public static Vector3Double SmoothDamp(Vector3Double current, Vector3Double target, ref Vector3Double currentVelocity,
                                                   double smoothTime, double maxSpeed, double deltaTime)
            {
                smoothTime = CGMath.Max(0.0001d, smoothTime);
                double num1 = 2d / smoothTime;
                double num2 = num1 * deltaTime;
                double num3 = (1.0d / (1.0d + num2 + 0.479999989271164d * num2 * num2 +
                                       0.234999999403954d * num2 * num2 * num2));
                Vector3Double vector    = current - target;
                Vector3Double vector3_1 = target;
                double        maxLength = maxSpeed * smoothTime;
                Vector3Double vector3_2 = Vector3Double.ClampMagnitude(vector, maxLength);

                target = current - vector3_2;
                Vector3Double vector3_3 = (currentVelocity + num1 * vector3_2) * deltaTime;

                currentVelocity = (currentVelocity - num1 * vector3_3) * num3;
                Vector3Double vector3_4 = target + (vector3_2 + vector3_3) * num3;

                if (!(Vector3Double.Dot(vector3_1 - current, vector3_4 - vector3_1) > 0.0))
                {
                    return(vector3_4);
                }

                vector3_4       = vector3_1;
                currentVelocity = (vector3_4 - vector3_1) / deltaTime;

                return(vector3_4);
            }
 public static Vector3Double Max(Vector3Double lhs, Vector3Double rhs)
 {
     return(new Vector3Double(CGMath.Max(lhs.x, rhs.x), CGMath.Max(lhs.y, rhs.y), CGMath.Max(lhs.z, rhs.z)));
 }
 public static double Angle(Vector3Double from, Vector3Double to)
 {
     return(CGMath.Acos(CGMath.Clamp(Vector3Double.Dot(from.normalized, to.normalized), -1d, 1d)) * 57.29578d);
 }
 public static Vector3Double Lerp(Vector3Double from, Vector3Double to, double t)
 {
     t = CGMath.Clamp01(t);
     return(new Vector3Double(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t,
                              from.z + (to.z - from.z) * t));
 }
Example #5
0
 public static Vector2Double Min(Vector2Double lhs, Vector2Double rhs)
 {
     return(new Vector2Double(CGMath.Min(lhs.x, rhs.x), CGMath.Min(lhs.y, rhs.y)));
 }