├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── EditorBuildSettings.asset
├── XRSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── AudioManager.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── PackageManagerSettings.asset
├── EditorSettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── QualitySettings.asset
└── ProjectSettings.asset
├── .vsconfig
├── Assets
├── Scenes.meta
├── Scripts.meta
├── Materials.meta
├── Scenes
│ ├── SampleDamper2DGraph.meta
│ └── SampleDamper2DGraph
│ │ ├── SampleDamper2DGraph.unity.meta
│ │ ├── SampleDamper2DGraph.cs.meta
│ │ ├── SampleDamper2DGraph.cs
│ │ └── SampleDamper2DGraph.unity
├── Materials
│ ├── SelfIllum-Blue.mat.meta
│ ├── SelfIllum-Red.mat.meta
│ ├── SelfIllum-Blue.mat
│ └── SelfIllum-Red.mat
└── Scripts
│ ├── ToolDamper.cs.meta
│ └── ToolDamper.cs
├── LICENSE
├── README.md
├── .gitignore
└── Packages
├── manifest.json
└── packages-lock.json
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 Meta
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # ArtOfDamping
2 | Unity code used for the article "The Art of Damping" at https://www.alexisbacot.com/blog/the-art-of-damping
3 |
4 | It includes two scripts:
5 | - ToolDamper.cs: with all the damping functions
6 | - SampleDamper2DGraph.cs: Script for the sample scene to control the goal with arrow key or mouse
7 |
8 | One scene:
9 | - SampleDamper2DGraph: Scene used to display two goal & follower points in red & blue
10 |
11 | How to Use:
12 | - Download Unity 2019 LTS (it's free)
13 | - Clone / Download this repository
14 | - Start Unity & select your local repository folder as your unity project
15 | - In Unity: There is only one scene right now so the SampleDamper2DGraph scene should be your current scene automatically
16 | - In Unity: Just click Play to test! Use the up & down arrow keys to move the goal point slowly, or the mouse to move it instantly
17 | - In Unity: Select the *** 2D Graph *** GameObject to change the damping function used and its parameters
18 | - In Unity: FEEL the damping, change the parameters, play with each function to understand what it does intuitively :)
19 |
20 | Most of the code is just a port to C# from Daniel Holden original article at http://theorangeduck.com/page/spring-roll-call#damper
21 |
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/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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1 | //--------------------------------------------------------------------
2 | // Created by Alexis Bacot - 2021 - www.alexisbacot.com
3 | //--------------------------------------------------------------------
4 | using UnityEngine;
5 |
6 | //--------------------------------------------------------------------
7 | public class SampleDamper2DGraph : MonoBehaviour
8 | {
9 | //--------------------------------------------------------------------
10 | public enum EnumDampingType
11 | {
12 | None,
13 | Normal,
14 | Spring,
15 | UnitySmoothDamp,
16 | SpringCritical,
17 | SpringCriticalNoGoalSpeed,
18 | DoubleCriticalNoGoalSpeed,
19 | //TimedCriticalNoGoalSpeed,
20 | }
21 |
22 | //--------------------------------------------------------------------
23 | [Header("Damping Params")]
24 | public EnumDampingType DampingType = EnumDampingType.Spring;
25 | public float halflife = 0.5f;
26 | public float frequency = 0.5f;
27 | public float speedMoveRight = 20.0f;
28 |
29 | //[Header("Timed Damping Params")]
30 | //public float timeToGoal = 1.0f;
31 | //public float apprehension = 2.0f;
32 |
33 | [Header("Goals Params")]
34 | public float goalMinY;
35 | public float goalMaxY, goalMoveSpeed;
36 |
37 | [Header("Links")]
38 | public Transform tsfmGoal;
39 | public Transform tsfmFollowing;
40 | public Camera cam;
41 |
42 | // Internal
43 | private Vector3 _posFollower, _posGoal, _posCam;
44 | private float _speedFollower;
45 | private float _speedGoal;
46 | // Another set of position and speed used for the double damper
47 | private float posGoal2, speedGoal2;
48 |
49 | //--------------------------------------------------------------------
50 | private void Update()
51 | {
52 | _posGoal = tsfmGoal.position;
53 | _posFollower = tsfmFollowing.position;
54 | _posCam = cam.transform.position;
55 |
56 | MoveGoal();
57 |
58 | // While changing values in the editor sometimes these values will be 0, we want to skip these!
