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@sketchpunk
Created November 17, 2018 06:07
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Spring Physics - Oscillation and Critical Dampening on Quaternions
// Resources
// https://burakkanber.com/blog/physics-in-javascript-car-suspension-part-1-spring-mass-damper/
// https://gafferongames.com/post/spring_physics/
// https://gafferongames.com/post/physics_in_3d/
// http://digitalopus.ca/site/pd-controllers/
// .. Has things about Torque
class QuaterionSpring{
constructor( damping=5, stiffness=30 ){
this.velocity = new Float32Array(4);
this.stiffness = stiffness;
this.damping = damping;;
}
_velLenSqr(){
return this.velocity[0] ** 2 + this.velocity[1] ** 2 +
this.velocity[2] ** 2 + this.velocity[3] ** 2;
}
// Harmonic oscillation
// https://stackoverflow.com/questions/44688112/spring-physics-applied-to-quaternions-using-python
oscillationStep(cq, target, dt){
// Check when the spring is done.
let dot = Quat.dot(cq, target);
if( dot >= 0.9999 && this._velLenSqr() < 0.000001 ){
cq.copy( target );
return;
}
//.........................................
let tq = new Quat();
if( dot < 0 ){ // Use the closest rotation
tq[0] = -target[0];
tq[1] = -target[1];
tq[2] = -target[2];
tq[3] = -target[3];
}else tq.copy( target );
//.........................................
// displacement = current - target;
// spring_force = (stiffness * displacement - damper * velocity ) / mass
// velocity += spring_force * deltaTime; // Acceleration
// current += velocity * deltaTime
//tried with MASS, took it out cause no need for it at the moment.
//this.velocity[0] += ((k * ( cq[0] - tq[0] ) - d * this.velocity[0]) / m) * dt;
//this.velocity[1] += ((k * ( cq[1] - tq[1] ) - d * this.velocity[1]) / m) * dt;
//this.velocity[2] += ((k * ( cq[2] - tq[2] ) - d * this.velocity[2]) / m) * dt;
//this.velocity[3] += ((k * ( cq[3] - tq[3] ) - d * this.velocity[3]) / m) * dt;
this.velocity[0] += (-this.stiffness * ( cq[0] - tq[0] ) - this.damping * this.velocity[0]) * dt;
this.velocity[1] += (-this.stiffness * ( cq[1] - tq[1] ) - this.damping * this.velocity[1]) * dt;
this.velocity[2] += (-this.stiffness * ( cq[2] - tq[2] ) - this.damping * this.velocity[2]) * dt;
this.velocity[3] += (-this.stiffness * ( cq[3] - tq[3] ) - this.damping * this.velocity[3]) * dt;
//.........................................
cq[0] += this.velocity[0] * dt;
cq[1] += this.velocity[1] * dt;
cq[2] += this.velocity[2] * dt;
cq[3] += this.velocity[3] * dt;
//console.log(cq);
cq.normalize();
}
// Critically Damped Spring
criticallyStep(cq, target, dt){
// Check when the spring is done.
let dot = Quat.dot(cq, target);
if( dot >= 0.9999 && this._velLenSqr() < 0.000001 ){
cq.copy( target );
return;
}
//.........................................
let tq = new Quat();
if( dot < 0 ){ // Use the closest rotation
tq[0] = -target[0];
tq[1] = -target[1];
tq[2] = -target[2];
tq[3] = -target[3];
}else tq.copy( target );
//.........................................
// n1 = velocity - ( currentRot - targerRot ) * ( omega * omega * dt );
// n2 = 1 + omega * dt;
// newVelocity = n1 / ( n2 * n2 );
// currentRot += newVelocity * dt;
let dSqrDt = this.damping * this.damping * dt,
n2 = 1 + this.damping * dt,
n2Sqr = n2 * n2;
this.velocity[0] = ( this.velocity[0] - ( cq[0] - tq[0] ) * dSqrDt ) / n2Sqr;
this.velocity[1] = ( this.velocity[1] - ( cq[1] - tq[1] ) * dSqrDt ) / n2Sqr;
this.velocity[2] = ( this.velocity[2] - ( cq[2] - tq[2] ) * dSqrDt ) / n2Sqr;
this.velocity[3] = ( this.velocity[3] - ( cq[3] - tq[3] ) * dSqrDt ) / n2Sqr;
//.........................................
cq[0] += this.velocity[0] * dt;
cq[1] += this.velocity[1] * dt;
cq[2] += this.velocity[2] * dt;
cq[3] += this.velocity[3] * dt;
cq.normalize();
return cq;
}
}
@alex-shortt
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you are a legend <3

@kafkiacode
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Just wanted to say that I used this as a replacement for @react-spring/three in a personal project and it just worked, thanks so much for sharing!

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