Ejemplo n.º 1
0
        public static Vector3d SmoothDamp(Vector3d current, Vector3d target, ref Vector3d currentVelocity, double smoothTime, double maxSpeed, double deltaTime)
        {
            smoothTime = Mathd.Max(0.0001d, smoothTime);
            var num1      = 2d / smoothTime;
            var num2      = num1 * deltaTime;
            var num3      = (1.0d / (1.0d + num2 + 0.479999989271164d * num2 * num2 + 0.234999999403954d * num2 * num2 * num2));
            var vector    = current - target;
            var vector3_1 = target;
            var maxLength = maxSpeed * smoothTime;
            var vector3_2 = ClampMagnitude(vector, maxLength);

            target = current - vector3_2;
            var vector3_3 = (currentVelocity + num1 * vector3_2) * deltaTime;

            currentVelocity = (currentVelocity - num1 * vector3_3) * num3;
            var vector3_4 = target + (vector3_2 + vector3_3) * num3;

            if (Dot(vector3_1 - current, vector3_4 - vector3_1) > 0.0)
            {
                vector3_4       = vector3_1;
                currentVelocity = (vector3_4 - vector3_1) / deltaTime;
            }
            return(vector3_4);
        }
Ejemplo n.º 2
0
 public static Vector3d Max(Vector3d lhs, Vector3d rhs)
 {
     return(new Vector3d(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y), Mathd.Max(lhs.z, rhs.z)));
 }
Ejemplo n.º 3
0
 public static Vector2d Max(Vector2d lhs, Vector2d rhs)
 {
     return(new Vector2d(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y)));
 }