public static Vector3d SmoothDamp(Vector3d current, Vector3d target, ref Vector3d 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)); Vector3d vector = current - target; Vector3d vector3_1 = target; double maxLength = maxSpeed * smoothTime; Vector3d vector3_2 = Vector3d.ClampMagnitude(vector, maxLength); target = current - vector3_2; Vector3d vector3_3 = (currentVelocity + num1 * vector3_2) * deltaTime; currentVelocity = (currentVelocity - num1 * vector3_3) * num3; Vector3d vector3_4 = target + (vector3_2 + vector3_3) * num3; if (Vector3d.Dot(vector3_1 - current, vector3_4 - vector3_1) > 0.0) { vector3_4 = vector3_1; currentVelocity = (vector3_4 - vector3_1) / deltaTime; } return(vector3_4); }