) -> T
local type_to_vec6 = {
number = function(v)
return Vec3(v, 0, 0), ZERO
end :: TypeToVec6<number>,
CFrame = function(v)
return v.Position, Vec3(v:ToEulerAnglesXYZ())
end :: TypeToVec6<CFrame>,
Color3 = function(v)
-- todo: hsv, oklab?
return Vec3(v.R, v.G, v.B), ZERO
end :: TypeToVec6<Color3>,
UDim = function(v)
return Vec3(v.Scale, v.Offset, 0), ZERO
end :: TypeToVec6<UDim>,
UDim2 = function(v)
return Vec3(v.X.Scale, v.X.Offset, v.Y.Scale), Vec3(v.Y.Offset, 0, 0)
end :: TypeToVec6<UDim2>,
Vector2 = function(v)
return Vec3(v.X, v.Y, 0), ZERO
end :: TypeToVec6<Vector2>,
Vector3 = function(v)
return v, ZERO
end :: TypeToVec6<Vector3>,
Rect = function(v)
return Vec3(v.Min.X, v.Min.Y, v.Max.X), Vec3(v.Max.Y, 0, 0)
end :: TypeToVec6<Rect>
}
local vec6_to_type = {
number = function(a, b)
return a.X
end :: Vec6ToType<number>,
CFrame = function(a, b)
return CFrame.new(a) * CFrame.fromEulerAnglesXYZ(b.X, b.Y, b.Z)
end :: Vec6ToType<CFrame>,
Color3 = function(v)
return Color3.new(math.clamp(v.X, 0, 1), math.clamp(v.Y, 0, 1), math.clamp(v.Z, 0, 1))
end :: Vec6ToType<Color3>,
UDim = function(v)
return UDim.new(v.X, math.round(v.Y))
end :: Vec6ToType<UDim>,
UDim2 = function(a, b)
return UDim2.new(a.X, math.round(a.Y), a.Z, math.round(b.X))
end :: Vec6ToType<UDim2>,
Vector2 = function(v)
return Vector2.new(v.X, v.Y)
end :: Vec6ToType<Vector2>,
Vector3 = function(v)
return v
end :: Vec6ToType<Vector3>,
Rect = function(a, b)
return Rect.new(a.X, a.Y, a.Z, b.X)
end :: Vec6ToType<Rect>
}
local invalid_type = {
__index = function(_, t: string)
throw(`cannot spring type {t}`)
end
}
setmetatable(type_to_vec6, invalid_type)
setmetatable(vec6_to_type, invalid_type)
-- maps spring data to its corresponding output node
-- lifetime of spring data is tied to output node
local springs: { [SpringData<any>]: SourceNode<any> } = {}
setmetatable(springs, { __mode = "v" })
local function spring<T>(source: () -> T, period: number?, damping_ratio: number?): () -> T
local owner = assert_stable_scope()
-- https://en.wikipedia.org/wiki/Damping
local w_n = 2*math.pi / (period or 1)
local z = damping_ratio or 1
local k = w_n^2
local c_c = 2*w_n
local c = z * c_c
-- todo: is there a solution other than reducing step size?
-- todo: this does not catch all solver exploding cases
if c > UPDATE_RATE*2 then -- solver will explode if this is true
throw("spring damping too high, consider reducing damping or increasing period")
end
local data: SpringData<T> = {
k = k,
c = c,
x0_123 = ZERO,
x1_123 = ZERO,
v_123 = ZERO,
x0_456 = ZERO,
x1_456 = ZERO,
v_456 = ZERO,
source_value = false :: any,
}
local output = create_source_node(false :: any)
local function updater_effect()
local value = source()
data.x1_123, data.x1_456 = type_to_vec6[typeof(value)](value)
data.source_value = value
springs[data] = output -- todo: investigate why insertion is not O(1) at ~20k springs
return value
end
local updater = create_node(owner, updater_effect, false :: any)
evaluate_node(updater)
-- set initial position to goal
data.x0_123, data.x0_456 = data.x1_123, data.x1_456
-- set output to goal
output.cache = data.source_value
return function(...)
if select("#", ...) == 0 then -- no args were given
push_child_to_scope(output)
return output.cache
end
-- set current position to value
local v = ... :: T
data.x0_123, data.x0_456 = type_to_vec6[typeof(v)](v)
-- reset velocity
data.v_123 = ZERO
data.v_456 = ZERO
-- schedule spring
springs[data] = output
-- set output to value
output.cache = v
return v
end
end
local function step_springs(dt: number)
for data in next, springs do
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
-- calculate displacement from target
local dx_123 = x0_123 - x1_123
local dx_456 = x0_456 - x1_456
-- calculate spring force
local fs_123 = dx_123*-k
local fs_456 = dx_456*-k
-- calculate friction force
local ff_123 = u_123*-c
local ff_456 = u_456*-c
-- calculate acceleration step
local dv_123 = (fs_123 + ff_123)*dt
local dv_456 = (fs_456 + ff_456)*dt
-- apply acceleration step
local v_123 = u_123 + dv_123
local v_456 = u_456 + dv_456
-- calculate new position
local x_123 = x0_123 + v_123*dt
local x_456 = x0_456 + v_456*dt
data.x0_123, data.x0_456 = x_123, x_456
data.v_123, data.v_456 = v_123, v_456
end
end
local remove_queue = {}
local function update_spring_sources()
for data, output in next, springs do
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
local dx_123, dx_456 =
x0_123 - x1_123,
x0_456 - x1_456
-- todo: can this false positive?
if (v_123 + v_456 + dx_123 + dx_456).Magnitude < TOLERANCE then
-- close enough to target, unshedule spring and set value to target
table.insert(remove_queue, data)
output.cache = data.source_value
else
output.cache = vec6_to_type[typeof(data.source_value)](x0_123, x0_456)
end
update_descendants(output)
end
for _, data in next, remove_queue do
springs[data] = nil
end
table.clear(remove_queue)
end
return function()
local time_elapsed = 0
return spring, function(dt: number)
time_elapsed += dt
while time_elapsed > 1 / UPDATE_RATE do
time_elapsed -= 1 / UPDATE_RATE
step_springs(1 / UPDATE_RATE)
end
update_spring_sources()
end
end