// The smaller of the two possible angles between the two vectors is returned, therefore the result will never be greater than 180 degrees or smaller than -180 degrees. // If you imagine the from and to vectors as lines on a piece of paper, both originating from the same point, then the /axis/ vector would point up out of the paper. // The measured angle between the two vectors would be positive in a clockwise direction and negative in an anti-clockwise direction. public static FP SignedAngle(FPVector from, FPVector to, FPVector axis) { FPVector fromNorm = from.normalized, toNorm = to.normalized; FP unsignedAngle = FPMath.Acos(FPMath.Clamp(Dot(fromNorm, toNorm), -FP.ONE, FP.ONE)) * FPMath.Rad2Deg; FP sign = FPMath.Sign(Dot(axis, Cross(fromNorm, toNorm))); return(unsignedAngle * sign); }
public static FPVector2 Lerp(FPVector2 value1, FPVector2 value2, FP amount) { amount = FPMath.Clamp(amount, 0, 1); return(new FPVector2( FPMath.Lerp(value1.x, value2.x, amount), FPMath.Lerp(value1.y, value2.y, amount))); }
public static FPQuaternion Slerp(FPQuaternion from, FPQuaternion to, FP t) { t = FPMath.Clamp(t, 0, 1); FP dot = Dot(from, to); if (dot < 0.0f) { to = Multiply(to, -1); dot = -dot; } FP halfTheta = FP.Acos(dot); return(Multiply(Multiply(from, FP.Sin((1 - t) * halfTheta)) + Multiply(to, FP.Sin(t * halfTheta)), 1 / FP.Sin(halfTheta))); }
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))); }
// Returns the angle in degrees between /from/ and /to/. This is always the smallest public static FP Angle(FPVector from, FPVector to) { return(FPMath.Acos(FPMath.Clamp(Dot(from.normalized, to.normalized), -FP.ONE, FP.ONE)) * FPMath.Rad2Deg); }
public static FPQuaternion Lerp(FPQuaternion a, FPQuaternion b, FP t) { t = FPMath.Clamp(t, FP.Zero, FP.One); return(LerpUnclamped(a, b, t)); }