/// <summary> /// Returns the result of the linear interpolation between /// this vector and `to` by the vector amount `weight`. /// </summary> /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> public Vector2d LinearInterpolate(Vector2d to, Vector2d weight) { return(new Vector2d ( Mathd.Lerp(x, to.x, weight.x), Mathd.Lerp(y, to.y, weight.y) )); }
/// <summary> /// Returns the result of the linear interpolation between /// this vector and `to` by amount `weight`. /// </summary> /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> public Vector2d Lerp(Vector2d to, double weight) { return(new Vector2d ( Mathd.Lerp(x, to.x, weight), Mathd.Lerp(y, to.y, weight) )); }
/// <summary> /// Returns the result of the linear interpolation between /// this vector and `to` by the vector amount `weight`. /// </summary> /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> public Vector3d LinearInterpolate(Vector3d to, Vector3d weight) { return(new Vector3d ( Mathd.Lerp(x, to.x, weight.x), Mathd.Lerp(y, to.y, weight.y), Mathd.Lerp(z, to.z, weight.z) )); }
/// <summary> /// Returns the result of the linear interpolation between /// this vector and `to` by amount `weight`. /// </summary> /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> public Vector3d LinearInterpolate(Vector3d to, double weight) { return(new Vector3d ( Mathd.Lerp(x, to.x, weight), Mathd.Lerp(y, to.y, weight), Mathd.Lerp(z, to.z, weight) )); }
/// <summary> /// Returns the result of the linear interpolation between /// this vector and `to` by the vector amount `weight`. /// </summary> /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> public Vector4d Lerp(Vector4d to, Vector4d weight) { return(new Vector4d ( Mathd.Lerp(x, to.x, weight.x), Mathd.Lerp(y, to.y, weight.y), Mathd.Lerp(z, to.z, weight.z), Mathd.Lerp(w, to.w, weight.w) )); }
/// <summary> /// Returns the result of the linear interpolation between /// this vector and `to` by amount `weight`. /// </summary> /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> public Vector4d Lerp(Vector4d to, double weight) { return(new Vector4d ( Mathd.Lerp(x, to.x, weight), Mathd.Lerp(y, to.y, weight), Mathd.Lerp(z, to.z, weight), Mathd.Lerp(w, to.w, weight) )); }