public static Vector3D Lerp(Vector3D from, Vector3D to, double t) { t = MathD.Clamp01(t); return(new Vector3D(from.x + ((to.x - from.x) * t), from.y + ((to.y - from.y) * t), from.z + ((to.z - from.z) * t))); }
public static double Angle(Vector3D from, Vector3D to) { return(Math.Acos(MathD.Clamp(Dot(from.normalized, to.normalized), -1f, 1f)) * 57.29578f); }