public static double SmoothDamp(double current, double target, ref double 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)); double num4 = current - target; double num5 = target; double max = maxSpeed * smoothTime; double num6 = Mathd.Clamp(num4, -max, max); target = current - num6; double num7 = (currentVelocity + num1 * num6) * deltaTime; currentVelocity = (currentVelocity - num1 * num7) * num3; double num8 = target + (num6 + num7) * num3; if (num5 - current > 0.0 == num8 > num5) { num8 = num5; currentVelocity = (num8 - num5) / deltaTime; } return(num8); }
public static Vector3d SmoothDamp(Vector3d current, Vector3d target, ref Vector3d currentVelocity, double smoothTime, double maxSpeed, double deltaTime) { smoothTime = Mathd.Max(0.0001d, smoothTime); var num1 = 2d / smoothTime; var num2 = num1 * deltaTime; var num3 = 1.0d / (1.0d + num2 + 0.479999989271164d * num2 * num2 + 0.234999999403954d * num2 * num2 * num2); var vector = current - target; var vector3_1 = target; var maxLength = maxSpeed * smoothTime; var vector3_2 = ClampMagnitude(vector, maxLength); target = current - vector3_2; var vector3_3 = (currentVelocity + num1 * vector3_2) * deltaTime; currentVelocity = (currentVelocity - num1 * vector3_3) * num3; var vector3_4 = target + (vector3_2 + vector3_3) * num3; if (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 float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed, float deltaTime) { smoothTime = Mathd.Max(0.0001f, smoothTime); float num1 = 2f / smoothTime; float num2 = num1 * deltaTime; float num3 = (1.0f / (1.0f + num2 + 0.479999989271164f * num2 * num2 + 0.234999999403954f * num2 * num2 * num2)); float num4 = current - target; float num5 = target; float max = maxSpeed * smoothTime; float num6 = Mathd.Clamp(num4, -max, max); target = current - num6; float num7 = (currentVelocity + num1 * num6) * deltaTime; currentVelocity = (currentVelocity - num1 * num7) * num3; float num8 = target + (num6 + num7) * num3; if (num5 - current > 0.0 == num8 > num5) { num8 = num5; currentVelocity = (num8 - num5) / deltaTime; } return(num8); }
public static Vector2d Max(Vector2d lhs, Vector2d rhs) { return(new Vector2d(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y))); }
public static bool Approximately(double a, double b) { return(Mathd.Abs(b - a) < Mathd.Max(1E-06d * Mathd.Max(Mathd.Abs(a), Mathd.Abs(b)), 1.121039E-44d)); }
public static Vector3Double Max(Vector3Double lhs, Vector3Double rhs) { return(new Vector3Double(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y), Mathd.Max(lhs.z, rhs.z))); }
public static Vector3d Max(Vector3d lhs, Vector3d rhs) { return(new Vector3d(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y), Mathd.Max(lhs.z, rhs.z))); }
public static DVector2 Max(DVector2 lhs, DVector2 rhs) { return(new DVector2(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y))); }
public static bool Approximately(float a, float b) { return(Mathd.Abs(b - a) < Mathd.Max(1E-06f * Mathd.Max(Mathd.Abs(a), Mathd.Abs(b)), 1.121039E-44f)); }
public static DVector3 Max(DVector3 lhs, DVector3 rhs) { return(new DVector3(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y), Mathd.Max(lhs.z, rhs.z))); }