예제 #1
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 public static void SmoothStep(ref Fixed64Vector2 value1, ref Fixed64Vector2 value2, Fixed64 amount, out Fixed64Vector2 result)
 {
     result = new Fixed64Vector2(
         FixedMath.SmoothStep(value1.x, value2.x, amount),
         FixedMath.SmoothStep(value1.y, value2.y, amount));
 }
예제 #2
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 public static void Min(ref Fixed64Vector2 value1, ref Fixed64Vector2 value2, out Fixed64Vector2 result)
 {
     result.x = FixedMath.Min(value1.x, value2.x);
     result.y = FixedMath.Min(value1.y, value2.y);
 }
예제 #3
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 public static Fixed64Vector2 SmoothStep(Fixed64Vector2 value1, Fixed64Vector2 value2, Fixed64 amount)
 {
     return(new Fixed64Vector2(
                FixedMath.SmoothStep(value1.x, value2.x, amount),
                FixedMath.SmoothStep(value1.y, value2.y, amount)));
 }
예제 #4
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 public static void LerpUnclamped(ref Fixed64Vector2 value1, ref Fixed64Vector2 value2, Fixed64 amount, out Fixed64Vector2 result)
 {
     result = new Fixed64Vector2(
         FixedMath.Lerp(value1.x, value2.x, amount),
         FixedMath.Lerp(value1.y, value2.y, amount));
 }
예제 #5
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 public static Fixed64Vector2 Min(Fixed64Vector2 value1, Fixed64Vector2 value2)
 {
     return(new Fixed64Vector2(
                FixedMath.Min(value1.x, value2.x),
                FixedMath.Min(value1.y, value2.y)));
 }
예제 #6
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 public static void Hermite(ref Fixed64Vector2 value1, ref Fixed64Vector2 tangent1, ref Fixed64Vector2 value2, ref Fixed64Vector2 tangent2,
                            Fixed64 amount, out Fixed64Vector2 result)
 {
     result.x = FixedMath.Hermite(value1.x, tangent1.x, value2.x, tangent2.x, amount);
     result.y = FixedMath.Hermite(value1.y, tangent1.y, value2.y, tangent2.y, amount);
 }
예제 #7
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 public static Fixed64Vector2 LerpUnclamped(Fixed64Vector2 value1, Fixed64Vector2 value2, Fixed64 amount)
 {
     return(new Fixed64Vector2(
                FixedMath.Lerp(value1.x, value2.x, amount),
                FixedMath.Lerp(value1.y, value2.y, amount)));
 }
예제 #8
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 public static void Clamp(ref Fixed64Vector2 value1, ref Fixed64Vector2 min, ref Fixed64Vector2 max, out Fixed64Vector2 result)
 {
     result = new Fixed64Vector2(
         FixedMath.Clamp(value1.x, min.x, max.x),
         FixedMath.Clamp(value1.y, min.y, max.y));
 }
예제 #9
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 public static Fixed64Vector2 Clamp(Fixed64Vector2 value1, Fixed64Vector2 min, Fixed64Vector2 max)
 {
     return(new Fixed64Vector2(
                FixedMath.Clamp(value1.x, min.x, max.x),
                FixedMath.Clamp(value1.y, min.y, max.y)));
 }
예제 #10
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 public static Fixed64Vector2 CatmullRom(Fixed64Vector2 value1, Fixed64Vector2 value2, Fixed64Vector2 value3, Fixed64Vector2 value4, Fixed64 amount)
 {
     return(new Fixed64Vector2(
                FixedMath.CatmullRom(value1.x, value2.x, value3.x, value4.x, amount),
                FixedMath.CatmullRom(value1.y, value2.y, value3.y, value4.y, amount)));
 }
예제 #11
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 public static Fixed64Vector2 Barycentric(Fixed64Vector2 value1, Fixed64Vector2 value2, Fixed64Vector2 value3, Fixed64 amount1, Fixed64 amount2)
 {
     return(new Fixed64Vector2(
                FixedMath.Barycentric(value1.x, value2.x, value3.x, amount1, amount2),
                FixedMath.Barycentric(value1.y, value2.y, value3.y, amount1, amount2)));
 }
예제 #12
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        public static Fixed64Quaternion Lerp(Fixed64Quaternion a, Fixed64Quaternion b, Fixed64 t)
        {
            t = FixedMath.Clamp(t, Fixed64.Zero, Fixed64.One);

            return(LerpUnclamped(a, b, t));
        }