public static hexNumFloat RandomLerp(hexNumFloat start, hexNumFloat end, float range) { float division = UnityEngine.Random.Range(0.5f - range / 2, 0.5f + range / 2); //Debug.Log("division: "+division); hexNumFloat tmp = Lerp(start, end, division); return(tmp); }
public static hexNumFloat Lerp(hexNumFloat start, hexNumFloat end, float ratio) { Debug.Assert(ratio >= 0 && ratio <= 1, "ratio out of [0, 1] in Lerp"); hexNumFloat tmp; tmp.num_x_float = ratio * start.num_x_float + (1 - ratio) * end.num_x_float; tmp.num_z_float = ratio * start.num_z_float + (1 - ratio) * end.num_z_float; return(tmp); }
public static hexNumFloat HalfLerp(hexNumFloat start, hexNumFloat end) { return(Lerp(start, end, 0.5f)); }