# Objective
I wanted spring animations in GPUI for an application built atop of
GPUI.
## Solution
I texted @mikayla-maki about wanting spring animations; we collaborated
in Delta; this change is the co-authored result. We built atop of GPUI's
existing APIs, but this *is* new API surface. The verbiage is borrowed
from SwiftUI's approach.
First, what _are_ spring animations? If you're unfamiliar, they're the
bouncy, physical animations that you'd often see in mobile applications.
As Claude put it to me, "keyframe animation is a recording; a spring is
a simulation". There's a few consequences:
1. The animation API needs to support interrupts/cancelation, or the
application using spring animations will feel broken. You need to cancel
the momentum in a physically realistic way!
2. The API is more complex! GPUI's existing animations are, roughly,
`Fn(progress: f32) -> eased_progress: f32`, but a spring animation is
closer to `Fn(state: SpringState, target: f32, delta_time: f32) ->
SpringState`. Concretely, GPUI landed on the following:
```
pub fn step(
&self,
state: SpringState,
target: f32,
delta_time: f32,
) -> SpringState;
```
...where `&self` is:
```
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct SpringConfig {
/// The spring stiffness, conventionally written as $k$.
pub stiffness: f32,
/// The viscous damping coefficient, conventionally written as $c$.
pub damping: f32,
/// The moving mass, conventionally written as $m$.
pub mass: f32,
}
```
Conceptually, at each frame, GPUI does `let state = spring.step(state,
target, delta_time);`, or as an other LLM summarized:
```
// Ordinary animation:
progress: f32 -> phase: f32
// GPUI spring:
(state: { position, velocity }, target, dt)
-> new { position, velocity }
-> typed presentation value
```
---
Release Notes:
- gpui: Added spring animations
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