public static PVecFloat Lerp(PVecFloat a, PVecFloat b, PVecFloat t) { return(new PVecFloat( float2.Lerp(a.X, b.X, t.X), float2.Lerp(a.Y, b.Y, t.Y) )); }
public PVecFloat Constrain(PVecFloat min, PVecFloat max) { return(new PVecFloat( Constrain(X, min.X, max.X), Constrain(Y, min.Y, max.Y) )); }
public override bool Equals(object obj) { if (obj == null) { return(false); } PVecFloat o = (PVecFloat)obj; return(o == this); }
public static float Dot(PVecFloat a, PVecFloat b) { return(a.X * b.X + a.Y * b.Y); }
public static PVecFloat Min(PVecFloat a, PVecFloat b) { return(new PVecFloat(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y))); }
public PVecFloat Constrain(PVecFloat min, PVecFloat max) { return new PVecFloat( Constrain(X, min.X, max.X), Constrain(Y, min.Y, max.Y) ); }
public static PVecFloat Min(PVecFloat a, PVecFloat b) { return new PVecFloat(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y)); }
public static PVecFloat Lerp(PVecFloat a, PVecFloat b, PVecFloat t) { return new PVecFloat( float2.Lerp(a.X, b.X, t.X), float2.Lerp(a.Y, b.Y, t.Y) ); }
public static float Dot(PVecFloat a, PVecFloat b) { return a.X * b.X + a.Y * b.Y; }
public static PSubVec ToPSubVec(this PVecFloat vec) { return(new PSubVec((int)(vec.X * PSubPos.PerPx), (int)(vec.Y * PSubPos.PerPx))); }