public static FloatL LerpAngle(FloatL a, FloatL b, FloatL t) { FloatL num = FixPointMath.Repeat(b - a, 360f); if (num > 180f) { num -= 360f; } return(a + num * FixPointMath.Clamp01(t)); }
public static Vector2L Lerp(Vector2L from, Vector2L to, FloatL t) { t = FixPointMath.Clamp01(t); return(new Vector2L(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t)); }
public static Vector4L Lerp(Vector4L from, Vector4L to, FloatL t) { t = FixPointMath.Clamp01(t); return(new Vector4L(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t, from.z + (to.z - from.z) * t, from.w + (to.w - from.w) * t)); }
public static FloatL Lerp(FloatL from, FloatL to, FloatL t) { return(from + (to - from) * FixPointMath.Clamp01(t)); }