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 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 Vector2d Max(Vector2d lhs, Vector2d rhs) { return(new Vector2d(Mathd.Max(lhs.x, rhs.x), Mathd.Max(lhs.y, rhs.y))); }