static public Vector2 Map(this Vector2 valA, Vector2 minA, Vector2 maxA, Vector2 minB, Vector2 maxB) { var v = Vector2.zero; v.x = MathR.Map(valA.x, minA.x, maxA.x, minB.x, maxB.x); v.y = MathR.Map(valA.y, minA.y, maxA.y, minB.y, maxB.y); return(v); }
static public Vector3 Smooth(this Vector3 self, Vector3 previous, float amount) { Vector3 pp = previous; Vector3 cp = self; Vector3 rp = Vector3.zero; rp.x = MathR.Smooth(cp.x, pp.x, amount); rp.y = MathR.Smooth(cp.y, pp.y, amount); rp.z = MathR.Smooth(cp.z, pp.z, amount); return(rp); }
public static Quaternion Smooth(this Quaternion self, Quaternion previous, float amount) { Quaternion pq = previous; Quaternion cq = self; Quaternion rq = Quaternion.identity; rq.x = MathR.Smooth(cq.x, pq.x, amount); rq.y = MathR.Smooth(cq.y, pq.y, amount); rq.z = MathR.Smooth(cq.z, pq.z, amount); rq.w = MathR.Smooth(cq.w, pq.w, amount); return(rq); }
static public Vector2 Normalize(this Vector2 self, Vector2 min, Vector2 max) { self.x = MathR.Map(self.x, min.x, max.x, 0, 1); self.y = MathR.Map(self.y, min.y, max.y, 0, 1); return(self); }