public static double LerpAngle(double a, double b, double t) { double num = MathD.Repeat(b - a, 360d); if (num > 180.0d) { num -= 360d; } return(a + num * MathD.Clamp01(t)); }
public static double DeltaAngle(double current, double target) { double num = MathD.Repeat(target - current, 360d); if (num > 180.0d) { num -= 360d; } return(num); }
public static double SmoothDamp(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed, double deltaTime) { smoothTime = MathD.Max(0.0001d, smoothTime); double num1 = 2d / smoothTime; double num2 = num1 * deltaTime; double num3 = (1.0d / (1.0d + num2 + 0.479999989271164d * num2 * num2 + 0.234999999403954d * num2 * num2 * num2)); double num4 = current - target; double num5 = target; double max = maxSpeed * smoothTime; double num6 = MathD.Clamp(num4, -max, max); target = current - num6; double num7 = (currentVelocity + num1 * num6) * deltaTime; currentVelocity = (currentVelocity - num1 * num7) * num3; double num8 = target + (num6 + num7) * num3; if (num5 - current > 0.0 == num8 > num5) { num8 = num5; currentVelocity = (num8 - num5) / deltaTime; } return(num8); }
public static double PingPong(double t, double length) { t = MathD.Repeat(t, length * 2d); return(length - Math.Abs(t - length)); }
public static double SmoothDampAngle(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed, double deltaTime) { return(MathD.SmoothDamp(current, current + MathD.DeltaAngle(current, target), ref currentVelocity, smoothTime, maxSpeed, deltaTime)); }
public static double SmoothDampAngle(double current, double target, ref double currentVelocity, double smoothTime) { return(MathD.SmoothDampAngle(current, target, ref currentVelocity, smoothTime, double.PositiveInfinity, Time.deltaTime)); }
public static double SmoothDamp(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed) { return(MathD.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, Time.deltaTime)); }
public static bool Approximately(double a, double b) { return(Math.Abs(b - a) < MathD.Max(1E-06d * MathD.Max(Math.Abs(a), Math.Abs(b)), double.Epsilon)); }
public static double SmoothStep(double from, double to, double t) { t = MathD.Clamp01(t); t = (-2.0 * t * t * t + 3.0 * t * t); return(to * t + from * (1.0 - t)); }
public static double MoveTowardsAngle(double current, double target, double maxDelta) { target = current + MathD.DeltaAngle(current, target); return(MathD.MoveTowards(current, target, maxDelta)); }
public static double Lerp(double from, double to, double t) { return(from + (to - from) * MathD.Clamp01(t)); }