unity-spring
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A minimal spring physics library for Unity
A minimal spring physics library for Unity
Implement multiple solvers for damped harmonic oscillator.
Solvers:
- [x] Closed-form solution for the ODE
- [x] Semi-implicit Euler method
- [x] Explicit Runge-Kutta 4th order aka RK4
- [x] Verlet Integration
Maybe not:
- [ ] Explicit Euler aka Forward Euler
- [ ] Implicit Euler aka Backward Euler
- [ ] Mid-point method
- [ ] Implicit Runge-Kutta 4th order aka RK4
Performance rough check with 2.6 GHz Intel Core i7:
![](https://github.com/thammin/unity-spring/raw/master/Documentation~/performance.png)
Install
via Package Manager UI
ssh://[email protected]/thammin/unity-spring.git
via OpenUPM
openupm add com.thammin.unity-spring
Usage
Every solver is just a simple class with few fields.
using UnityEngine;
using Spring = UnitySpring.ClosedForm.Spring;
public class Ball : MonoBehaviour
{
Spring spring;
void Start()
{
// interpolate from -10f to 10f
spring = new Spring()
{
startValue = -10f,
endValue = 10f
};
}
void Update()
{
var x = spring.Evaluate(Time.deltaTime);
transform.position = new Vector3(x, 0f, 0f);
}
}
Screenshot or demo
Visualizer:
FAQ
Unity SmoothDamp
Source code: link
Based on closed-form solution, but only modeling critically damped spring. Using tweaked Exponential approximation (up to Taylor 3rd order) which claims as roughly 80 times faster and approximate less than 0.1% error than exp
function.
// tweaked coefficients
float exp = 1F / (1F + x + 0.48F * x * x + 0.235F * x * x * x);
References
Analytical:
- http://www.entropy.energy/scholar/node/damped-harmonic-oscillator
- https://doc.lagout.org/Others/Game%20Development/Programming/Game%20Programming%20Gems%204.pdf
Numerical:
- http://box2d.org/files/GDC2015/ErinCatto_NumericalMethods.pdf
General:
- https://hplgit.github.io/num-methods-for-PDEs/doc/pub/vib/pdf/vib-4print-A4-2up.pdf
License
MIT