- From: Brad Kemper <brad.kemper@gmail.com>
- Date: Fri, 1 Jul 2016 14:44:23 -0700
- To: Dean Jackson <dino@apple.com>
- Cc: Maciej Stachowiak <mjs@apple.com>, "Tab Atkins Jr." <jackalmage@gmail.com>, www-style list <www-style@w3.org>
> On Jun 30, 2016, at 6:19 PM, Dean Jackson <dino@apple.com> wrote: > > >>> On 1 Jul 2016, at 11:12 AM, Maciej Stachowiak <mjs@apple.com> wrote: >>> >>> >>> On Jun 30, 2016, at 2:38 PM, Tab Atkins Jr. <jackalmage@gmail.com> wrote: >>> >>> On Wed, Jun 29, 2016 at 9:32 PM, Dean Jackson <dino@apple.com> wrote: >>>> spring(mass stiffness damping initialVelocity) >>>> >>>> Simulate a spring using the solving algorithm defined by this JavaScript >>>> function [1]. >>>> >>>> mass: The mass of the object attached to the end of the spring. Must be greater >>>> than 0. Defaults to 1. >>>> >>>> stiffness: The spring stiffness coefficient. Must be greater than 0. >>>> Defaults to 100. >>>> >>>> damping: The damping coefficient. Must be greater than or equal to 0. >>>> Defaults to 10. >>>> >>>> initialVelocity: The initial velocity of the object attached to the spring. >>>> Defaults to 0, which represents an unmoving object. Negative values >>>> represent the object moving away from the spring attachment point, positive >>>> values represent the object moving towards the spring attachment point. >>> >>> These all look like they're <number>s? Is that intentional? Can they >>> be typed in some way? In particular, it looks like stiffness might be >>> amenable to becoming <percentage>? >> >> The canonical units for these values in a damped spring model would be >> mass: kilogram >> stiffness: Newton/meter (force over distance) >> damping: Newton-second/meter (force over velocity) >> initialVelocity: meter/second >> >> I think CSS does not support these units, and it's not clear that it would make sense to add them. None of them is sensibly regarded as a percentage. >> >> (I'd guess Sam and Dean may have rescaled these > > No, we didn't. > >> but any units for these quantities in a spring model would differ by at most a constant factor. One possibility that seems appealing is to give velocity in px/s rather than m/s, and rescale other units appropriately. > > But it's not always pixels you're moving. e.g. hue degrees per second? :) > > That's why I think it's just not worth trying to explain it. The inputs go into a function along with the elapsed time and out comes a value that should eventually move from 0 to 1 (but isn't restricted to that range during the animation). Twiddle the values until you get something that looks good. > > Dean For velocity, percentage per second makes a certain amount of sense to me, with it being a percentage of the distance between start and stop points. That "distance" could be along a color spectrum, for colors.
Received on Friday, 1 July 2016 21:44:54 UTC