59 | if (halflife == 0 || frequency == 0) return;
60 |
61 | // DAMPING: Follower y pos tries to match goal y
62 | switch(DampingType)
63 | {
64 | case EnumDampingType.Normal: _posFollower.y = ToolDamper.damper(_posFollower.y, _posGoal.y, halflife, Time.deltaTime); break;
65 | case EnumDampingType.Spring: ToolDamper.damper_spring(ref _posFollower.y, ref _speedFollower, _posGoal.y, _speedGoal, frequency, halflife, Time.deltaTime); break;
66 | case EnumDampingType.UnitySmoothDamp: _posFollower.y = Mathf.SmoothDamp(_posFollower.y, _posGoal.y, ref _speedFollower, halflife); break;
67 | case EnumDampingType.SpringCritical: ToolDamper.damper_spring_critical(ref _posFollower.y, ref _speedFollower, _posGoal.y, _speedGoal, halflife, Time.deltaTime); break;
68 | case EnumDampingType.SpringCriticalNoGoalSpeed: ToolDamper.damper_spring_critical_noGoalSpeed(ref _posFollower.y, ref _speedFollower, _posGoal.y, halflife, Time.deltaTime); break;
69 | case EnumDampingType.DoubleCriticalNoGoalSpeed: ToolDamper.double_spring_damper_implicit(ref _posFollower.y, ref _speedFollower, ref posGoal2, ref speedGoal2, _posGoal.y, halflife, Time.deltaTime); break;
70 | //case EnumDampingType.TimedCriticalNoGoalSpeed: ToolDamper.timed_spring_damper_implicit(ref _posFollower.y, ref _speedFollower, ref posGoal2, _posGoal.y, timeToGoal, halflife, Time.deltaTime, apprehension); break;
71 | default: Debug.LogWarning("[SampleDamper] DampingType: " + DampingType + " is not supported"); break;
72 | }
73 |
74 | // Move all to the right to have some trails behind follower
75 | _posFollower.x += speedMoveRight * Time.deltaTime;
76 | _posGoal.x += speedMoveRight * Time.deltaTime;
77 | _posCam.x += speedMoveRight * Time.deltaTime;
78 |
79 | // Finalize
80 | tsfmFollowing.position = _posFollower;
81 | tsfmGoal.position = _posGoal;
82 | cam.transform.position = _posCam;
83 | }
84 |
85 | //--------------------------------------------------------------------
86 | private void MoveGoal()
87 | {
88 | float newGoalY = 0;
89 | bool hasGoalChanged = false;
90 |
91 | // Use arrows to slowly change goal y position
92 | float inputVertical = Input.GetAxis("Vertical");
93 | if (inputVertical != 0)
94 | {
95 | newGoalY = _posGoal.y + inputVertical * goalMoveSpeed * Time.deltaTime;
96 | hasGoalChanged = true;
97 | }
98 |
99 | // Click to change goal y position instantly
100 | if (Input.GetMouseButtonDown(0))
101 | {
102 | newGoalY = cam.ScreenToWorldPoint(Input.mousePosition).y;
103 | hasGoalChanged = true;
104 | }
105 |
106 | if (hasGoalChanged)
107 | {
108 | newGoalY = Mathf.Clamp(newGoalY, goalMinY, goalMaxY);
109 |
110 | _speedGoal = (newGoalY - _posGoal.y) / Time.deltaTime;
111 |
112 | _posGoal.y = newGoalY;
113 | }
114 | else
115 | _speedGoal = 0.0f;
116 | }
117 |
118 | //--------------------------------------------------------------------
119 | }
120 |
121 | //--------------------------------------------------------------------
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/Assets/Scripts/ToolDamper.cs:
--------------------------------------------------------------------------------
1 | //--------------------------------------------------------------------
2 | // Ported by Alexis Bacot - 2021 - www.alexisbacot.com
3 | // From Daniel Holden (https://twitter.com/anorangeduck)
4 | // Original article http://theorangeduck.com/page/spring-roll-call#damper
5 | //--------------------------------------------------------------------
