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https://github.com/charmbracelet/harmonica

A simple, physics-based animation library 🎼
https://github.com/charmbracelet/harmonica

animation game-development go golang hacktoberfest physics

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A simple, physics-based animation library 🎼

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README

        

Harmonica
=========


Harmonica Image

Latest Release
GoDoc
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A simple, efficient spring animation library for smooth, natural motion.

Harmonica OpenGL Demo

It even works well on the command line.

Harmonica TUI Demo

[examples]: https://github.com/charmbracelet/harmonica/tree/master/examples
[docs]: https://pkg.go.dev/github.com/charmbracelet/harmonica?tab=doc

## Usage

Harmonica is framework-agnostic and works well in 2D and 3D contexts. Simply
call [`NewSpring`][newspring] with your settings to initialize and
[`Update`][update] on each frame to animate.

```go
import "github.com/charmbracelet/harmonica"

// A thing we want to animate.
sprite := struct{
x, xVelocity float64
y, yVelocity float64
}{}

// Where we want to animate it.
const targetX = 50.0
const targetY = 100.0

// Initialize a spring with framerate, angular frequency, and damping values.
spring := harmonica.NewSpring(harmonica.FPS(60), 6.0, 0.5)

// Animate!
for {
sprite.x, sprite.xVelocity = spring.Update(sprite.x, sprite.xVelocity, targetX)
sprite.y, sprite.yVelocity = spring.Update(sprite.y, sprite.yVelocity, targetY)
time.Sleep(time.Second/60)
}
```

For details, see the [examples][examples] and the [docs][docs].

[newspring]: https://pkg.go.dev/github.com/charmbracelet/harmonica#NewSpring
[update]: https://pkg.go.dev/github.com/charmbracelet/harmonica#Update

## Settings

[`NewSpring`][newspring] takes three values:

* **Time Delta:** the time step to operate on. Game engines typically provide
a way to determine the time delta, however if that's not available you can
simply set the framerate with the included `FPS(int)` utility function. Make
sure the framerate you set here matches your actual framerate.
* **Angular Velocity:** this translates roughly to the speed. Higher values are
faster.
* **Damping Ratio:** the springiness of the animation, generally between `0`
and `1`, though it can go higher. Lower values are springier. For details,
see below.

## Damping Ratios

The damping ratio affects the motion in one of three different ways depending
on how it's set.

### Under-Damping

A spring is under-damped when its damping ratio is less than `1`. An
under-damped spring reaches equilibrium the fastest, but overshoots and will
continue to oscillate as its amplitude decays over time.

### Critical Damping

A spring is critically-damped the damping ratio is exactly `1`. A critically
damped spring will reach equilibrium as fast as possible without oscillating.

### Over-Damping

A spring is over-damped the damping ratio is greater than `1`. An over-damped
spring will never oscillate, but reaches equilibrium at a slower rate than
a critically damped spring.

## Acknowledgements

This library is a fairly straightforward port of [Ryan Juckett][juckett]’s
excellent damped simple harmonic oscillator originally written in C++ in 2008
and published in 2012. [Ryan’s writeup][writeup] on the subject is fantastic.

[juckett]: https://www.ryanjuckett.com/
[writeup]: https://www.ryanjuckett.com/damped-springs/

## Feedback

We’d love to hear your thoughts on this project. Feel free to drop us a note!

* [Twitter](https://twitter.com/charmcli)
* [The Fediverse](https://mastodon.social/@charmcli)
* [Discord](https://charm.sh/chat)

## License

[MIT](https://github.com/charmbracelet/harmonica/raw/master/LICENSE)

***

Part of [Charm](https://charm.sh).

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