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using UnityEngine; | |
public static class Utils | |
{ | |
/* | |
* x - value | |
* v - velocity | |
* xt - target value | |
* zeta - damping ratio | |
* omega - oscillation frequency | |
* h - timestep | |
*/ | |
public static void Spring(ref float x, ref float v, float xt, float zeta, float omega, float h) | |
{ | |
var f = 1.0f + 2.0f * h * zeta * omega; | |
var oo = omega * omega; | |
var hhoo = h * h * oo; | |
var d = 1.0f / (f + hhoo); | |
var numX = f * x + h * v + hhoo * xt; | |
var numV = v + h * oo * (xt - x); | |
x = numX * d; | |
v = numV * d; | |
} | |
public static void Spring(ref Vector2 x, ref Vector2 v, Vector2 xt, float zeta, float omega, float h) | |
{ | |
var f = 1.0f + 2.0f * h * zeta * omega; | |
var oo = omega * omega; | |
var hhoo = h * h * oo; | |
var d = 1.0f / (f + hhoo); | |
var numX = f * x + h * v + hhoo * xt; | |
var numV = v + h * oo * (xt - x); | |
x = numX * d; | |
v = numV * d; | |
} | |
public static void Spring(ref Vector3 x, ref Vector3 v, Vector3 xt, float zeta, float omega, float h) | |
{ | |
var f = 1.0f + 2.0f * h * zeta * omega; | |
var oo = omega * omega; | |
var hhoo = h * h * oo; | |
var d = 1.0f / (f + hhoo); | |
var numX = f * x + h * v + hhoo * xt; | |
var numV = v + h * oo * (xt - x); | |
x = numX * d; | |
v = numV * d; | |
} | |
} |
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