Ejemplo n.º 1
0
        public void NormalizeWithoutChangingZ()
        {
            this.z = MBMath.ClampFloat(this.z, -0.99999f, 0.99999f);
            float length = this.AsVec2.Length;
            float num1   = MathF.Sqrt((float)(1.0 - (double)this.z * (double)this.z));

            if ((double)length >= (double)num1 - 1.0000000116861E-07 && (double)length <= (double)num1 + 1.0000000116861E-07)
            {
                return;
            }
            if ((double)length > 9.99999971718069E-10)
            {
                float num2 = num1 / length;
                this.x *= num2;
                this.y *= num2;
            }
            else
            {
                this.x = 0.0f;
                this.y = num1;
            }
        }
Ejemplo n.º 2
0
 public static int ClampIndex(int value, int minValue, int maxValue) => MBMath.ClampInt(value, minValue, maxValue - 1);
Ejemplo n.º 3
0
 public static void ClampUnit(ref float value) => value = MBMath.ClampFloat(value, 0.0f, 1f);
Ejemplo n.º 4
0
 public static float DistanceToLineSegmentSquared(Vec2 line1, Vec2 line2, Vec2 point) => point.DistanceSquared(MBMath.GetClosestPointInLineSegmentToPoint(point, line1, line2));