public static FPVector2 Lerp(FPVector2 a, FPVector2 b, pfloat t) { t = FPMath.Clamp01(t); return(new FPVector2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t)); }
public static pfloat Lerp(pfloat a, pfloat b, pfloat t) { return(a + (b - a) * FPMath.Clamp01(t)); }
public static FPVector3 Lerp(FPVector3 a, FPVector3 b, pfloat t) { t = FPMath.Clamp01(t); return(new FPVector3(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t)); }