Пример #1
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 public static Vector2 DirectionFromAngle(float angle)
 {
     //float _x = (float)Math.Cos(angle);
     //float _y = (float)Math.Sin(angle);
     angle = DevMath.DegToRad(angle);
     return(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
 }
Пример #2
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        public static Vector2 DirectionFromAngle(float angle)
        {
            var x = (float)Math.Cos(DevMath.DegToRad(angle));
            var y = (float)Math.Sin(DevMath.DegToRad(angle));

            return(new Vector2(x, y));
        }
Пример #3
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        public static Vector2 DirectionFromAngle(float angle)
        {
            // Cos en sin. Hier dan dus devmath gebruiken ipv math? sinds ik de DegToRad toch al heb geschreven
            int dX = (float)Math.Cos(DevMath.DegToRad(angle));
            int dY = (float)Math.Sin(DevMath.DegToRad(angle));

            return(new Vector2(dX, dY));
        }
Пример #4
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        public static Vector2 DirectionFromAngle(float angle)
        {
            float x = 1f;
            float y = 0f;

            return(new Vector2(x * ( float )Math.Cos(DevMath.DegToRad(angle)) - y * ( float )Math.Sin(DevMath.DegToRad(angle)), x *
                               ( float )Math.Sin(DevMath.DegToRad(angle)) - y * ( float )Math.Cos(DevMath.DegToRad(angle))));
        }
        public static Vector2 DirectionFromAngle(float angle)
        {
            float radians = DevMath.DegToRad(angle);
            float newX    = (float)Math.Cos(radians);
            float newY    = (float)Math.Sin(radians);

            return(new Vector2(newX, newY));
        }
Пример #6
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        public static float Lerp(float a, float b, float t)
        {
            t = DevMath.Clamp(t, 0, 1);

            //eerst clampen dan lerpen
            return(a + (b - a) * t);
            //andere optie:
            //return(a *(1 - t) + b * t);
        }
Пример #7
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        public static Matrix4x4 RotateZ(float rotation)
        {
            Matrix4x4 mat = new Matrix4x4();

            float cos = (float)Math.Cos(DevMath.DegToRad(rotation));
            float sin = (float)Math.Sin(DevMath.DegToRad(rotation));

            mat.m[0][0] = cos;
            mat.m[0][1] = -sin;
            mat.m[1][0] = sin;
            mat.m[1][1] = cos;
            mat.m[2][2] = 1;
            mat.m[3][3] = 1;

            return mat;
        }
Пример #8
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 public static Vector4 Lerp(Vector4 a, Vector4 b, float t)
 {
     return(new Vector4(DevMath.Lerp(a.x, b.x, t), DevMath.Lerp(a.y, b.y, t), DevMath.Lerp(a.z, b.z, t), DevMath.Lerp(a.w, b.w, t)));
 }
Пример #9
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        public static Vector2 DirectionFromAngle(float angle)
        {
            double rad = DevMath.DegToRad(angle);

            return(new Vector2((float)Math.Cos(rad), (float)Math.Sin(rad)));
        }
Пример #10
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        public static float Angle(Vector2 lhs, Vector2 rhs)
        {
            Vector2 v = lhs - rhs;

            return(DevMath.RadToDeg((float)Math.Atan2(v.x, v.y)));
        }
Пример #11
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 public static Vector4 Lerp(Vector4 a, Vector4 b, float t)
 {
     DevMath.Clamp(t, 0, 1);
     return(a * (1 - t) + b * t);
 }
Пример #12
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 public static Vector2 DirectionFromAngle(float angle) //in radians
 {
     angle = DevMath.DegToRad(angle);
     return(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)));
 }
Пример #13
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 public static Vector2 Lerp(Vector2 a, Vector2 b, float t)
 {
     t = DevMath.Clamp01(t);
     Vector2 v = new Vector2((b.x - a.x), (b.y - a.y));
     return a + (v * t);
 }
Пример #14
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 public static Vector2 DirectionFromAngle(float angle)
 {
     return(new Vector2((float)Math.Cos(DevMath.DegToRad(angle)), (float)Math.Sin(DevMath.DegToRad(angle))));
     //throw new NotImplementedException();
 }
Пример #15
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 public static Vector3 Lerp(Vector3 a, Vector3 b, float t)
 {
     return(new Vector3(DevMath.Lerp(a.x, b.x, t), DevMath.Lerp(a.y, b.y, t), DevMath.Lerp(a.z, b.z, t)));
 }
Пример #16
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 public static Vector2 Lerp(Vector2 a, Vector2 b, float t)
 {
     return(new Vector2(DevMath.Lerp(a.x, b.x, t), DevMath.Lerp(a.y, b.y, t)));
 }
Пример #17
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 public static Vector2 DirectionFromAngle(float angle)
 {
     //Insert degrees and get a vector2
     float a = DevMath.DegToRad(angle);
     return new Vector2((float)Math.Cos(a), (float)Math.Sin(a));
 }
Пример #18
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 public static Vector4 Lerp(Vector4 a, Vector4 b, float t)
 {
     t = DevMath.Clamp(t, 0, 1);
     return(a + (b - a) * t);
 }
Пример #19
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        public static Vector2 DirectionFromAngle(float angle)
        {
            float r_angle = DevMath.DegToRad(angle);

            return(new Vector2((float)Math.Cos(r_angle), (float)Math.Sin(r_angle)));
        }