# harmonica **Repository Path**: mirrors_kurtmckee/harmonica ## Basic Information - **Project Name**: harmonica - **Description**: PR-only fork -- CHANGES MERGED :smile: - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2022-01-27 - **Last Updated**: 2026-05-17 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README Harmonica =========
A simple, efficient spring animation library for smooth, natural motion.
It even works well on the command line.
[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
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 writen 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/
## License
[MIT](https://github.com/charmbracelet/harmonica/raw/master/LICENSE)
***
Part of [Charm](https://charm.sh).
Charm热爱开源 • Charm loves open source