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2026-07-13 13:13:17 +08:00

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{
"FormatVersion": 3,
"Id": "671f8151-9ec1-4f02-9ad1-b8a2d70d3d68"/*DampVec3*/,
"Description": "Damps (i.e. smoothens or filters) an incoming float value.\n\nOther damping functions: [Damp], [DampAngle], [DampVec2] and [DampFloatList].",
"InputUis": [
{
"InputId": "490fc348-1b5d-47da-852b-8fd6d272b0b5"/*Damping*/,
"Position": {
"X": 36.0,
"Y": 379.0
},
"Description": "Amount of damping to apply.\nThe ideal setting for this depends on the range of the input values: Generally, lower damping works better with very large changes in value.",
"Min": 0.0,
"Max": 1.0,
"ClampMin": true,
"ClampMax": true
},
{
"InputId": "7e5ddfa7-b305-4744-a7ef-0f70c2b9741e"/*Value*/,
"Position": {
"X": 36.0,
"Y": 469.0
},
"Description": "Input value to be dampened.\n"
},
{
"InputId": "d0918492-8d43-4762-b21f-fd1bcd2f0473"/*Method*/,
"Position": {
"X": 36.0,
"Y": 424.0
},
"Description": "LinearInterpolation: Linear interpolate between the current and target value by the damping amount. Set Damping to 0 for no damping, and to 1 to freeze the current value (and never reach the target).\n\nDampedSpring: Uses a \"critically damped spring\" to provide very smooth interpolation that will never overshoot. For reference, this method is used by Unity's SmoothDamp method."
}
],
"SymbolChildUis": [],
"OutputUis": [
{
"OutputId": "87c0ccae-46da-460e-be9d-c4b4e5753d0b"/*Result*/,
"Position": {
"X": 300.0,
"Y": 200.0
}
}
]
}