6 | using UnityEngine;
7 |
8 | //--------------------------------------------------------------------
9 | public class ToolDamper
10 | {
11 | //--------------------------------------------------------------------
12 | public static float damper(float x, float g, float halflife, float dt)
13 | {
14 | return Mathf.Lerp(x, g, 1.0f - fast_negexp((0.69314718056f * dt) / (halflife + Mathf.Epsilon)));
15 | }
16 |
17 | //--------------------------------------------------------------------
18 | private static float fast_negexp(float x)
19 | {
20 | return 1.0f / (1.0f + x + 0.48f * x * x + 0.235f * x * x * x);
21 | }
22 |
23 | //--------------------------------------------------------------------
24 | private static float squaref(float x) { return x * x; }
25 |
26 | //--------------------------------------------------------------------
27 | ///
28 | /// Damper spring
29 | ///
30 | /// how many oscillations are done
31 | /// how quick the goal is reached
32 | public static void damper_spring(ref float x, ref float v, float x_goal, float v_goal, float frequency, float halflife, float dt)
33 | {
34 | float g = x_goal;
35 | float q = v_goal;
36 | float s = frequency_to_stiffness(frequency);
37 | float d = halflife_to_damping(halflife);
38 | float c = g + (d * q) / (s + Mathf.Epsilon);
39 | float y = d / 2.0f;
40 |
41 | if (Mathf.Abs(s - (d * d) / 4.0f) < Mathf.Epsilon) // Critically Damped
42 | {
43 | float j0 = x - c;
44 | float j1 = v + j0 * y;
45 |
46 | float eydt = fast_negexp(y * dt);
47 |
48 | x = j0 * eydt + dt * j1 * eydt + c;
49 | v = -y * j0 * eydt - y * dt * j1 * eydt + j1 * eydt;
50 | }
51 | else if (s - (d * d) / 4.0f > 0.0) // Under Damped
52 | {
53 | float w = Mathf.Sqrt(s - (d * d) / 4.0f);
54 | float j = Mathf.Sqrt(squaref(v + y * (x - c)) / (w * w + Mathf.Epsilon) + squaref(x - c));
55 | float p = Mathf.Atan((v + (x - c) * y) / (-(x - c) * w + Mathf.Epsilon));
56 |
57 | j = (x - c) > 0.0f ? j : -j;
58 |
59 | float eydt = fast_negexp(y * dt);
60 |
61 | x = j * eydt * Mathf.Cos(w * dt + p) + c;
62 | v = -y * j * eydt * Mathf.Cos(w * dt + p) - w * j * eydt * Mathf.Sin(w * dt + p);
63 | }
64 | else if (s - (d * d) / 4.0f < 0.0) // Over Damped
65 | {
66 | float y0 = (d + Mathf.Sqrt(d * d - 4 * s)) / 2.0f;
67 | float y1 = (d - Mathf.Sqrt(d * d - 4 * s)) / 2.0f;
68 | float j1 = (c * y0 - x * y0 - v) / (y1 - y0);
69 | float j0 = x - j1 - c;
70 |
71 | float ey0dt = fast_negexp(y0 * dt);
72 | float ey1dt = fast_negexp(y1 * dt);
73 |
74 | x = j0 * ey0dt + j1 * ey1dt + c;
75 | v = -y0 * j0 * ey0dt - y1 * j1 * ey1dt;
76 | }
77 | }
78 |
79 | //--------------------------------------------------------------------
80 | ///
81 | /// Damper spring set to critical (w = 0) spring goes to goal as fast as possible without oscillations, frequency is set by halflife
82 | ///
83 | public static void damper_spring_critical(ref float x, ref float v, float x_goal, float v_goal, float halflife, float dt)
84 | {
85 | float g = x_goal;
86 | float q = v_goal;
87 | float d = halflife_to_damping(halflife);
88 | float c = g + (d * q) / ((d * d) / 4.0f);
89 | float y = d / 2.0f;
90 | float j0 = x - c;
91 | float j1 = v + j0 * y;
92 | float eydt = fast_negexp(y * dt);
93 |
94 | x = eydt * (j0 + j1 * dt) + c;
95 | v = eydt * (v - j1 * y * dt);
96 | }
97 |
98 | //--------------------------------------------------------------------
99 | ///
