public static FSVector3 Lerp(FSVector3 a, FSVector3 b, FSFloat f) { return(new FSVector3( (int)(((long)(b.X - a.X) * f.GetValue()) / FSFloat.precision) + a.X, (int)(((long)(b.Y - a.Y) * f.GetValue()) / FSFloat.precision) + a.Y, (int)(((long)(b.Z - a.Z) * f.GetValue()) / FSFloat.precision) + a.Z)); }
public FSQuaternion(FSVector4 v) { xValue = v.GetX(); yValue = v.GetY(); zValue = v.GetZ(); wValue = v.GetW(); }
public FSQuaternion(FSFloat x, FSFloat y, FSFloat z, FSFloat w) { xValue = x; yValue = y; zValue = z; wValue = w; }
public FSQuaternion(int x, int y, int z, int w) { xValue = x; yValue = y; zValue = z; wValue = w; }
public FSVector4(int x, int y, int z, int w) { xValue = x; yValue = y; zValue = z; wValue = w; }
public void SetFSVector3(int x, int y, int z) { xValue = x; yValue = y; zValue = z; }