public static FPQuaternion Slerp(FPQuaternion from, FPQuaternion to, Fix64 t) { t = FPMath.Clamp(t, 0, 1); Fix64 dot = Dot(from, to); if (dot < 0.0f) { to = Multiply(to, -1); dot = -dot; } Fix64 halfTheta = Fix64.Acos(dot); return(Multiply(Multiply(from, Fix64.Sin((1 - t) * halfTheta)) + Multiply(to, Fix64.Sin(t * halfTheta)), 1 / Fix64.Sin(halfTheta))); }
public static FPQuaternion Lerp(FPQuaternion a, FPQuaternion b, Fix64 t) { t = FPMath.Clamp(t, Fix64.Zero, Fix64.One); return(LerpUnclamped(a, b, t)); }
public static FPVector2 SmoothStep(FPVector2 value1, FPVector2 value2, Fix64 amount) { return(new FPVector2( FPMath.SmoothStep(value1.x, value2.x, amount), FPMath.SmoothStep(value1.y, value2.y, amount))); }
public static void SmoothStep(ref FPVector2 value1, ref FPVector2 value2, Fix64 amount, out FPVector2 result) { result = new FPVector2( FPMath.SmoothStep(value1.x, value2.x, amount), FPMath.SmoothStep(value1.y, value2.y, amount)); }
public static FPVector2 Min(FPVector2 value1, FPVector2 value2) { return(new FPVector2( FPMath.Min(value1.x, value2.x), FPMath.Min(value1.y, value2.y))); }
public static void Min(ref FPVector2 value1, ref FPVector2 value2, out FPVector2 result) { result.x = FPMath.Min(value1.x, value2.x); result.y = FPMath.Min(value1.y, value2.y); }
public static FPVector2 LerpUnclamped(FPVector2 value1, FPVector2 value2, Fix64 amount) { return(new FPVector2( FPMath.Lerp(value1.x, value2.x, amount), FPMath.Lerp(value1.y, value2.y, amount))); }
public static void LerpUnclamped(ref FPVector2 value1, ref FPVector2 value2, Fix64 amount, out FPVector2 result) { result = new FPVector2( FPMath.Lerp(value1.x, value2.x, amount), FPMath.Lerp(value1.y, value2.y, amount)); }
public static void Hermite(ref FPVector2 value1, ref FPVector2 tangent1, ref FPVector2 value2, ref FPVector2 tangent2, Fix64 amount, out FPVector2 result) { result.x = FPMath.Hermite(value1.x, tangent1.x, value2.x, tangent2.x, amount); result.y = FPMath.Hermite(value1.y, tangent1.y, value2.y, tangent2.y, amount); }
public static void Clamp(ref FPVector2 value1, ref FPVector2 min, ref FPVector2 max, out FPVector2 result) { result = new FPVector2( FPMath.Clamp(value1.x, min.x, max.x), FPMath.Clamp(value1.y, min.y, max.y)); }
public static FPVector2 Clamp(FPVector2 value1, FPVector2 min, FPVector2 max) { return(new FPVector2( FPMath.Clamp(value1.x, min.x, max.x), FPMath.Clamp(value1.y, min.y, max.y))); }
public static FPVector2 CatmullRom(FPVector2 value1, FPVector2 value2, FPVector2 value3, FPVector2 value4, Fix64 amount) { return(new FPVector2( FPMath.CatmullRom(value1.x, value2.x, value3.x, value4.x, amount), FPMath.CatmullRom(value1.y, value2.y, value3.y, value4.y, amount))); }
public static FPVector2 Barycentric(FPVector2 value1, FPVector2 value2, FPVector2 value3, Fix64 amount1, Fix64 amount2) { return(new FPVector2( FPMath.Barycentric(value1.x, value2.x, value3.x, amount1, amount2), FPMath.Barycentric(value1.y, value2.y, value3.y, amount1, amount2))); }