public static Vector3 Clamp(Vector3 v, Vector3 min, Vector3 max) => new Vector3( MathHelpers.Clamp(v.X, min.X, max.X), MathHelpers.Clamp(v.Y, min.Y, max.Y), MathHelpers.Clamp(v.Z, min.Z, max.Z));
public static Vector3 Lerp(Vector3 v, Vector3 w, float a) => new Vector3( MathHelpers.Lerp(v.X, w.X, a), MathHelpers.Lerp(v.Y, w.Y, a), MathHelpers.Lerp(v.Z, w.Z, a));
public static Vector4 Clamp(Vector4 u, Vector4 min, Vector4 max) => new Vector4( MathHelpers.Clamp(u.X, min.X, max.X), MathHelpers.Clamp(u.Y, min.Y, max.Y), MathHelpers.Clamp(u.Z, min.Z, max.Z), MathHelpers.Clamp(u.W, min.W, max.W));
public static Vector4 Lerp(Vector4 u, Vector4 v, float a) => new Vector4( MathHelpers.Lerp(u.X, v.X, a), MathHelpers.Lerp(u.Y, v.Y, a), MathHelpers.Lerp(u.Z, v.Z, a), MathHelpers.Lerp(u.W, v.W, a));
public static Vector2 Lerp(Vector2 v, Vector2 w, float a) => new Vector2( MathHelpers.Lerp(v.X, w.X, a), MathHelpers.Lerp(v.Y, w.Y, a));
public static Vector2 Clamp(Vector2 v, Vector2 min, Vector2 max) => new Vector2( MathHelpers.Clamp(v.X, min.X, max.X), MathHelpers.Clamp(v.Y, min.Y, max.Y));