@@ -15,9 +15,9 @@ public static void EvaluateStrength(in float strength, in int frequency, in floa
1515 result = 0f ;
1616 return ;
1717 }
18- float angularFrequency = ( frequency - 0.5f ) * math . PI ;
18+ float angularFrequency = ( frequency * t - 0.5f ) * math . PI ;
1919 float dampingFactor = dampingRatio * frequency / ( 2f * math . PI ) ;
20- result = strength * math . pow ( math . E , - dampingFactor * t ) * math . cos ( angularFrequency * t ) ;
20+ result = strength * math . pow ( math . E , - dampingFactor * t ) * math . cos ( angularFrequency ) ;
2121 }
2222
2323 [ BurstCompile ]
@@ -28,9 +28,9 @@ public static void EvaluateStrength(in Vector2 strength, in int frequency, in fl
2828 result = Vector2 . zero ;
2929 return ;
3030 }
31- float angularFrequency = ( frequency - 0.5f ) * math . PI ;
31+ float angularFrequency = ( frequency * t - 0.5f ) * math . PI ;
3232 float dampingFactor = dampingRatio * frequency / ( 2f * math . PI ) ;
33- result = math . cos ( angularFrequency * t ) * math . pow ( math . E , - dampingFactor * t ) * strength ;
33+ result = math . cos ( angularFrequency ) * math . pow ( math . E , - dampingFactor * t ) * strength ;
3434 }
3535
3636 [ BurstCompile ]
@@ -41,9 +41,9 @@ public static void EvaluateStrength(in Vector3 strength, in int frequency, in fl
4141 result = Vector3 . zero ;
4242 return ;
4343 }
44- float angularFrequency = ( frequency - 0.5f ) * math . PI ;
44+ float angularFrequency = ( frequency * t - 0.5f ) * math . PI ;
4545 float dampingFactor = dampingRatio * frequency / ( 2f * math . PI ) ;
46- result = math . cos ( angularFrequency * t ) * math . pow ( math . E , - dampingFactor * t ) * strength ;
46+ result = math . cos ( angularFrequency ) * math . pow ( math . E , - dampingFactor * t ) * strength ;
4747 }
4848 }
4949}
0 commit comments