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));
    }
示例#2
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 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));
 }
示例#3
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 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));
 }