EsportToys
And obviously it would only apply for the underdamped case.
And even if you are to calculate the integration factors based on dynamic frame rates, they only need to be computed just once per frame for all objects that share the same damping configuration.
m * x’’ + c * x’ + k * x = f(t)
See https://web.archive.org/web/20230604215211/https://esporttoy...https://www.desmos.com/calculator/mu80ttc9aa
function sprung_response(t,pos,vel,k,c,m)
local decay = c/2/m
local omega = math.sqrt(k/m)
local resid = decay*decay-omega*omega
local scale = math.sqrt(math.abs(resid))
local T1,T0 = t , 1
if resid<0 then
T1,T0 = math.sin( scale*t)/scale , math.cos( scale*t)
elseif resid>0 then
T1,T0 = math.sinh(scale*t)/scale , math.cosh(scale*t)
end
local dissipation = math.exp(-decay*t)
local evolved_pos = dissipation*( pos*(T0+T1*decay) + vel*( T1 ) )
local evolved_vel = dissipation*( pos*(-T1*omega^2) + vel*(T0-T1*decay) )
return evolved_pos , evolved_vel
end
For anticipation, just add an extra initial velocity in the opposite direction and let the closed-form solution handle the time evolution. The main trick here is to keep both position and velocity as state. There is no need to “step through the simulation”.Also, mouse_event is just a wrapper around what's basically SendInput(mouse)
The gist of it is that the solution to a linearly damped particle is a linear system, so the x and y components can be calculated completely independently and the analytic solution is just an exponential of time.
It is a special case of the timestep-independent damped harmonic oscillator, which I previously wrote a blogpost about [10].
Namely it is the "unsprung" special case under "Overdamped"
The very same formulation is also what I used to implement LibreScroll[11] to add inertial scrolling to any mouse.
[0] https://github.com/EsportToys/TPMouse
[1] https://www.reddit.com/r/Trackballs/comments/ym9q2t/tpmouse_...
winget install Logitech.LGSIn the meantime, for the current version of TPMouse on the dev branch, to change the remapping of arrows and mouse buttons, you need to edit `keybinds.au3` in three spots:
1. the virtual-key constant at the static array at the top
2. the hotkey string at the static array at the top
3. (this is really poor UX I know) in the static struct declaration inside the respective callback function, change the referenced virtual-key constant.
The list of virtual key codes can be found in `vkeys.au3`:
https://github.com/EsportToys/TPMouse/blob/dev/vkeys.au3
So for example, to remap mouse1 from F to A, I need to do the following:
Line 10:
<<< before >>>
$mb1 = [ $VK_F , '{f}' , callback_f ] , _
<<< after >>>
$mb1 = [ $VK_A , '{a}' , callback_f ] , _
Lin 68: <<< before >>>
Local Static $struct = DllStructCreate('ushort MakeCode;ushort Flags;ushort VKey;'), $vkey = DllStructSetData($struct,'VKey',$VK_F)
<<< after >>>
Local Static $struct = DllStructCreate('ushort MakeCode;ushort Flags;ushort VKey;'), $vkey = DllStructSetData($struct,'VKey',$VK_A)
As for changing the activation hotkeys, if you wish to use a different modifier other than CapsLk, change the vkey code on line 74, 90, and line 107 of TPMouse.au3; for example, to change it from CapsLk to Alt:Line 74:
<<< before >>>
Case $VK_CAPS
<<< after >>>
Case $VK_ALT
Line 90: <<< before >>>
If $VK_Q = $struct.VKey And Not ( $sks($VK_CAPS) Or ($sks($VK_LSHIFT) And $sks($VK_RSHIFT)) ) Then Return
<<< after >>>
If $VK_Q = $struct.VKey And Not ( $sks($VK_ALT) Or ($sks($VK_LSHIFT) And $sks($VK_RSHIFT)) ) Then Return
Line 107: <<< before >>>
If $sks($VK_CAPS) Or ($sks($VK_LSHIFT) And $sks($VK_RSHIFT)) Then
<<< after >>>
If $sks($VK_ALT) Or ($sks($VK_LSHIFT) And $sks($VK_RSHIFT)) ThenAlthough it didn't get as much attention as my other utility, it's actually the app that I'm most happy about having made.
I thought that needing to choose out of four quadrants at once is a bit overwhelming on cognitive load for something that is meant to be a subconscious extension of your hands, so instead I just unified it with the arrow keys as a "shrink in this direction" choice rather than "choose one of four quadrants".
Changing it to bisection/binary partitioning also means that don't need any visual aids as it's exceedingly simple to see which edge your target is the closest to.
Show HN: LibreScroll – enable flywheel-scrolling on any generic mouse
https://github.com/EsportToys/LibreScroll
Based on the framerate-independent momentum simulation[0] that I used in my TPMouse script[1]If you've ever used a mouse with Infinite-scrollwheel such as Logitech, this utility for Windows basically recreates that functionality for any generic mouse.Actually, it's even better than that: this allows for simultaneous horizontal and vertical scrolling, so essentially it combines two of the best...