public static DVector3 Project(DVector3 vector, DVector3 onNormal) { double num = DVector3.Dot(onNormal, onNormal); if (num < 1.40129846432482E-45d) { return(DVector3.zero); } else { return(onNormal * DVector3.Dot(vector, onNormal) / num); } }
public static DVector3 SmoothDamp(DVector3 current, DVector3 target, ref DVector3 currentVelocity, double smoothTime, double maxSpeed, double deltaTime) { smoothTime = Mathd.Max(0.0001d, smoothTime); double num1 = 2d / smoothTime; double num2 = num1 * deltaTime; double num3 = (1.0d / (1.0d + num2 + 0.479999989271164d * num2 * num2 + 0.234999999403954d * num2 * num2 * num2)); DVector3 vector = current - target; DVector3 vector3_1 = target; double maxLength = maxSpeed * smoothTime; DVector3 vector3_2 = DVector3.ClampMagnitude(vector, maxLength); target = current - vector3_2; DVector3 vector3_3 = (currentVelocity + num1 * vector3_2) * deltaTime; currentVelocity = (currentVelocity - num1 * vector3_3) * num3; DVector3 vector3_4 = target + (vector3_2 + vector3_3) * num3; if (DVector3.Dot(vector3_1 - current, vector3_4 - vector3_1) > 0.0) { vector3_4 = vector3_1; currentVelocity = (vector3_4 - vector3_1) / deltaTime; } return(vector3_4); }
public static double AngleBetween(DVector3 from, DVector3 to) { return(Mathd.Acos(Mathd.Clamp(DVector3.Dot(from.normalized, to.normalized), -1d, 1d))); }
public static double Angle(DVector3 from, DVector3 to) { return(Mathd.Acos(Mathd.Clamp(DVector3.Dot(from.normalized, to.normalized), -1d, 1d)) * 57.29578d); }
public static DVector3 Reflect(DVector3 inDirection, DVector3 inNormal) { return(-2d * DVector3.Dot(inNormal, inDirection) * inNormal + inDirection); }