// FCS Glass - src/core/spring.cpp. See spring.h for the design notes. #include "core/spring.h" #include namespace fcs { namespace core { namespace { constexpr double kPi = 3.14159265358979323846; // |zeta - 1| under this is treated as critical: the under- and over-damped formulas // divide by a term that goes to zero at zeta = 1, so they must not be used there. constexpr double kCriticalBand = 1e-6; double Clamp(double v, double lo, double hi) { return v < lo ? lo : (v > hi ? hi : v); } } // namespace void Spring::Snap() { x_ = target_; v_ = 0.0; active_ = false; } void Spring::Reset(double value) { x_ = value; target_ = value; v_ = 0.0; active_ = false; } void Spring::SetTarget(double target) { if (target != target_) { target_ = target; active_ = true; } } void Spring::Kick(double velocity) { if (!std::isfinite(velocity)) return; v_ = velocity; active_ = true; } void Spring::Step(double dt) { if (!active_) return; if (!(dt > 0.0) || !std::isfinite(dt)) return; const double w = 2.0 * kPi * params_.freq_hz; if (!(w > 0.0) || !std::isfinite(w)) { // no restoring force: do not hang, just arrive Snap(); return; } double z = params_.damping; if (!(z == z)) z = 1.0; // NaN damping -> critical z = Clamp(z, kMinDamping, kMaxDamping); const double d = x_ - target_; // displacement from the target const double v = v_; double nd = 0.0; double nv = 0.0; if (std::fabs(z - 1.0) < kCriticalBand) { // d(t) = e^{-wt} (d0 + c t), c = v0 + w d0 const double c = v + w * d; const double e = std::exp(-w * dt); nd = e * (d + c * dt); nv = e * (v - w * c * dt); } else if (z > 1.0) { // Over-damped: two real decaying modes. z2 uses the stable form -w/(z+s), because // -wz + w*s cancels badly for large z. const double s = std::sqrt(z * z - 1.0); const double r1 = -w * (z + s); const double r2 = -w / (z + s); const double c2 = (v - d * r1) / (r2 - r1); const double c1 = d - c2; const double e1 = std::exp(r1 * dt); const double e2 = std::exp(r2 * dt); nd = c1 * e1 + c2 * e2; nv = c1 * r1 * e1 + c2 * r2 * e2; } else { // Under-damped: decaying oscillation at wd. const double a = z * w; const double wd = w * std::sqrt(1.0 - z * z); const double b = (v + a * d) / wd; const double e = std::exp(-a * dt); const double cs = std::cos(wd * dt); const double sn = std::sin(wd * dt); nd = e * (d * cs + b * sn); nv = e * ((-a * d + b * wd) * cs + (-a * b - d * wd) * sn); } if (!std::isfinite(nd) || !std::isfinite(nv)) { // belt and braces; should not happen Snap(); return; } x_ = target_ + nd; v_ = nv; if (std::fabs(nd) < rest_.pos_eps && std::fabs(nv) < rest_.vel_eps) Snap(); } } // namespace core } // namespace fcs