public static double LerpAngle(double a, double b, double t) { double num = Mathd.Repeat(b - a, 360d); if (num > 180.0d) { num -= 360d; } return(a + num * Mathd.Clamp01(t)); }
public static float LerpAngle(float a, float b, float t) { float num = Mathd.Repeat(b - a, 360f); if (num > 180.0f) { num -= 360f; } return(a + num * Mathd.Clamp01(t)); }
public static Vector2d Lerp(Vector2d from, Vector2d to, double t) { t = Mathd.Clamp01(t); return(new Vector2d(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t)); }
public static double SmoothStep(double from, double to, double t) { t = Mathd.Clamp01(t); t = (-2.0 * t * t * t + 3.0 * t * t); return(to * t + from * (1.0 - t)); }
public static double Lerp(double from, double to, double t) { return(from + (to - from) * Mathd.Clamp01(t)); }
public static Vector3Double Lerp(Vector3Double from, Vector3Double to, double t) { t = Mathd.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)); }
public static DVector2 Lerp(DVector2 from, DVector2 to, double t) { t = Mathd.Clamp01(t); return(new DVector2(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t)); }
public static float SmoothStep(float from, float to, float t) { t = Mathd.Clamp01(t); t = (-2.0f * t * t * t + 3.0f * t * t); return(to * t + from * (1.0f - t)); }
public static float Lerp(float from, float to, float t) { return(from + (to - from) * Mathd.Clamp01(t)); }
public static DVector3 Lerp(DVector3 from, DVector3 to, double t) { t = Mathd.Clamp01(t); return(new DVector3(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t, from.z + (to.z - from.z) * t)); }