public void Repeat(float min, float max, out Vector2 result) { result.X = FMath.Repeat(this.X, min, max); result.Y = FMath.Repeat(this.Y, min, max); }
public void Slerp(ref Vector2 v, float f, out Vector2 result) { result = this.Rotate(this.Angle(v) * f) * FMath.Lerp(1f, v.Length() / this.Length(), f); }
public void Repeat(ref Vector2 min, ref Vector2 max, out Vector2 result) { result.X = FMath.Repeat(this.X, min.X, max.X); result.Y = FMath.Repeat(this.Y, min.Y, max.Y); }
public static float Wrap(float x, float min, float max) { return(FMath.Repeat(x, min, max)); }
public static float SmoothStep(float min, float max, float x) { float num = FMath.LinearStep(min, max, x); return(num * num * (3f - num - num)); }
public void Slerp(ref Vector3 v, float f, out Vector3 result) { result = Matrix4.RotationAxis(this.Cross(v), this.Angle(v) * f).TransformVector(this) * FMath.Lerp(1f, v.Length() / this.Length(), f); }
public void Repeat(ref Vector3 min, ref Vector3 max, out Vector3 result) { result.X = FMath.Repeat(this.X, min.X, max.X); result.Y = FMath.Repeat(this.Y, min.Y, max.Y); result.Z = FMath.Repeat(this.Z, min.Z, max.Z); }