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ClassHelper/packages/desktop-client/src/island/spring.ts
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/**
* WinIsland 同款弹簧(照搬 `src/utils/physics.rs` 与 `src/window/app/frame.rs` 的参数与更新式)。
*
* 原始实现(Rust,每帧调用一次,`dt` 以**帧**为单位):
* ```text
* force = (target - value) * stiffness * dt
* velocity = (velocity + force) * damping^dt
* value += velocity * dt
* ```
* 主岛尺寸用的参数:`stiffness = 0.10`、`damping = 0.68`(阻尼比 ζ≈0.977,接近临界阻尼,
* 理论过冲 ~1e-6,肉眼不可见)。换向时还有两个限制(`redirect_velocity_towards`):
* 反向动量只保留 35%、单帧位移不超过剩余距离的 20%。
*
* 我们在此基础上**额外加了零过冲钳制**(越过目标立刻吸附并清零速度):
* 即便某帧卡顿导致 dt 变大,也绝不会出现"超过目标再弹回来"的震动。
*/
export interface SpringOptions {
/** 刚度(WinIsland 主岛尺寸:0.10) */
stiffness?: number;
/** 速度保留率(WinIsland 主岛尺寸:0.68) */
damping?: number;
/** 吸附阈值(px) */
snapThreshold?: number;
}
const MOMENTUM_RETENTION = 0.35;
const MAX_DISTANCE_RATIO = 0.2;
const MAX_DT = 6;
/** 一帧按 60fps 折算(与 WinIsland 的 dt 单位一致) */
const FRAME_MS = 1000 / 60;
export class SpringValue {
value: number;
velocity = 0;
target: number;
private readonly stiffness: number;
private readonly damping: number;
private readonly snapThreshold: number;
constructor(initial: number, options: SpringOptions = {}) {
this.value = initial;
this.target = initial;
this.stiffness = options.stiffness ?? 0.1;
this.damping = options.damping ?? 0.68;
this.snapThreshold = options.snapThreshold ?? 0.05;
}
setTarget(target: number): void {
if (target === this.target) return;
this.redirectVelocity(target);
this.target = target;
}
/** 直接落位(关闭动画 / 首次同步时使用) */
snap(target: number): void {
this.target = target;
this.value = target;
this.velocity = 0;
}
get settled(): boolean {
return Math.abs(this.target - this.value) <= this.snapThreshold && Math.abs(this.velocity) <= 0.01;
}
/**
* 换向限速(WinIsland):反向时只保留 35% 动量,并把速度幅值限制在"剩余距离的 20%"以内,
* 保证不会因为方向切换产生突跳。
*/
private redirectVelocity(target: number): void {
const distance = target - this.value;
if (distance === 0) {
this.velocity = 0;
return;
}
const sameDirection = Math.sign(distance) === Math.sign(this.velocity);
if (!sameDirection) this.velocity *= MOMENTUM_RETENTION;
const maxVelocity = Math.abs(distance) * MAX_DISTANCE_RATIO;
if (Math.abs(this.velocity) > maxVelocity) {
this.velocity = Math.sign(this.velocity) * maxVelocity;
}
}
/** 推进一帧;返回是否仍在运动 */
step(deltaMs: number): boolean {
const dt = Math.min(MAX_DT, Math.max(0.1, deltaMs / FRAME_MS));
const distance = this.target - this.value;
if (distance === 0 && Math.abs(this.velocity) <= 0.01) {
this.velocity = 0;
this.value = this.target;
return false;
}
const force = distance * this.stiffness * dt;
this.velocity = (this.velocity + force) * Math.pow(this.damping, dt);
const previous = this.value;
this.value += this.velocity * dt;
// 零过冲钳制:越过目标(或已足够接近)就吸附到目标并停止
const crossed = (this.target - previous) * (this.target - this.value) <= 0;
if (crossed || Math.abs(this.target - this.value) <= this.snapThreshold) {
this.value = this.target;
this.velocity = 0;
return false;
}
if (!Number.isFinite(this.value) || !Number.isFinite(this.velocity)) {
this.value = this.target;
this.velocity = 0;
return false;
}
return true;
}
}