100 | /// Damper spring set to critical AND we assume the goal has no speed, very smooth! smoothness similar to unity smoothdamping
101 | ///
102 | public static void damper_spring_critical_noGoalSpeed( ref float x, ref float v, float x_goal, float halflife, float dt)
103 | {
104 | float y = halflife_to_damping(halflife) / 2.0f;
105 | float j0 = x - x_goal;
106 | float j1 = v + j0 * y;
107 | float eydt = fast_negexp(y * dt);
108 |
109 | x = eydt * (j0 + j1 * dt) + x_goal;
110 | v = eydt * (v - j1 * y * dt);
111 | }
112 |
113 | //--------------------------------------------------------------------
114 | ///
115 | /// Double Damper spring set to critical, we assume goal has no speed
116 | /// Both follower and goal are damped, to achieve maximum smoothness
117 | ///
118 | public static void double_spring_damper_implicit( ref float x, ref float v, ref float xi, ref float vi, float x_goal, float halflife, float dt)
119 | {
120 | damper_spring_critical_noGoalSpeed(ref xi, ref vi, x_goal, 0.5f * halflife, dt);
121 | damper_spring_critical_noGoalSpeed(ref x, ref v, xi, 0.5f * halflife, dt);
122 | }
123 |
124 | //--------------------------------------------------------------------
125 | /*public static void timed_spring_damper_implicit( ref float x, ref float v, ref float xi, float x_goal, float t_goal, float halflife, float dt, float apprehension = 2.0f)
126 | {
127 | float min_time = t_goal > dt ? t_goal : dt;
128 |
129 | float v_goal = (x_goal - xi) / min_time;
130 |
131 | float t_goal_future = dt + apprehension * halflife;
132 | float x_goal_future = t_goal_future < t_goal ?
133 | xi + v_goal * t_goal_future : x_goal;
134 |
135 | damper_spring_critical_noGoalSpeed(ref x, ref v, x_goal_future, halflife, dt);
136 |
137 | xi += v_goal * dt;
138 | }*/
139 |
140 | //--------------------------------------------------------------------
141 | public static float critical_halflife(float frequency)
142 | {
143 | return damping_to_halflife(Mathf.Sqrt(frequency_to_stiffness(frequency) * 4.0f));
144 | }
145 |
146 | //--------------------------------------------------------------------
147 | public static float critical_frequency(float halflife)
148 | {
149 | return stiffness_to_frequency(squaref(halflife_to_damping(halflife)) / 4.0f);
150 | }
151 |
152 | //--------------------------------------------------------------------
153 | private static float frequency_to_stiffness(float frequency)
154 | {
155 | return squaref(2.0f * Mathf.PI * frequency);
156 | }
157 |
158 | //--------------------------------------------------------------------
159 | private static float stiffness_to_frequency(float stiffness)
160 | {
161 | return Mathf.Sqrt(stiffness) / (2.0f * Mathf.PI);
162 | }
163 |
164 | //--------------------------------------------------------------------
165 | private static float halflife_to_damping(float halflife)
166 | {
167 | return (4.0f * 0.69314718056f) / (halflife + Mathf.Epsilon);
168 | }
169 |
170 | //--------------------------------------------------------------------
171 | private static float damping_to_halflife(float damping)
172 | {
173 | return (4.0f * 0.69314718056f) / (damping + Mathf.Epsilon);
174 | }
175 |
176 | //--------------------------------------------------------------------
177 | }
178 |
179 | //--------------------------------------------------------------------
180 |
--------------------------------------------------------------------------------
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